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SteveCutler

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About SteveCutler

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  1. As the title says, now that archwing is being improved, could we please get archwing sorties and arbitrations?
  2. Bugs aside, I'm pretty happy with the archwing control changes. Being able to stop on a dime, not having momentum randomly carrying us around, no more going upside-down, faster sideways/strafing movement, being able to move up/down while boosting, and the universal blink - it's all great! The big problem is the automatic forward movement while sprinting. It is very uncontrollable. Maybe the solution is to just have two speed levels instead of three? I find that the non-sprinting mode is just way too slow to be practical. Maybe you could scrap that speed level, and change it like this: Current non-sprint speed -> Removed. Current sprint speed -> New non-sprint speed. No automatic forward movement. Current afterburner speed -> New sprint speed. I also like the idea that some people have put forward, of having the universal blink have a set of charges that cooldown independently. Having three or five charges would let us spam blinks quickly in succession, but they'd still each have the same cooldown so we wouldn't be able to blink endlessly.
  3. I was looking forward to this, but am just disappointed. I lost my Christmas decorations, and the new look is bad. I don't like the dirty scratched up look, the lighting looks dull, and the whole thing looks so empty now with the extra space.
  4. Archwing changes: Good: Momentum is dead! Woohoo! In non-sprint mode at least, archwing feels much more controllable. We no longer get pulled around in all kinds of directions against our will. Hurray! Universal Blink. I like it. Bad: Automatic forward movement while sprinting. In non-sprint mode, archwing feels very controllable, but as soon as I toggle sprint on (I am using toggle sprint mode!) it becomes the familiar uncontrollable mess. My archwing speeds forward automatically without me touching anything, smashing me into walls constantly. This has even gotten me killed, as my archwing smashes into a wall, then proceeds to smash into it again, then again, then again, until I'm dead. The afterburner controls. You say "Hold W while sprinting", but it doesn't actually work as I expected. I expected to hold W to get the afterburner, and then release W to turn it back off. Instead, I have to hold S (backwards) to get it to turn off. It seems very strange and unintuitive. Broken: With Skywing, it is possible to roll left, right, backwards, and even forwards (when Blink is on cooldown). However, rolling doesn't work at all in regular Archwing missions. In regular Archwing missions, melee attacks no longer home in on enemies. Titania's Razorwing is completely broken. It is no longer possible to roll at all, the animations and camera control are very janky, and I didn't test melee but that probably no longer homes in on enemies either.
  5. Razorwing's a buggy mess at the moment, likely due to the archwing changes. The archwing changes feel pretty great overall, mainly due to the inertia being removed. I still hate the automatic forward movement while sprinting is enabled though. It feels horrible when toggle sprint is enabled. That said, if you get rid of sprinting entirely on the warframe and operator (as you said you plan to eventually), then I could just go back to hold sprint mode for archwings...
  6. Noooooooooooooooooooooooooooooooo! Please, please, make this a setting. Please, please, let us hold the melee button to keep attacking. Why make us break our hands mashing the button over and over and over and over and over again?
  7. Would you be able to please clarify if the Condition Overload and Blood Rush changes are going to remain as-is, or if they'll be adjusted again? I don't hugely mind either way, I just want to know what's going on. I'm afraid to roll any of my melee rivens as these changes hugely affect the usefulness of base damage and crit chance bonuses, and everything seems like it's still so much in flux and subject to change. I'd really appreciate if you could give us some assurance about whether more changes will be made or not.
  8. Compared to before the update, melee feels monstrously overpowered now to me. Even very high level enemies die super fast to melee.
  9. I can shred lv165 Corrupted Bombards in seconds with a polearm...
  10. I don't use the Orvius, but I do use the Vaykor Sydon, and I share your opinion about having to switch to full melee mode ruining the flow of combat. I hope they change this.
  11. I'll add some more thoughts to this thread after more time playing with melee. Good: Standardized melee combos. This is wonderful. It's so much easier to remember and more intuitive. Having different input combos on all the stances before was a nightmare, and the pause combos were unusable in practice. This is a big improvement. Combo counter changes. I'll go against the grain here and say that I'm a big fan of these changes. Why? I felt like the old system was too biased towards a pure melee style, heavily punishing players for mixing in guns or abilities. With the old system, it took a long time to build up a combo, requiring non-stop melee attacks, and all it took is one mistake to lose it all which felt terrible. With the new system, it feels much more fair and balanced for a playstyle that mixes different weapons and abilities. I no longer feel like I'm severely gimped with a hybrid playstyle, because I can actually get a full combo counter quickly from scratch at any time. I even now feel like Drifting Contact is no longer an essential mod, but is instead an optional "nice to have". Increased melee range and additive Reach mods. The gap is now much smaller between different weapon types, and small weapons like Fists, Sparring, Swords, etc. are now much more viable than they were before. Wonderful change. Using the interact button to perform finishers. Thank God. I've been wanting this for years. No more suddenly getting locked into a slow finisher animation because something was blinded, when I could've just mowed them down faster with a normal swing. Sometimes the prompts don't seem to appear though, so maybe you could fix that or make it more noticeable. Actually, why do normal melee finishers even still exist? Why aren't they replaced entirely with the Parazon finishers? Channeling mod changes. These are mostly improved across the board, having more practical use. Some of them are still quite weak though. Any chance of boosting the duration of Dispatch Overdrive? Okay: The 100% blocking reduction. It's okay I guess. I honestly haven't really felt a big difference here. Tactical dodging. Meh. I don't see any need for it, but if others like it, whatever. The hover air melee attacks. It does make it easier to hit aerial targets, but there's still a lot of gravity effect. I thought it was going to let us basically hover indefinitely, so it's a bit disappointing. It's still difficult to melee flying enemies because of this. It also doesn't seem to let us perform the normal melee combos as far as I can tell? The slam attack changes. While I'm not a fan of chasing enemies all over the place, I felt like the ragdolls on slam attacks were incredibly satisfying. Now they just feel much less impactful. Heavy slams also seem a bit strange, as they occur even if you're aiming forward or up into the air, instead of only when you aim at the ground. Bad: The implemented stances. While the standardized combos are a great change, the actual implementations of the stances is terrible overall. There are absolutely some good, cool, appreciated changes. For example, the quick slam that Tempo Royale has available on-demand with a block combo - that's nice. But almost every stance has animation locks or slowed movement on the forward combo, which is honestly just unacceptable. You yourself have acknowledged that it's been a big complaint, and it's still there. Please, please fix it. The stances also often have animation locks or forced movement on the neutral combo, instead of letting us stand still or strafe freely. It's also very sad and disappointing that many stances are entirely missing some of the combos. Unique weapon powers (e.g. Vaykor Sydon's Radial Blind, or Orvius's Suspend) are now much more difficult and clunky to perform. Before, it was as simple as double-tapping the channeling button to use a unique weapon power. Now, we have to hold F to do a slow, clunky switch to full melee, then hold block, then tap the heavy attack button to use the power, then press F to exit full melee mode, then press F yet again to get our preferred gun back out (because the previous F input switched gun), and then press E to get the melee weapon back out to get to where we started from. Yikes! See how much worse this is? Please, please, please rethink this. You implemented the full melee mode to appease people that wanted to do aim glide blocks or use mods like Guardian Derision. But in the process you've also destroyed the ability to quickly access unique weapon powers for people that liked the quick melee mode. Please change the input to activate these unique weapon powers to literally anything else that doesn't require blocking from full melee mode. Some suggestions are: Crouch + Heavy Attack, Back + Heavy Attack, (Hold) Heavy Attack, Reload, Heavy Attack while standing still, etc. Literally anything else. The Condition Overload change (stacking additively with Pressure Point). Personally, I'm still shredding high level enemies with my melee weapons, so I don't quite understand other people saying melee is very weak now. My issue isn't really with damage. Instead, I have a few other problems with this. Firstly, this change makes Primed Pressure Point and Sacrificial Pressure Point (both legendary mods) basically obsolete, as Condition Overload is strictly superior. Secondly, this significantly devalues riven mods that add base melee damage - people have invested a lot of time, Kuva, and Platinum into these mods. Thirdly, this skews the balance between critical-focused and status-focused melee weapons: critical weapons get a final damage multiplier, while status weapons just get an additive base damage value. I really do think it was more fair being a separate multiplier - you just need to tweak that multiplier according to balance. It doesn't need to be exponential like it was before, and it doesn't need to be disgustingly overpowered - but it should be a separate damage multiplier. Blood Rush makes True Steel and Sacrificial Steel (a legendary mod) basically obsolete. Unlike some others, I don't have a problem with Blood Rush not being a multiplier to the final crit chance anymore. In fact, I think that is a welcome and much-needed change. The way it was before was disgustingly overpowered at high combo counts, and made high crit chance weapons just get better and better, while low crit chance weapons fell behind more and more. So, no problems there. But now that it works as a normal additive crit chance mod, it basically makes True Steel and Sacrificial Steel obsolete, in a similar way to Condition Overload and Pressure Point. There's no point in using True Steel or Sacrificial Steel, because Blood Rush does the same job but better. To be honest, I think the solution here is to remove Blood Rush entirely, or change it to a completely different function. I know, that's going to frighten some people. But consider this: there's currently little benefit to using heavy attacks, and Blood Rush is the only mod that gives benefit to the combo counter for normal melee attacks. People will never want to use heavy attacks, because it will mean losing their combo counter, which will mean losing their crit chance. You can't lose your crit chance if you didn't have it in the first place! *taps head* This would mean the combo counter would exist only for heavy attacks, and people would be able to use it freely and happily without feeling like they're losing anything or getting punished for doing so. Heavy attacks are just lacking and it feels like there's no good reason to use them. The charge-up time is very slow and sluggish, and in a horde-killing game we mostly don't feel like we need a big power attack to kill just another grunt. For a start, I think the wind-up time should be removed entirely - the attack itself already seems to be slower than normal, so can't that be enough? Furthermore, I think the focus on heavy attacks should be on massive AoE. Why? Because this is a horde-killing game, and killing hordes faster is appealing. You know how people like range on melee, so why not give us an occasional AoE blast that we can use? Look at something like Syndicate Procs or Radial Javelin (not in terms of power because it's awful, but the general concept). I think the heavy attack should be a massive AoE. Maybe keep the single-target ground attack if you really want, and modify the slam to be a massive AoE. But a massive AoE is basically the only thing that would make it worth using. Maybe make the AoE size depend on the combo counter. The Inner Might change solidifies Zenurik as the number one Focus school, stealing melee power away from Naramon. Naramon is supposed to be the melee-centric school, but now Zenurik has a powerful melee boost. Previously, it was related to channeling, which made sense for Zenurik as it was related to energy drain. But it's now no longer about energy, and therefore makes no sense. I suggest moving Inner Might to Naramon or just removing it entirely. This node would probably make more sense being used for the future Rage Mode system in some way. Holding E no longer has any separate function, and yet we still can't hold it to continue meleeing. We still have to mash the melee button like a madman, hurting our fingers, causing injury, and reducing the effectiveness of high attack speed weapons. Please let us hold the button to spam melee!
  12. So let me get this straight. You have acknowledged that a large complaint has been animation locks? You are aware of this issue and admitted it? And this update is supposed to improve the situation? I have just finished testing every single stance for every weapon that I own. My conclusion is that while you have improved some things, you have ruined many more things. Overall you have made the situation even worse for animation locks and slowed movement! There was a thread posted on Reddit a few months ago, where a user tested all stances to see which provided unrestricted forward movement. I tested all of these myself and confirmed that they were accurate. I have now tested them again after the update and am disappointed at how many weapons have now been ruined. The good: Shimmering Blight (Polearm) now has unrestricted forward movement. Iron Phoenix (Sword) now has unrestricted forward movement. Gleaming Talon (Glaive) now has unrestricted forward movement. The bad: Vulpine Mask (Rapier) now has slowed forward movement, when it didn't before. This means that the Rapier is now another weapon (like the Staff) that is better off without a stance. Malicious Raptor (Claw) now has slowed forward movement, when it didn't before. This means that the Claw is now another weapon (like the Staff) that is better off without a stance. Nikana without a stance now has slowed forward movement, when it didn't before. Decisive Judgement (Nikana) now has slowed forward movement, when it didn't before. Since this is also the case without a stance, Nikanas are now completely unusable for those that want unrestricted movement. Sword and Shield without a stance now has slowed forward movement, when it didn't before. Eleventh Storm (Sword and Shield) now has slowed forward movement, when it didn't before. Since this is also the case without a stance, Swords and Shields are now completely unusable for those that want unrestricted movement. Everything else still has slowed forward movement, just like before. The only weapons that are usable now, for those that want to be able to move freely, are Polearms, Swords, Nunchakus, Glaives, Staves (no stance), Rapiers (no stance), and Claws (no stance). This is very disappointing. Please tell me you're going to fix this. To say something positive, I do like the standardized combos. They are easier to understand, more intuitive, easier to perform. But I am very disappointed at how minimal the stance changes seem to be. I thought it was taking so long because you were redoing all the animations, but this doesn't seem to be the case. It's disappointing that not every stance has the four different combos, but I can live with that. But please, if nothing else, give us unrestricted forward movement.
  13. Oh boy... I was really looking forward to this update. More than anything else, I was looking forward to the melee stance changes. And I am very disappointed... I'm still going through all the stances to try them out, but I can already see it's nowhere near what I expected. It seems like you didn't actually bother to add any new combos or animations? You just took existing combos and changed the button inputs for them. You talked about how now melee weapons have different combos like the stationary one, stationary tactical, forward one, forward tactical, etc. But many stances only have one or two separate combos, so for those you've just thrown the same combo on different inputs. For example, Shimmering Blight only has two combos - standing, forward, standing+block are all identical! You made the forward combo of Shimmering Blight go at full speed, no longer slowing down or locking down the player. Great. What about everything else? High Noon still slows and locks movement. Everything else I've tested so far still slows and locks movement... Because many stances have identical standing and forward combos, it is still not possible to stand still to attack an enemy. For example, Grim Fury and Brutal Tide both have forward movement on the stationary combo, instead of letting you just stand there and punch the target! Yikes. Just yikes. This honestly feels very lazy and hastily thrown together to me... Please tell me you're going to be finishing this off. Furthermore: Even though charge/heavy attacks are moved to a different button, we still have to mash the melee button like a madman to keep attacking! Why? Can't you just let us hold the button down? The tactical dodge doesn't even work for me. It just does a full roll every time. Tested in both quick melee and full melee modes. Sometimes the blocking animation stops working in full melee mode. When holding F to go into full melee mode, it becomes impossible to switch back to the gun that I was using. Holding F to exit full melee mode doesn't seem to be a thing that you've implemented. Pressing F to switch weapon brings out the other gun, not the one I was using. You changed the Vaykor Sydon's Radial Blind from being on the channeling button (now heavy attack), to instead requiring block+heavy. This means that it is now no longer possible to do a Radial Blind from quick melee mode, and instead you have to do a slow, clunky full switch. This ruins it for me! Couldn't you just make it replace the normal heavy attack? Make it back+heavy? Crouch+heavy? Anything other than requiring full melee... Please.
  14. Oh boy... I was really looking forward to this update. More than anything else, I was looking forward to the melee stance changes. And I am very disappointed... I'm still going through all the stances to try them out, but I can already see it's nowhere near what I expected. It seems like you didn't actually bother to add any new combos or animations? You just took existing combos and changed the button inputs for them. You talked about how now melee weapons have different combos like the stationary one, stationary tactical, forward one, forward tactical, etc. But many stances only have one or two separate combos, so for those you've just thrown the same combo on different inputs. For example, Shimmering Blight only has two combos - standing, forward, standing+block are all identical! You made the forward combo of Shimmering Blight go at full speed, no longer slowing down or locking down the player. Great. What about everything else? High Noon still slows and locks movement. Everything else I've tested so far still slows and locks movement... Because many stances have identical standing and forward combos, it is still not possible to stand still to attack an enemy. For example, Grim Fury and Brutal Tide both have forward movement on the stationary combo, instead of letting you just stand there and punch the target! Yikes. Just yikes. This honestly feels very lazy and hastily thrown together to me... Please tell me you're going to be finishing this off. Furthermore: Even though charge/heavy attacks are moved to a different button, we still have to mash the melee button like a madman to keep attacking! Why? Can't you just let us hold the button down? The tactical dodge doesn't even work for me. It just does a full roll every time. Tested in both quick melee and full melee modes. Sometimes the blocking animation stops working in full melee mode. When holding F to go into full melee mode, it becomes impossible to switch back to the gun that I was using. Holding F to exit full melee mode doesn't seem to be a thing that you've implemented. Pressing F to switch weapon brings out the other gun, not the one I was using. You changed the Vaykor Sydon's Radial Blind from being on the channeling button (now heavy attack), to instead requiring block+heavy. This means that it is now no longer possible to do a Radial Blind from quick melee mode, and instead you have to do a slow, clunky full switch. This ruins it for me! Couldn't you just make it replace the normal heavy attack? Make it back+heavy? Crouch+heavy? Anything other than requiring full melee... Please.
  15. I'm very excited for this update, and happy with most of the changes. My only concerns are: Will the new stances let us have full unrestricted movement? It sounds like they're still going to slow us down. I really hope not... Why the Condition Overload change? I really don't understand the thinking behind this. I get the impression that you think it's a nerf, but it isn't. It's actually going to be a huge buff in ease of use, that will make it a mandatory mod on every single melee weapon. It will kill off any usefulness of pure status melee weapons, as it will be very easy to hit the limit of three status effects regardless. It will also be more boring to use, destroying the interactivity and synergy of setups specializing in proccing lots of status effects.
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