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BlueFenrisulfr

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Posts posted by BlueFenrisulfr

  1. To address the argument that Blessing should be used as a Full Restore and the damage reduction should be seen as a bonus, that proves Blessing has become useless.

     

    What use does a Full Restore serve if you're going to take enough damage to make you NEED another Full Restore?  Most Warframe players are competent enough to take very little damage, barely scratching their shields during a mission.  However, during more intense areas of gameplay, such as T3 Survival and Defense missions, you take much more damage because of the quantity of enemies, the sparseness of cover, the volume of bullets, and the sturdiness of the enemies.  Being brought back from the brink of death is a wonderful skill, but if nothing prevents you from reaching the brink of death again immediately afterwards, it's a waste, especially if the skill has a high energy cost, or worse, a cooldown.  The point of the damage reduction mechanic is to mitigate this so the brink of death can't be reached again quickly, but it's implemented so poorly, because it forces you to reach the brink before being able to grant you enough damage reduction to give you a fighting chance.  

     

    The original Blessing allowed you to activate it on the brink, then enjoy a brief moment of invincibility that could be ideally used to dispatch enemies, regain composure, and resume the mission.  If your invincibility wore off, and you were needed to cast it again so as to not be demolished, you could do so.  However, now because of the poor implementation of the damage reduction mechanic on Blessing, you will be needed to cast Blessing again before you're even able to do so, which is a massive paradigm shift from the old Trinity, and not only foreign to veteran Trinity players, but counterproductive.

     

    And for those who say Trinity should just use Well of Life instead of Blessing, I mentioned in an earlier post that the two skills conflict horridly with each other.  Blessing requires your team to take damage so it can grant a Full Restore and a period of Damage Reduction, Well of Life makes your team regain health.  Well of Life's effect makes the Damage Reduction portion of Blessing useless, and Blessing's Full Restore makes the entire Well of Life skill useless.

     

    One would reason then, that having two skills that directly conflict with each other is very, very bad.

  2. Blessing was meant to be the 'bring you back from the brink' ability. It was supposed to give a losing team in a dangerous position and unstoppable edge to turn the tide. (forgive the slight religious tone here) I.e you are losing, you pray, you get a blessing, you win, you dance and celebrate in joy. Bam, that is what her ult is and was meant to be.

     

    Well of Life is her health regain ability. Cast on target, attack said target for health. Well of Life should be the focus for her healing, not blessing.

    The fact remains that if Blessing is made stronger by having your teammates at less health, then it would be unwise for you to even use Well of Life to help them regain health, because it would make your Blessing less useful.  On the flip side, you could use Well of Life exclusively and ignore Blessing's existence because you're constantly regaining health from your Well of Life targets.  Either way, one of these skills is ignored, and I'd rather it be a skill people already ignored because really, Why do you need to use a skill that requires good team coordination to shoot a glowing target when you can press one button and give everyone regardless of position a Full Restore?

     

    The two skills conflict with one another, and that's the main point I'm trying to make.

  3. Oh dear. I hadn't thought of that.

    *disappears in a puff of shameless reference*

     

    I enjoyed getting back into playing Trinity today, but my teammates hardly lost their shields, so I hadn't considered the point you raise here - that you're essentially putting teammates in danger. That's... rather a problem.

     

     

    For some people, the damage reduction will be the objective rather than the bonus - encouraging them to gamble with their lives. Therein is the problem.

    Finally, someone who speaks English!  ~ Tony Stark

  4. So . . the first two are Trinity original, but better. The third one is Slightly different, but all of these just want her original power back.

     

    Have you considered that the invulnerability is, in and of itself, a bad thing in the first place? It doesn't take an expert, self-proclaimed or not, to figure that out.

    I have considered invulnerability is a bad thing.  However, another bad thing about the skill is the global full restore, because it's impossible to balance that value-wise.  There's a multitude of bad things with the skill, but I'm working within familiar bounds so that the skill won't feel foreign and can still be used strategically.

     

    Thing is, no matter what you do to the skill, it will never feel as good as it used to (pretty hard to get a good alternative to straight up invulnerability).  And maybe that's alright.  It was time for a change.  All that granted, they still changed it poorly.  Especially since the whole reason they decided to change it was people complained it wasn't fun or challenging to play alongside a God-Mode Trinity.  At least with these, it keeps it fun and challenging while still rewarding players for their tactical responses and their strategic choices.

     

    But hey, can't please everyone!  :D

  5.    Let's talk a bit about Trinity's Blessing nerf.  This one, I knew was coming, but I never expected it to be this bad.  For those of you who haven't heard, have a little clip of the Patch Notes.
     

     

    Warframe Changes:

    Trinity:

     

    - Blessing:  On cast, Blessing restores all shields and health. Damage reduction for the duration of the skill is now based on the greatest percentage of health healed (ie:if you have a squad with members whose health you healed 30%, 40% and 90%, all party members will receive Damage reduction at the greatest percent, 90% in this case).  This should make the use of Blessing more reactive, greatly benefiting players that pay attention and monitor party health to maximize its effectiveness.

     
     
    For everyone who thinks the nerf for Trinity is awful, good.  It's the single worst ability in this game now, but for a reason I don't think anyone has addressed.  The fact that DE has a half-assed reasoning as to why Blessing got nerfed is a huge factor as to why I got upset.  They claim to understand how players use Blessing, but they haven't a damn clue as to WHY Blessing was good, and WHY the way they changed it is bad.  They appear as though they've put a lot of thought into this decision, but the fact remains they haven't done a thing!  
     
      Trinity's Blessing is now rewarding players for being BAD AT THEIR JOBS.  Good supports help their team by making sure they don't take much damage or they heal back enough to continue being effective in combat.  The whole point of the Direct Support is to MITIGATE DAMAGE.  Trinity's new Blessing, while technically mitigating damage, encourages players to gamble their teammates health and therefore their lives and the success of the mission with the promise of a large amount of damage reduction.  It is inherently built to reward players for letting their teammates take damage and basically almost die all for the sake of their Ultimate having maximum effect.  Never have I heard of a support ability designed around letting your teammates suffer.  I've encountered abilities where support heals are increased depending on how much health was missing so the single long-cooldown heal was more effective, but never have I heard of one that gives damage reduction based on the largest amount of health restored from a single target on your team.  You're basically only gonna get that maximum 99% damage reduction if someone activates Iron Skin at 1 health, and seriously, how often do you want to take that risk for only a damage reduction?  
     
    At higher levels of play, it doesn't take much for offensive Glass Cannons to pretty much insta-die at the outset because the enemies at Wave 5 T3 Defense is enough to rip through a Rhino with maximized Power Strength for Iron Skin.  At times, you will be taking so much fire from so many directions, it will kill you EVEN WITH 99% reduction!  That's just how the game works.  You can't hide from all of the damage and still dish out enough to kill all of the opposition without getting ripped asunder.  There is a limit to how much damage you can take while still dealing damage effectively.  Trinity's Blessing as it was helped me and my cell of friends go far in T3 Survival (50 Min) and T3 Defense (Wave 50), but there was ALWAYS a point where even though the immunity makes it so we can't die, our weapons couldn't kill them either.  That was our time to quit, because if we stayed, they would eventually be strong enough to kill us within that 0.6 second window of not being invulnerable (our Trinity used Natural Talent).  Now, with the new Blessing, that tipping point comes much earlier, because we'll die much easier, especially if the Trinity tries to max out their effectiveness of Blessing by gambling our health with the reward of Damage Reduction.
     
    They are encouraging their only Direct Support Class to let their teammates die.
     
    Now that we've got that GLARING hole in Game Design Theory out of the way, let's look at some alternatives.  
     
    Trinity's Blessing
    1: Global Full Restore - Gives a base damage reduction of 75% (Hard cap of 95% based on Power Strength) that does not stack with Link to all allies- Gives 5% Lifesteal (which also replenishes shields) to all teammate's weaponry for duration of the damage reduction buff
        - Gives Trinity players and teammates a tactical choice buff to increase their combat effectiveness while simultaneously increasing their suvivability
     
    2: Global Full Restore - Brief period of invincibility (3-5 seconds) that raises Threat Level of allies for the duration - Damage dealt to allies during period of invincibility creates a shell that absorbs that same amount of damage - Damage amount absorbed for shell is shared between all allies and multiplied by how many allies are on a team - Shells do not disappear until broken, but are dispelled when Trinity casts Blessing again
         - Gives Trinity players encouragement to work in large teams while rewarding them for casting Blessing during periods of extreme duress; shells do not appear if the team takes no damage during the invincibility period
     
    3: Global Full Restore - Grants allies a damage reduction buff that increases both with damage dealt and damage received, capping out at 100%, making them invincible yet again - Kills will increase damage reduction by a percentage and heal back any lost health or shields by a percentage
        - Gives the functionality of Trinity back while rewarding aggressive combat while still making combat fun.
     
    Number 1 is a number and function change on this update's current build for Blessing.  It at least guarantees some damage reduction for allies without forcing them to almost die to get it.  It also gives them the ability to regenerate some of the damage they take without directly relying on the Trinity to give them a second Blessing to heal back all the damage they sustained.  The Damage Reduction amount being tied to Power Strength helps diversify builds for Trinity players, making sure the amount of Damage Reduction gained is a choice on the player's choice before the mission, rewarding their strategic minds rather than their tactical responses.
     
    Number 2 is an alternative based on recent good ideas (Frost's new Snowglobe) to reinforce teamplay. It incorporates a Taunt effect causing enemies to attack the nearest Blessed frame which will add to a shared damage pool that will then distribute a shell to all frames that shields each individual frame for the total damage accumulated.  This has the side effect of hurting other frames abilities, so this one requires other frame's abilities to get a bit more balancing if it were to be implemented.
     
    Number 3 restores the old Blessing with a compromise to solve the issues people had with the old Blessing, namely that it made combat uninteresting, bland and unchallenging.  Number 3 makes it so invulnerability is still possible, but you need to work for it instead of it just being handed to you.  It also eliminates the God-Mode problem players disliked while still incorporating invulnerability and the freedom thereof.  This would require some UI graphics to clearly show players how much damage reduction they're getting, to ensure maximum effectiveness.  Nothing like never knowing how much damage you can take before your shield breaks, right Iron Skin?
     
    This is my analysis of Trinity's Blessing nerfs, and ways to help fix them so that Trinity does not fall into obscurity.  I'm sort of a self-proclaimed expert in Game Design Theory, but I try to take the time and effort to analyse why something is bad, why something is good, and how to improve on both.  These Blessing nerfs made me angry, but not because they were done poorly.  They were done in a blatantly abusive manner that I've never seen in video games before, especially not ones that truly have potential like Warframe.  So, I certainly hope I can at least open someone's eyes at DE so they can take their game to the levels it was meant to reach.
     
    If all else fails, DE, then hire me to do your thinking for you!  
     
    Big thanks to everyone who took the time to read and understand that wall of text!
  6. Trinity's nerf makes players gamble their teammate's health with the goal of maybe getting higher damage reduction values.  That's sadistic, and an insult to both Trinity players and support players in general.  That's not what a support is about!

  7. Nickname: Fenrisulfr
    Steam Userpage:  http://steamcommunity.com/profiles/76561198008232013


    Age : 22

    What are your goals in Warframe?
    Collector of Warframes, Weaponry, and Devourer of Worlds

    How serious are you about Warframe? : Super Serious

    Do you have a Headset/Microphone?:  Yup, but I usually just use Skype for all game interactions

    Why do you want to join Warfurs? : So that I'm apart of a clan who's more active than the sleepy logs I used to be with

    Were you brought here by another Warfurs member?:  Yup - NukaKV

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