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STulio

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  1. I haven't had the opportunity to play Deep Archimedean yet so I’m gonna refrain from talking about it. On paper I see some problems that I’m sure you guys will tweak eventually, but reality may be different and things will be better than on paper. Now, about Dante. What you guys did can’t be called neither a nerf nor a buff, it is a mistake. I’m not trying to insult anyone here, I truly think you guys didn’t consider what was effectively done to him. You changed a few numbers here and there but you only accomplished two real effects: - Tragedy is now subject to an inconsistent system of LoS, where we can be 1m away directly in front of an enemy and have zero effect on him. This idea by itself isn’t the problem, but without considering that the LoS is heavily flawed in warframe, the results are the same. - The change in Overguard gain didn’t solve anything, it only made it so we have to spam the same skill a bunch more times. You may think that this affects his energy economy, but in reality it becomes irrelevant and only makes him more of a chore to play. My suggestion for now is to revert the LoS dependency until we have a better system in place to handle this, slightly reduce Tragedy’s range if you feel like it is too powerful right now(it isn’t) and finally, not change the amount of overguard he generates but change how it applies to our squadmates. A smaller cap in maximum overguard for our squadmates would reduce many of the concerns. Another idea is to make his Overguard gain come from killing enemies, making it so Triumph gives a small amount of overguard but it can be increased in chunks by killing enemies, following the idea that the best defense is to attack. Besides that, why not consider the idea of extending his protection to all allies, not only squadmates? I’m not sure if it is a good idea, but all things considered, it makes sense. Again, I'm not trying to be discourteous or insult anyone, I'm just trying to help you guys make the game better.
  2. I also would like to point out that I've never seen a better warframe (ignoring themes and niches). The way I described Dante to my friends is the way I feel we should describe most warframes: Good alone, great with a team. Good in fast missions, better in longer missions. But most of all, Dante is fun.
  3. I agree that 20% may be high, but I went for a conservative estimate. 10%~15% would be way better and more in line with other skills.
  4. I've been reading a lot of feedback and seeing a bunch of videos about Dante these past days. I've also played Dante, something many of those giving feedback didn't actually do. In this post I'm gonna try doing two things: Giving constructive feedback to DE and addressing some people's misconceptions/fallacies. First of all, let's talk about what both Rebecca and Megan said is taken into consideration when making the decision to nerf a warframe. The three cases where a warframe is considered for a nerf is when it: - AUTOMATES the gameplay. Dante does the opposite of that. Even though he has a great tanking potential, his kit demands a more active gameplay. In fact, everything he does, there is another warframe capable of doing it better with less effort. We have Trinity for his protections, Hydroid for his Dark Verse, Gauss/Lavos for his Tragedy, Mirage/Protea for his Wordwarden and many warframes for his Pageflight. - Is DISRUPTIVE to others. Again, the opposite of that. He not only helps the squad, but his “nuking” capabilities are inferior to others. For example, to new players, Volt, Ember, Saryn, Frost and many others are disruptive because they can wipe the whole map with a single button press. Dante has to prep his enemies, and on lower levels his prepping is enough to kill, but only the enemies in front of him. Also, his buffing doesn’t apply to objectives, which makes him less useful than other warframes. The only way he is sort of disruptive, also applies to many other abilities: Health protection making gameplay that requires the player to take health damage useless. But I believe this is a bigger problem than Dante itself, specially because we had ways to protect teammates before and we are going to keep running into this issue in the future. The problem is into these mechanics that require health damage, not into Dante. - Is DOMINANT in usage. It’s too soon to judge this. Of course he is dominant right now, he is the newest warframe. With time I’m sure he is going to be in the top 10, but I really doubt he will be dominant. Now about some people's concern that he is "replacing" other warframes. No he isn't. Every new warframe brings certain characteristics of previous warframes, that's the nature of having 50+ warframes. No matter what you do, every ability in this game can be reduced to simple ideas. DE's trick is that they do a twist and a flare with each iteration. In fact, this "creativity" problem is what many said would be warframes' demise. The stupid notion that at some point there won't be any more new ideas. 12 years later and here we are, still going. Others talk about him doing too much. What is the problem with that? Who said that warframes should be specialized? Warframes shouldn’t be a matter of rock-paper-scissors. This is a philosophy that applies to many games, but it's stupid to apply it to every game, like warframe. What is the problem of having two different scissors, but one is green and the other is blue? The same applies to warframes. Wisp and Citrine sometimes overlap, but I'm sure those who main each would tell you they prefer one over the other. The fact that he is capable of multiple things shouldn’t be an argument against his kit. Almost everything he does, there’s another warframe that does it better, the difference is that he has the potential to do multiple things. There are also those who say he is too powerful. He should be powerful considering the way we acquire him and the fact that he is one of our first steps in the future end-game DE is working on. With all that said, what can we do? Does Dante need a nerf? Yes! But with parsimony. The only thing on Dante that is overpowered is his overguard. That I can agree. Not to himself, but the fact that he can give so much overguard to everyone on his team is insane. Making it so Dante is the only one to get the full effect and everyone else is capped at 20% of Dante’s maximum overshield would give him the power to help the squad, without being too excessive. To those who say his overguard should be an augment: Augments shouldn’t be a band-aid where we reduce a warframe’s functionality only to give it back by the use of a mod. Overguard is Dante's survivability, he needs it. The only real problem is when he gives it to others. If the idea was to have his overguard applying to others be an augment, that I can understand, even though I'm not a fan of the idea of augments like this. And if we go with that route, make it so the overguard applies to everything, including objectives.
  5. It's been so long since we had a new skin for the Parazon. With Dante's theme and his visual, I think it would make for a great parazon skin. Something like his fingertips that are inspired by quill nibs. The shape is simply perfect for the parazon, look: Also, why not allow Tennogen Skins for the Parazon?
  6. Can we increase the maximum size of these statues so they can get to the size of the real ones?
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