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(NSW)warfare3376

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Everything posted by (NSW)warfare3376

  1. Fun fact slash is actually statistically the weakest scaling DoT in the game, the only reason it is considered as strong as it is is the fact that it bypasses armor. Slash ticks are only effected by base damage, crits and faction damage, wereas all the other DoTs have an additional way to increase the actual DoT damage such as heat and electric scaling with their respective elemental mods and gas/electric being able to head shot and scale with enemy group size(quadratic scaling). But as mentioned since most of the toghest units in the game use armor as their main source of ehp slash will dominate for obvious reasons, its really not a problem with slash being too strong but rather enemy armor is the crux of the issue which has always been the real issue for the dominance of slash.
  2. That unfortunately isnt true, you can only trade with other players that also have cross save enabled. And the thing with switch is that the players who did enable it most likely did so to escape it, at the time of me writing this message there is literally only 3 switch players INCLUDING myself in cross save tc which is far worse than just the switch only tc whcih at the same time has 67 players in it including myself, now sure you can still trade non plat items with other consoles but good luck with that when 90% of trades are only done with plat. Switch got completely screwed over with cross save and will only get worse as time progresses as what cross trade has done is just divide what was already the smallest player base and made it even smaller and as more players enable cross save that division will only get larger. Something definitely has to be done for switch trading and as mentioned unfortunately the plat problem is out of DEs hands so something else has to be done,
  3. Yea this is the whole reason I havent enabled cross save yet. Switch honestly got completely screwed over with cross trade, no matter what you do really whether you activate cross save or not there will still be a lot less people to trade with then what it was prior which was already a very small amount of people. Trade chat hardly moves at all now and takes forever to find anyone to trade with if you dont have cross save enabled but if you do activate it you wont be able to trade with the vast majority of those players, something really needs to be done. Id say at the very least somehow make it possible for all switch players to be able trade with each other regardless of if they have cross save enabled or not, plat is already locked to switch anyway.
  4. This would honestly not incentivize me to use more of my arsenal than I already do. Look at it this way, if you were to just do a normal mission with the optimal meta equipment you can very easily get that mission done significantly faster than the optional mode that limits your gear choices to less optimal ones so at that point is the extra rewards atcually worth it when you can just run the version of the mission that reward less but can be done twice as fast? Alos, personally I find "challenges" that limit gear choice in any way kinda lousy as it just creates artificial diversity but doesnt actually fix the issues that lesser used gear has making it just feel awful to play and kinda forced. Warframes meta has been the same for basically forever for a reason, killing tons of enemies as fast as possible is the most rewarding thing you can do for a huge majority of the games content, that plus the fact the game provides those tons of enemies quite often. The problem the game has with the meta it has is that the gameplay has remained the same forever, sure we have gained new modes here and there that add in small gameplay features but the core still remains shoot at and kill hordes of brain dead ai. If you want a more diverse meta the only way to achieve it is to have diverse gameplay where one particular playstyle isnt best for all like it is now, personally I feel its long overdue for a mission/enemy rework and get to the root of the problem rather than just nerfing the strong tools or arbitrarily limiting gear choice.
  5. There actually already is a visual cue tho its not exactly the most accurate thing in the world and could maybe use a couple tweaks, the sound cue could also use a few tweaks because from what Ive noticed sometimes the sound bugs out on certain tiles. I also do find it kinda dumb that the transmissions go on as long and happen as frequently as they do considering how you have to track down the demos by listening for the beeps. Oh and if it helps the demos are affected by enemy radar, with enough of it u should be able to see them on the map before u can even hear them.
  6. Honestly gas can be extremely strong in the ideal situation, however thats the thing that holds back gas and kinda keeps it in check. It needs grouping and armor strip and the clouds need to headshot, once those requirements are met it becomes by far one of the strongest elements in the game but again getting to that point is very impractical for normal gameplay that it simply isnt used at all and is deemed trash. And for the cap of 10 procs look at it this way, if there are 2 enemies next to each other the cap is no longer 10, its now 20, a 3rd enemy the cap is now 30. gas is designed for AoE not single target, you dont need a ton of gas procs on 1 enemy for it to do good damage you need at least 1 gas proc on multiple enemies to create overlapping gas clouds to do good damage. Removing the proc cap wont really do much apart from make its single target damage output a bit better, however gas single target damage is quite bad. As for gas not scaling with elemental mods well so does slash. It wouldnt help gas much if it did scale with elemental mods I mean look at electric, electric is very similar to gas on what it does but has infinite procs and scales with electric mods but still does garbage damage in comparison to slash. Also gas clouds can headshot on top of the quadratic scaling with grouped up enemies so actually it has better scaling than slash by alot however there is on big thing that separates the two, armor. Enemy armor is and always has been the problem, armor hinders everything that is not slash procs or things that can buff those slash procs due to the armor bypass it has. Increasing gas damage wont really do much since all the majority of that extra damage will just mitigated into nothingness anyway, would it make sense for elemental mods to scale the damage yea absolutely but would it actual help gas viability no probably not. Enemy armor really needs to be looked at again before you start buffing the damage values either that have newer enemies not have any armor but have more health or something instead because thats the big thing, armor holds back everything that cant just bypass it but if it can bypass it than it can handle everything else in the game too as enemies with armor are the toughest units in the game, this has always been the case and its about time it changes. What gas really needs is more practicality, as others have said giving it the traits of both heat and toxin would help out a ton, more so bypassing shields, the 50% armor strip would be great for normal content but be basically unnoticeable in high lvl endurance which would still be a huge improvement since hardly anyone plays at thoose crazy high lvls anyway. As for what would help gas besides that obviously a range increase would help as it would reduce the need for grouping but I know DE is scared about range increases so at the least Id say make the current max range of 6 meters at 10 procs apply to the 1st proc and only have the damage increase with additional stacks, most of the time you will never reach the max 10 procs so this would actually be quite noticeable without actually increasing the current max range of the gas clouds. Blast tho is complete garbage and would agree with there, tho I would say the solution is to not just have it bypass of lower armor or shields rather Id say give it back its knockdown for starters and maybe have the proc take out a nice chunk of overguard aswell. The thing is there will always be a worst element and I feel like basically no matter what that will most likely be blast so rather than try to take aspects of other stronger options to put into blast to make it just a worse version instead a better approach would be to do the opposite and have it provide a unique perk instead.
  7. I got an ephemera on my 1st ever sister meanwhile my longest drought without getting one is 23, thats just rng for u.
  8. If the new permanent challenges wernt already recoverable at launch then how was it that they were supposedly always have been intended to replace 3 normal weeklys rather than the promised 3 additional weekly challenges for an extra 13500 standing per week? Why are you stating the 3 extra challenges was unintended and are "fixing it" rather than stating what it clearly is which is a last minute change? This is so unlike you DE.
  9. Alternately just remove or replace all on health damage effects and just make it on damage taken like how arcane guardian or avenger works. The on health damage requirement is honestly very poorly designed as after a certain point any damage done to health becomes an instant death sentence make anything that requires health damage completely useless, that and as stated in the OP anything that protects your health such as overguard or shields hinders its effectiveness, this is especially in co-op scenarios as there are many different ways to give your allys a way to protect their health such as giving them overgaurd or restoring their shields. Another thing, rage and chromas vex armor damage buff where also unintentionally nerfed with the recent shield changes because now it takes longer for your health to take damage with the increase to both base shield amount and dr increase.
  10. We have gyro as an option on switch, cant see why playstation cant have an option for it too.
  11. Worth noting only gunfire will break the stealth, melee attacks dont break it so yea works very well with contagion and also glaives.
  12. Honestly panzer will still probably be the best, it has AoE viral procs, has the best health orb generation for equilibrium via synth deconstruct, and has really good defensive utility in hunter synergy with spores for constant health regen and martyr symbiosis for a health gate. That said the other options are much closer, Ive been liking wyrm prime so far, wyrm basically gives status immunity via negate and is a good candidate for reinforced bond with its high base shields giving you a 60% fire rate buff, nautilus has a very good grouping ability so will probably be good with verglas plus contagious bond tho unfortunately as of rn DoTs that get spread dont deal any damage but if that gets fixed I see it being a decent dps option. Adarza is a very good buffer, with tenacious bond it can now give a huge crit damage buff on top of its flat 60% crit chance buff so I can see adarza a lot of use. Moas and hounds I cant speak too much for but Im sure they are fine probably more so moas, and of course smeeta is gonna be even better now since charm will have much more uptime. And all kubrows will be decent since there will be much more uptime on the mecha set now.
  13. If said power lvl is constant and never changes then there is nothing to push further. Once the limit is reached the ony way to go further is to is to increase the power lvl and if you do that all prior content can become very easily trivialized, keeping a constant defined power lvl is just not possible for a constituently expanding mmo. Do you know the reason why guns now have an arcane slots and galvanized mods? Its because guns just could not deal with sp units so they needed to be buffed in order to be usable. This exact situation would happen with a constant defined power lvl too, there will eventually be a point player equipment wont be able to handle the tougher content and it then comes down the players skill and knowledge of all the games mechanics to deal with it which at that point kinda goes against the casual experience warframe is meant to be. You cant continuously keep increasing difficulty forever without also increasing the power of the player and if you dont increase either then the game will very boring very quickly. If youre not supposed to go higher than shield gating would have never been added, what would have been done instead to deal with the one hits is just significantly reduce the lvl cap enemies to the lvl you are supposed to get to. And as Ive said in content youre "supposed" to be playing health tank builds require far less effort than shield gate builds and this is coming from someone who almost always health ranks, highest Id normally go up to is about an hour maybe 2 sp surv and it is braindead easy and way more than shield gating. Shield gate build are easy too but definitely not easier than health tanking so there really is no reason to use it over health tank builds except for some extra mod space for a bit extra power which is also completely unnecessary. And as for shield gate builds allowing you to survive lvl cap, so what? There is literally zero incentive to do so you get nothing special and there will never be anything extra so, so what if somewhat wants to go to lvl cap why gatekeep that.
  14. And keeping players at the same exact power lvl results in the norm never changing and nothing can ever be challenging because any new content cant be too difficult otherwise it becomes impossible, but once you hit where the content cant get anymore difficult it gets boring real fast because once a player beats it then thats it no more challenge after that, so what happens next is because of how boring the new content gets players will want to optimize their loadouts get through that new content as fast as possible to get the new gear and potentially alleviate that boredom. This is why there is so much demand for challenging content but whenever we do end up with something relatively difficult it gets tuned done real quick because some casual players complain about it being too difficult and if our equipment ever gets too strong that too must get brought down becasue you cant increase the difficulty of the content otherwise the mr 1 excals wont be able to handle it, its because of this gatekeeping that there can never be any challenging content. Funny you think that but t its actually not getting "fixed", its being streamlined and outright buffed. Sure. Which implies players should/are reaching those points regularly enough that they have to worry about it.
  15. Steel path was actually specifically added to let players replicate those high lv endurance without spending 8+ hours to get to it, thats why the lvls start at 100+ the base and have increased health and armor values. Id also like to point out shield gating came out before steel path was added, with how accessible shield gate builds endurance runs grew in popularity but people did not like the long wait that came with it hence the addition to sp. It did once you said that warframe is meant to only be a casual game. Nice, now youre trying to twist it. You where the one using lvl cap as a benchmark implying that everyone should aim for that. Yea a benchmark that all the other alternatives cant reach and never could so using it as a means to gatekeep other methods of survival instead of bringing up the other methods was my entire point.
  16. So the further improvements that youre referring to is the speed increase in which you get your full shield gate back. Theres a reason why getting back all your shields in 1 cast is so important rather than double casting or using the partial gate, because of how numerous enemies are and how much damage they can dish out with most having high fire rate weapons you need to be able to recover just as quickly otherwise you stand no chance. What the key does is let you play out in the open since it allows you to keep up with enemy damage, without it you would have to camp a corner the whole run like the old days. The key has also created much more diversity in terms of both frame usage and build crafting regardless if you choose to use it or not which I see as quite a good thing, Im not sure how many people remember what it was like before shield gating but back then a lot of the squishier frames just didnt get used. This is why I dislike arguments against the key theres too much focus on how much more mod slot efficient and outright "better" shield gate builds are in comparison to the other options but dont think about why that it is. For 99% of the games content shield gate builds are actually on par with the other options in terms of survivability due to the much higher maintenance required from those build, its the 1% people do look at tho and see shield gate as the only viable option then base all comparisons off of that. its not that shield gate builds arent so better, its that the other options are so much worse and have always been unviable. So what I dont understand are people so adamant about bringing shield gate builds down to the lvl of other options rather than bring the other options up. And changing the key to a mod slot btw will still have shield gate builds use up less mod slots than the alternatives, so the other alternatives will still be so much worse and just as unviable while some shield gate builds will be slightly inconvenienced and still be "mandatory" for higher lvls, nobody wins. Because despite that people do high lvl endurance/lvl cap anyway, thats why stuff like shield gating and steel path was added in the 1st place. If you want to play the game casually thats perfectly fine and you rest assured you will always be able to play the game casually, but the gatekeeping not so much. If you arent meant to defeat crazy high lvl/lvl cap enemies than dont use that as the benchmark. Shield gating is a completely optional playstyle and you do not need it for the majority of the content, it takes up more recourses and takes more effort to use for very similar effects to other options so dont use it as a benchmark. Again most players dont go that high and as said by you youre not supposed to anyway. And why hold back any option that can go higher when its completely optional and get nothing extra by doing so. See again youre only comparing the 2 builds on the bases that 1 of the builds requires far fewer mods than the other and ignore everything else. For shield gate builds you are saving a lot of mod space but the cost for doing so is that the build will now take more effort and resources to use, for health tanking the cost is it requires more mods but the build will now take less effort and resources to use. Youre also using the lvl cap benchmark where health tank builds stand no chance, so why not bring health tanking up to that benchmark then instead of bringing shield gate down or Idk just not use the benchmark at all?
  17. The umbral example was a bit extreme but I used that example anyway to make it a point of yes shield gate builds are way cheaper than health tank builds. I also think its worth mentioning that while it is true the umbral set is very costly in terms of slots and capacity, but the amount of stats you get out of doing is quite significant like we're talking 330% more health, 41% more strength and 82.5% more armor. That said theres also other alternatives to triple umbra such as stitching umbral fiber for arcane guardian or switch out vitality for arcane blessing, archon shards are another options and in terms of shard vs mod ratio the health and armor shard give more value than 10/15% more strength or duration. And yea even with all the other alternatives health tanking will still take up more mod slots than shield gate builds and even with the new catalyzing shields mod health tank builds will still require more slots. So heres a question, why is it a bad thing that shield gate builds require so much less space, why try to bring down shield gate builds rather than bring up health tank builds especially considering that health tank builds are deemed unviable for high lvl endurance already? I choose gloom as an example because it too is a bit on the extreme side since it requires using a specific helminth choice to further insinuate that health tank build do in fact need more investment. Theres is a ton of other healing sources tho like magus elevate/repair, life stike, panzer with hunter recovery, sentinel with medi-ray, ect.. Also I didnt forget I just left that out intentionally as its complexly irrelevant. The majority of the playerbase does not ever get to that point where a single stray bullet will 1 hit them no matter what. DE has also said that they will never design content around those lvls either so its completely pointless discussing it. And also this has always been the case for health and armor, health tank build have never once been viable in those crazy high lvl runs and you have always had to completely bypass enemy damage in some way whether that be via frost bubble or volt shield which was the strat back in the day or use invisibility.
  18. The loss of potential gain from other alternatives when one alternative is chosen: So then then lets compare 2 options then. 1st option, standard health tank build with lets say gloom as the healing source, lets say for mods lets say its triple umbra plus adaptation so minimum 4 slots used and a helminth abilty. 2nd option, shield gate build, for mods let say just brief respite and 1 auger and could use rolling guard but is optional and for a full shield gate lets say you need a 50 cost ability so thats minimum 2 slots and any 50 cost ability. So yes in terms of just mod slots shield gate builds use up way less but now lets who they perform in practice. With the health tank build you cast gloom once and as long as you are damaging enemies you will be healed back to full, to maintain 10 secs of gloom you will be spending at most 125 energy with neutral efficiency and duration and all you have to be doing is damaging enemies. With the shield gate build if you want tank through the same 10 secs like the health tank build you will cast you shield gate ability 8 times and spend a total of 400 energy, if youre using rolling guard its slightly less at about 6 casts and 300 energy but then it goes on cooldown for 7 secs. In conclusion if you spend more mod slots for survivability you sacrifice other mod options it results in a potentially weaker build that requires very low effort and resources to maintain and if you spend less mod slots on survivability to be able to slot in other alternative mods it results in a potentially stronger build that requires more effort and resources to maintain.
  19. Except if you only equip the key and nothing else you get basically nothing out of it, you have to pair it with enough auger mods and brief respite to get any real use out of it and on top of that you also cant use any efficiency at all and in some cases you even needed neg efficiency in order to regen enough shields. Theres also the playstyle to go along with it which require much more active play to stay alive, you have to react to all incoming damage as youre sacrificing all other forms of survivability for shield gating so saying theres no opportunity cost associated with the key is just not true. And even if the key didnt exist and instead it actually a corrupted mod that reduced shields in exchange for some other stat like health or something I guarantee it would be treated the exact same as it is now.
  20. You seem to be mistaken, I actually am all for these new changes Ive even said so multiple times and not once did I ever say they changes should be reverted so dont know where youre getting that from. I also dont use the decaying key believe it or no, I find those build too tedious to use as you have to keep refreshing your shield gate every time you get hit because you have no other survivability. What I hate is all the unnecessary hatred towards the key when in reality the key+shield gate combo is actually only good for lvl cap type content that most of the playerbase dont bother with and is at best an alternative playstyle that requires more effort to use to be on par/better than other build options. Its like I said people just like to hate on thing that are popular purely because its popular and nothing and the key is no different. So the thing about corrupted mods is they came out during a time when the stamina bar still existed and excal still had super jump, warframe was super primitive back then I feel its very possible they didnt realize the corrupt mods would be so easily gamed with newer and newer frame that got released just like how they never couldve realized the decaying key would be gamed 8 years later so why treat them differently is my whole point. Oh and the reason what I said the way I dis is because that because thats the exact same argument used against the key even tho in reality its near impossible to tell what the true intent actually was. Like you say DE isnt great when it comes to seeing things like this in advance and that its possible they didnt think about how negs can be used as a positive. But since its impossible to tell what the actual thought process behind why certain mods/mechanics were designed we can only speculate based on how the mods/mechanics work in game. So if we look at riven mods we can see that riven mods rivens that do not have a negative will have much lower values on the positive stats it has than a riven that does have a neg. And for corrupted mods they have way higher stats than normal mods but have a negative stat attached to them, I dont know about you but to me the way it seemed to be designed to be a tradeoff, youre giving up one stat for a stronger stat. And you look at how exactly the decaying key well that follows as such, while equipped lose 75% of your shields in exchange for being able to unlock vault doors in the derelict tileset, that also to me sounds like it too is designed to be a tradeoff. At least to me the key and rivens/corrupted mods look very similar in terms of design, the only real difference is that key is a gear item rather than a mod which apparently is a huge deal to people. To me that just comes off as pettiness, "your build is more mod slot efficient than mine how dare you" thats how it sounds, they dont care about anything else that goes into those shield gate builds like how they require more effort to use as you have to manage your gate on top of everything else or how if the key didnt exist you would use even less mods since it would be impossible to regen all your shields in one cast so you would have to settle with partial and play more campy. At the same time people want to bring down the shield gate builds because they are so much more efficient and scale better rather than bring up the other options, again it just sound very petty to me and is why I dislike the argument so much.
  21. And the negative stats on corrupted mods and rivens were also never meant to be anything other than a downside to merit the mod giving higher positive stats.
  22. Here you go again with the whole free slot argument despite contradicting your last statement "What's actually going to encourage build diversity are the changes to how shields work." You do realize that the key being a supposed free slot (even tho thats not quite what it is and if it didnt exist shield gate build builds would use the same amount of mods if not even less) creates a ton of build diversity by enabling a bunch of builds that otherwise would not be viable. This is what I mean people just want to hate on the key just for the sake hating on it. Also btw theres even more healing sources than there or energy regen sources so for content where you are not being one hit in which the vast majority of the game and what most of the playerbase plays its actually way easier to stay alive via health tanking then it is via shield gating. But for whatever reason people only care about the upper limits, sield gating can handle lvl cap while health tanking cant meaning you have to play a certain way if you wanted to do that high lvl content which is how the game has always been. Back before shield gating you had to sit behind a frost bubble or volt shield the whole run or you had to be hard ccing everything in the tileset so nothing can shoot you back, shield gating with the key is actually the most diverse method when it comes to builds and playstlyes we have ever had yet for whatever reason its the method that has received the most hate amongst the community which makes absolutely no sense to me.
  23. No, you sure as hell jumped to that assumption tho. When you are using shield gating as your main method of survivability your energy bar essentially becomes your health bar so when I said I said youre draining 400 energy for 10 secs of invulnerability I meant that youre effectively draining a certain amount of your effective health bar thus you are taking damage and not truly invincible. And just like with health tanking you need a way to restore that health and the i-frames of the shield gates slows down the rate at which you take damage to allow more time to do so just like armor or other sources of dr does for health tanking. Also what happened to the key being completely free? If you need to be locked into one focus school or one helminth option well to have enough energy to sustain it well that does not sound very free to me. Yea who exactly cares? Everyone apparently. But heres the thing, yes it works in lower lvl content just fine but since youre giving up all forms of survivability apart from shield gating with the key it means you will have put in the same amount of effort and resources to stay alive as you would in the higher lvls. At those lower lvls health tank builds are far easier to use and require far fewer resources all for just using a couple extra mods, so yea you could use a shield gate for that content and save some mod space but your build will require more effort to use which kinda sounds like a downside to me but that cant be since the key apparently doesnt have any downsides. Youre not wrong that the new shield changes will create a bunch of new build options, however it will not be as diverse as what the decaying key gives. You said it yourself the key is basically a free mod right? Again shield gating does not equal invincibility. If you take a hit you will have to spend other resources to be able to take the next in this case energy. You also have to react to that hit you took otherwise you will die shortly after, it doesnt nullify any challenge but does enable that challenge to be possible. I am down for the changes too but I dont understand why you are too considering how against the decaying key you are. It will basically be the exact same as it is now you just wont use the key, the reason the key was needed was because as you mentioned to get back full shields as quickly as possible but why is it so necessary to get back the full shield gate so quickly, why couldnt you just double cast or triple cast since as you also mentioned earlier energy is very easy to come by? Well its because of how fast on often enemies damage you, there simply isnt enough time to regen any more shields during a .33 sec gate to continue surviving so it had to be all or nothing and the same will be sorta the same with the new system. If you shield regen is too low with the new system the gate you wont be able to build up enough shields fast enough to deal with the incoming damage, there will probably be a threshold like there is now my guess is around a .8-1sec gate or 150-175ish shields judging by the chart they gave which is very achievable for a lot of current shield gate builds by just using a 75 cost ability instead of a 50 cost. Point is an optimal method will be discovered then spread like wildfire, question is will it get the same hate that the key received.
  24. Thats not what the key does, all the key does is lower the threshold to get a full shield gate, it doesnt enable shield gating possible asyou can shield gate by default, it doesnt magically extend the duration of the gate, and it doesnt magically remove the needed to get that shield gate either. This is another thing I really dislike is the overvaluing of the key. As for the damage immunity well thats just straight up false, you do in fact take damage when you shield gate in the form of energy. If you want just 10 secs of full invulnerability that will drain about 400 energy, sometimes more sometimes less depending on the frame, and if you run out of energy well you die. As for how it not being much of a benefit well those i-frames are complete overkill for the majority of the games content when a health tank build will effectively preform the exact same with far less effort required. Yea think what we should remove in our builds, thats a pretty easy one and thats the new catalyzing shields mod. Ive already explained why the mod most likely get much use in this thread but basically since shield gate duration will no longer be an all or nothing type deal there will be no reason to intentionally lower your shields and the extra time that the mod will give is not that much. And also if the new mod was actually needed to effectively shield gate it would do the exact opposite as you say of what you say, it would not encourage better build crafting or brainstorming it would actually hinder it. Theres a reason why viral hm is so vastly used despite there being so many other options or why health tank builds are hardly used over shield gate builds, if a build demands something extra in order to work properly well chances are it just wont get used no matter how strong that build could be when it works. luckily tho this wont be the case for the new mod tho pillage usage will still probably spike up likee crazy. Challenging content does not have to be tied exclusively to how much damage enemies do to you or vise versa you know. When people ask for more challenge content in warframe the dont mean just have the enemies do more damage and have more health. Right now all the difficulty in warframe is purely artificial, its just big number vs other big number and whichever is the biggest wins. The amount of ways to restore large amounts of shields is far smaller than the amount of frames that can get a full shield gate with auger/respite and key with the current system so I dont get how you see that as expanding the meta. Luckily with the way DE handled how the new shield mechanic works that for the most part nothing will change but even still there probably be a shift to people using stuff like pillage or frames like mag which are much more restrictive than the key every was.
  25. And vise versa for you. And you seem to think Im defending the keys usage when that is completely false, I simply hate all the excuses give to nerf the thing despite it dont providing much benefit at all outside of extremely high lvl endurance (which most of the playerbase doesnt even bother with) and an alternative playstyle, a playstyle that I personally find quite tedious to upkeep and dont typically play myself. The reason I hate all those excuses is because instead of using those excuses in an attempt to expand and open the meta instead they are used in an attempt to kill the meta which is simply not possible, you are all upset at the wrong thing. Health tanking will still suck at high lvls as health and armor are not getting touched at all and shield gating will still be necessary in those lvls nothing will change so congrats your pettiness has only slightly inconvenienced the shield gate builds that will still dominate the meta and created a mod that probably wont get used much at all as the need to be at full shields is now gone and outright buffed shield gate builds that use pillage and condemn all while keeping all the other options just as unviable as ever for high lvl content.
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