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Darkbring

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  1. Yes and no. Yes, such a big change should've been done BEFORE release. No, because LoS on Tragedy is still a bad design choice. However, at least people wouldn't have been scammed for investing into Dante if the change was done pre release, which is by far the most important problem with this change. A new Warframe being "balanced" into irrelevancy? Wouldn't be the first time. It's the betrayal of player's trust and investment that is the big deal. Now some players will wait weeks or even months before buying a newly released frame, or just not bother buying it at all and choosing to farm it even when they could buy it.
  2. Jumping doesn't counteract LoS at all, and you can't jump everywhere. Most of the game is made up of corridor tiles filled with obstructive geometry. The main damage of Tragedy comes from detonating status procs, while the damage caused by Tragedy itself is also absolutely worthless in SP without being amped up by other means. As a result Tragedy is a Detonator ability that features multiple LoS checks and requires optimal positioning to not be a waste of energy, and this positioning also puts you in danger cause you can't detonate procs you just applied from a position that safe from enemy fire0 And that's while playing a game where fast paced movement across the maps is one of the key aspects of the gameplay loop. Do you REALLY don't see what the problem is, or are you just farming? This change wasn't "amazing", otherwise there wouldnt be literally hundreds of forum pages filled with the exact same complaint; "LoS on tragedy feels bad".
  3. The main problem people have with LoS is that it feels bad to use compared to non-LoS, as well as Tragedy being the only ability that is LoS checked TWICE (first check is the primer from weapons or Dark Verse, second is Tragedy itself). If damage calculations were such a problem, they could've just put a damage cap (which is exactly what they did anyway, and it doesnt matter cause no mob can survive a billion damage) and remove the damage from tragedy (again, doesnt matter cause it cant kill in SP without priming anyway), which would also act as a pseudo LoS chek cause only enemies primed by Dante or his squad would be damaged by the ability. Sure, some people would still be dissatisfied, but it DEFINITELY wouldn't as big of a deal as what's happening now. Alternatively, they could've nerfed range to 20-25 meters, and even less people would be mad about that cause it would simply allign better with the range of Dark Verse, which is the main primer for Tragedy, so it wouldn't really feel all that different gameplaywise, even at low levels where Tragedy could kill on it's own.
  4. This isn't about Tragedy's own damage being worthwhile or not, this is about addressing the problem the devs had, if they really had any to begin with ofc. Yes, you could nerf the range to something like 20-25 meters instead of the original 30, but the question we need to ask is WHY 30 meters of initial range is such a problem. If I'm not misremembering it Pablo once said that too much ability range breaks the game, yet we have seen no evidence of that nor an explaination why. Quite the opposite, really. Even with max range Dante seemed to work just fine on any map. Perhaps damage calculation in such a large AoE on so many enemies is the problem. If it is, then removing the damage from Tragedy should solve it just as well as reducing the range would, maybe even better because it would affect even less enemies so less damage being calculated. We know Tragedy got a damage cap, so clearly damage calculations were at least a part of the problem.
  5. Their main problem with Tragedy, according to Rebecca, was the range. However, if Tragedy no longer can deal damage of it's own, then it becomes a pure detonator ability instead of a nuke like Thermal Sunder. This means the only enemies that will be damaged or die from it are the ones that were at some point within Dante's or his squad's LoS, while the rest will get literally 0 damage. This way 30m base range isn't a big deal because you get LoS cheked through other means.
  6. The problem is that LoS feels bad in a game designed for rapid movement across the map that usually made up from interlinked corridor tiles filled with obstructive geometry. People are VERY honest about how bad it feels to use this ability compared to how it was on release. Just because you are OK with these changes doesn't mean the rest of us have to tolerate objectively bad game design.
  7. A lot of tiles throughout the game consist of corridors and small rooms separated by automatic doors and filled with obstructive geometry. Even if LoS mechanic was done perfectly from the start it still would've murdered Dante's Tragedy. An unreliable detonator is just worthless junk, and that's exactly what Tragedy is now.
  8. DE still dont want to admit their choice to add LoS was a mistake. Well, guess we have to wait for another week.
  9. Remove LoS from Tragedy, especially now that you added it properly to Dark Verse. Nerf range of Tragedy to anything from 20 to 25 meters if it's such a big deal (30m range really isn't a problem at all, but whatever). Either that, or refund.
  10. Either remove LoS from Dante or remove him from my account and refund the platinum and items I've invested into this garbage frame. Advertising one thing only to butcher the product you've already sold is NOT ok, DE.
  11. LoS is literally blocked by Dante's own body lmao. If you prefer to play at low FoV you wont hit anything at all. Keep huffing that copium tho.
  12. Because it will butcher her, duh. Saryn is fine as is.
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