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-Elyon-

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  1. It's all about the power fantasy, akin to games such as Path of Exile. These games demand substantial effort to construct something capable of effortlessly clearing challenging maps. While this might not immediately appeal to everyone, I firmly believe that Warframe epitomizes this approach. Its abundant enemy density and flexible build options speak to this design philosophy. In more leisurely-paced games, crafting a character like Volt to obliterate entire maps would just not work. Warframe isn't intended to emulate something like Helldivers; rather, it's meant to be an MMO where you can theory craft and enjoy the thrill of overpowering foes. Imo, the difficulty of this game It's less about aiming your mouse and more about investing effort into optimizing and refining your character to effortlessly clear maps.
  2. While I typically refrain from delving into patch discussions, I feel the need to express my concerns. My disappointment stems from the decisions surrounding Dante in particular. Your game holds a special place, offering a power fantasy reminiscent of an ARPG third-person experience, which I deeply appreciate. The essence of enjoyment for many players lies in the feeling of empowerment within gameplay. In my opinion, nerfing should be approached sparingly, if at all, as there are numerous frames that could benefit from buffs to achieve a balanced playing field. It's worth noting that despite these changes, players continue to effectively clear content, shifting to other frames like Saryn and Mesa while still relishing the thrill of obliterating maps – a quintessential aspect of the game's appeal. Reflecting on the game's history, it's disheartening to witness a shift in perspective. The introduction of bullet jumping, for instance, emerged from an understanding that players were having fun with the copter bug. It feels contradictory to now witness decisions that seem to counteract this understanding. Regarding Dante specifically, while adjustments may have been warranted, targeting aspects like the team-wide overguard might have been more appropriate. It's disheartening to see players resigned to accepting lesser nerfs out of desperation, hoping to salvage some enjoyment. Players invest not only money but also time and passion into your game, and it's saddening to witness their fun being diminished. Furthermore, regarding the Deep Archimidea mode, I believe creating false difficulty by warframe-locking players isn't ideal. Offering temporary buffs to specific warframes, akin to how Arbitration works, could provide a more balanced approach. While incentivizing players to build more frames is understandable, offering buffs to specific warframes could achieve the same goal without restricting player choice. In conclusion, I implore you to reconsider the nerfs and strive to better serve your community. Dante's impact is not as disruptive as perceived. It's crucial to prioritize the enjoyment and satisfaction of your player base in order to maintain a thriving and supportive community. But I think you already knew that. I'm quite disappointed DE, not gonna lie. TLDR: Remove LoS on Dante, and avoid nerfing too much!
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