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Probably_Asleep

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  1. This would be a damage support that Mag could offer to squadmates within Affinity Range. Magnetic Procs (Disruption) would work against Overguard as if it were a shield instead. Additionally, it would behave identical to Viral when Overguard/Shields are depleted. I believe this would have an interesting affect on the community and perhaps segue into a new form of build discussions around squad rather than just arsenal. It would mean that as long as you had a Mag in your party then you could substitute Magnetic for Viral in your builds, which might open up more weapon and mod options. Currently Magnetic damage doesn't really do anything worth mentioning and is almost entirely obsolete next to Toxic. But rather than doing any kind of rework for Magnetic, this one passive would be strong enough that virtually no one would argue about the potential viability of Magnetic Damage. The conversation would go like: "Why is Magnetic Damage so terrible? Most enemies don't have shields, and the ones that do can be killed quicker with Toxic!" "Have you tried using it with Mag or while a teammate is using Mag?" "No..." "It's objectively better than Viral if you have a Mag in your team." And if this became successful, it would set a precedent that niche use cases are a reasonable compromise when reworks aren't feasible. In my opinion this wouldn't be especially overpowered either. For one thing, most people believe Mag is B-Tier anyway, so it's not like she's popular enough to change the landscape. Additionally though, this would only be slightly better than Viral. Shields just aren't that big of a deal even if you don't build with Magnetic or Toxic. Overguard isn't that bad when it comes to getting rid of it, the big issue it presents is just that it makes enemies CC immune, but Magnetic Procs don't have any CC effect. So all this would do would make Overguard enemies a little quicker to deal with. Finally, some enemies are specifically granted Viral immunity/resistance, so this would provide a high-damage option that behaves separately from the typical Elemental Weakness paradigm. As a side note, Geometrical Frustration is a condition of certain atomic structures what makes the material less stable in either a atomic or quantum sense. It normally only happens at ridiculously cool temperatures, but if there were a fantasy being capable of manifesting this effect strongly and at room temperature, then it wouldn't be unreasonable to say that biological processes and structural integrity could be compromised. I'm taking some artistic liberty here because as far as I can tell we don't actually know what would happen, but I don't think it's too much of a stretch to say that forcing this effect would cause a breakdown (or at least an interference) in the electromagnetic bonds responsible for both living organisms and metallic alloys. (And besides, "Viral" working on machinery makes even less sense)
  2. I do think the Simulacrum needs an overhaul. There's a lot of things I'd love to test. I actually have a thread buried somewhere asking for a Dojo room that actually is a "dojo." Let's see... Here it is:
  3. I think I'd be okay with at least letting us instantiate Rogue Necramechs inside the Simulacrum. It's not a fun experience to go into an E/DA mission with a build you think will work only to find out it doesn't have the right formula to take down a Necramech. I would say this is especially important when running in a squad so you don't feel stuck in the mission with nothing to contribute, but then again I hear squad play is already dealing with the problem of a disparity in contribution.
  4. I've been trying to find a screenshot of the tile and for the life of me I cannot find one. I have narrowed down that it's the new Undercroft tile added during Update 33.5: The Seven Crimes of Kullervo where it says: In that tile, there's a plateau in the middle that features a jogging track with hurdles and debris. I'd go try to get a screenshot myself, but my wife is hanging out in my office and she thinks I'm working right now. I don't want to face the judgmental looks if I break out my console and start playing in front of her.
  5. I've also seen that spectral owl and wondered about it. I only ever play as Mag, so I don't think its appearance is related to the frame choice. Now and then I've followed it and jumped through the rings it left, but nothing came of it. Would be great fuel for an April Fool's video one of these days... like maybe someone claiming that you can get an extra decree if you make it through all the rings before the Owl disappears.
  6. That's interesting! I haven't even considered melee against Necramechs because I was of the belief that it would be pointless. I thought that a melee is never going to hit a weakspot so what's the point? But if you're taking down a Leech Exiums Rogue Voidrig/Bone Widow with a Bo then you've got my attention! So yeah, I've got some things to try now. I also prefer the Bone Widow! The meathook ability is just too fun. (Shame it doesn't work on other Necramechs...)
  7. On the first week I was fortunate enough to get Mag as an option (the only frame I use) so I was able to activate EDA and then get the special reward for full research points in EDA. And it was a real challenge making that work! I had the Laetum and the Pupacyst (no memorable primary options), so I tried like 20 different builds before I found something that both kept me alive and killed the enemy. It wasn't easy using Mag in a game mode that kept Energy at zero, prevented shields from recovering, and disabled Operator. I used Arcanes, Mods, and Archon Shards to get my armor above 3000. I paired that with Adaptation, and I used Arcanes/Melee to constantly heal myself. Even with all that I just barely was recovering more HP than I was losing. It was a balancing act that required constant kills and exposure to keep Armor, DR, and Regen running at full speed. And I was using Melee Influence, so I was more lethal the more enemies there were, which in turn meant I had better survivability; it was an interesting build concept that made 1-on-1 fights much more dangerous than fighting in a crowd of enemies. I also had room for Rolling Guard and a Vasca Kavat with Transfusion and Pack Leader for emergencies. Finally, Zenurik has Inner Might, so I got to use one ability every 60 seconds. I usually saved that for casting a death bubble on Necramechs. From there I just had to learn how to play in harmony with all the Mod and Arcane conditions. After everything I felt really proud of myself for making an effective build and learning the playstyle that allowed me to solo the campaign with my dedicated frame. So (long story short) I can relate to what you're saying about the underlying concept of Deep Archimedea being a good one. It was fun trying to, as you say, thread the needle given all the conditions. And I resonate in particular with the statement I quoted, because the final Disruption mission would have been impossible without a good gun. My Melee-Tank build got me through the Exterminate and Alchemy missions, but a melee weapon just wouldn't have been able to take down two Necramechs before they reached the conduit. What I don't agree with though is that the concept can be taken much further than it already has been. The extra conditions of that first week basically made it so that my Warframe was generic and inherently meaningless. No shields, no abilities, no operator, and just being forced to face-tank damage at point blank range from dozens level 400 enemies is pretty much the worst case scenario for most Warframes (though especially for Mag). I had to build for such a ridiculous set of restrictions once, but how is the next week going to be any different? It's always going to be the same thing. And over the next two weeks that's exactly what it's felt like to me. I guess what I'm trying to say is that the loadout restrictions are a problem, but the conditions themselves also present their own similar problem. One removes offensive options while the other removes survivability options. But there's only so many options you can remove before you're out of options, which is when choice becomes meaningless. (And the thing I like about Warframe is choice) Lastly, while it was a fun one-time-thing for a solo puzzle to solve, I doubt the co-op scene is very friendly. It would have been so easy if someone else was there with me not worrying about loadout and stat restrictions. This game mode encourages parasitic behavior.
  8. That's fair, we have tank and DPS mechs so it would make sense to have a caster/support mech. What would be a fun mechanic (in my opinion) would be something that you and your allies can hit to receive support. Like if the drone always tried to find the midpoint between all visible players, and any time it got hit it would release a pulse to support in some way. Primary weapons would make it pulse with healing energy. Secondary weapons could make it pulse with status immunity. Melee weapons finally could make it pulse with a damage-reduction effect. It would also apply these effects to the Necramech itself, even if you did so from your Warframe while it was nearby. (And maybe hitting the drone with your Operator's Amp would make it release an energy-restoration pulse that worked on Necramechs) These would all be great suggestions were it not for Damage Attenuation. I was using a Felarx with an approximate average DPS of 970k for 5 seconds. Roughly 686k of that DPS was radiation, so it should have delivered just over 6 million points of radiation damage (accounting for elemental weakness) in the span of just 5 seconds. And I made sure it had a stack of viral applied, AND I used Zenurik School's Temporal Drag to make sure I could sing the entire 15-shot magazine into a weakpoints at point-blank range. I can't get any good information on how weakpoints affect the damage, but even without hitting them I should mathematically be taking off more than 1/3rd of their EHP with a single magazine. In practice though I see a big chunk get taken off in the first hit, slivers of health get taken off in the following hit, and then the pink Leech Zone appears and all damage is healed. Whenever the pink zone touches me the health is instantly restored. Meanwhile I'm spending 20% of my ammo per clip in a game mode that reduces ammo pickups to one shot per drop. Even without Damage Attenuation it would still be a tough fight against a healing Nechramech with its armor reducing damage down to 3%. But with it turned on I can't see any numbers adding up to success against this enemy. I've been able to take all the other Eximus types with this Felarx, but as soon as I see the Leech I know the mission is over.
  9. Is this your first forum comment!? I'm so honored that it would be on this thread. Welcome to the forum! Also I really do like this concept. I imagine it could be triggered after having defeated something like 100 Rogue Necramechs (and reached level 5 with the family). Next time you talk to Father it's like: "What's wrong, Ayatan? Something got you down?" ... "Trouble dealing with Necramechs!? Well I can't say I'm not a little pleased to hear my archaic design is giving a Warframe so much trouble but... hold on a sec..." ... "Here it is! They say an artist is his own worst critic, and while I'm not claiming to be an artist, I can relate to the sentiment. Here, look at this..." [NEW MENU POPS UP] "I've spent a lot of time wondering what I could have done better on the Necramech design. Never thought I'd get a chance for a do-over though." "Up until now I've never shown anyone these plans. The transition to Warframe tech was a hard pill to swallow and I ended up drafting these as a sort of 'what if.'" "This new model is a marriage of classical Entrati engineering with the Infested adaptation you're familiar with in Warframes." "Warframes are a result of mechanizing biology, but this goes the other way. I call her: Onryo" "Help me build her, and you'll have the perfect weapon against those older models!" I got excited and made up some lore to go along with it. An onryō is a Japanese folklore entity based on the idea of revenge turning into a spirit. In terms of gameplay, what I'd love to see most would be a Necramech that moves more fluidly and can perform finishers on other Necramechs. If they went with the concept of vengeance, then maybe the Nechramech's theme could be to use the damage it receives to power its abilities. As an example, it could be something like it delivers the same percentage of damage it received outward, so if was damaged to 50%, then it can send out an attack that damages all enemies to 50% of their health regardless of their defenses (even bypassing damage attenuation). It would also have to have something keeping it from getting one-shot though, since relying on damage as a trigger is less and less stable as enemy levels increase. Perhaps something like damage reduction increasing as HP approaches zero, maxing out at 99.9% DR. (And maybe "health gates" at 75%, 50%, and 25% of HP). Okay I'll stop brainstorming. Long story short is I like your idea!
  10. Usually I like to advocate for my own ideas, but I really can't defend this one. My account is purely Mag (+Prime); originally out of defiance against a friend but it's now become just the way I play because it's so fun. Because of that, I honestly didn't even think about how terrible of an idea this would be for someone that uses dozens of different frames. Between all my Mags I only need 25 shards active at any given time. But if someone is running a normal account then they'd needs well over a hundred shards (perhaps even over two hundred) if they wanted to fully equip their entire arsenal. And yeah when I think about it in that context, the idea does seem very inconvenient. It's actually even worse than what you're suggesting, because Necramechs are capped at 4 stacks per status, meaning you'd need 5 standard Emerald or 2 TF + 2 standard shards to get a Necramech to zero armor. That'd mean every week you'd need to spend 120 Bile to get the existing shards off, then another 120 Bile to reset that Warframe to its original state. AND (like you just said) your build would lose 4 shards slots just to go into the currently hardest game mode. Even if Archon Shards cost nothing to remove, I still think it would be a hassle just to remember what 4 shards you removed and then put them back the way they were when you were done. I'm glad I'm not the only one! A lot of this new game mode reminds me of Elite Sanctuary Onslaught. I run it on the reasonable weeks, ignore it when it's not, and will never go back once I get the loot I'm after. Starting to think the word "Elite" is cursed. (Although at least ESO saves on Void Traces...)
  11. It'd be nice if we could just pick whatever modifiers we wanted from the full list, it was set up to give us research points in proportion to its anti-synergy to our loadout. Lethargic Shields would offer no extra points for Inaros, but frames that rely on shields get a bonus when using it. Weapons with high ammo consumption would get more points for Ammo Deficit; things like that. And weapons with lower potential DPS and/or SPS should offer more points. I think the logic could be scripted to adjust to your loadout so it wouldn't have to be manually curated by DE staff. (Because that would be a lot of work)
  12. If my ear to the ground is gathering the right intel, then Damage Attenuation was originally designed as a way to ensure a boss is not pathetically one-shot by a late-game build. And if my water-cooler intel is correct, just about every player hates the concept because it invalidates the investment they've put into the game, and instead transforms the experience from an exciting "let's build and test" into a tedious "just stay alive and shoot." But my general sense is that both sides for the most part have settled down on a compromise with the original pain point: Archons. The Attenuation was turned down, and the mission cycle itself only dedicates a small fraction of the overall experience to sitting and holding down the trigger while the rest is normal gameplay. Moving forward though I suspect that Necramechs were supposed to represent a formidable field boss and the designers hoped that the same acceptance we all reached with Archons would transfer over to Nechramechs. Whatever the rationale, Necramechs were given the Attenuation treatment. And in the opening days of the new Murmur tilesets and mission nodes, I don't think it was that tedious because Nechramechs could be prevented from spawning and were infrequent enough that the intermittent tedium was digestible. In our modern time though, Nechramech spawn rates have been increasing steadily as a way of inflating game difficulty. They're used to decrease Survival/Defense timers, they're force-spawned in Exterminate/Disruption, and the level scaling for the new game modes also scales up the monotony of their required termination. For me however, the most egregious example is the Leech Eximus Necramech within Deep Archimedea missions. It's an unholy trinity of Health Regeneration, Damage Attenuation, and Loadout Restriction. In summary, I think what started out as a way to improve the showing of a single, epic boss has been abused as a "spam Band-Aid" (or "spandaid" if you will) to add difficulty to missions. I believe this poses a problem though because: Building a challenge out of tediousness is no different than taking fun as a payment to offer difficulty as a product. What could be changed? I think Nechramechs need to be revisited. I can personally think of three directions to remediate this: Remove Damage Attenuation from Necramechs With Loadout Restrictions you generally lower the damage Necramechs receive on average Link Damage Attenuation to Armor Emerald Archon Shards make it possible to get 14 Corrosive stacks on a Necramech. Using a new tool to counter a new enemy seems like a fair tradeoff. Give Damage Attenuation to Player Necramechs It's only fair, right? They're the same device so they should have the same features. Make it so we have to go find our Necramech and then we can endlessly shoot one another. My favorite is option 2 actually. If an enemy is blessed with a new form of defense, but that same enemy rewards you with a means to breach that defense, then it seems fair to me. Players will have to deal with that new challenge as a "right of passage" in a way, but then the players that do are rewarded with a more convenient time moving forward. And it would have further reaching effects. We could kill Archons and the Fragmented faster. (Note: You'd have to make it so that the Fragmented had some form of Murmur Armor for this to work) Option 1 is second place. I really don't think Damage Attenuation is a good fit for enemies that can spawn multiple times in the same area. And Option 3--though rationally sensible--is my least favorite option. Just sitting there blasting everything waiting to see who's HP reaches zero first is a pretty lame game to play.
  13. I just realized I haven't even tried playing with disarm on the new faction... (despite how many Rogue Culverins I've literally disarmed...)
  14. With recent changes being what they are, I think DE could start revitalizing CC with added mechanics. Essentially, enemies have evolved to counter a good percentage of Tenno abilities, so now it's the Tenno's turn to evolve to counter that counter. This would play on the principle of Explosive Magnetic Flux Compression, which is a phenomenon I recommend any nerd look up right away. In Mag's case though, it would work by "compressing" her. The closest thing I could see for that would be her crouching. In terms of value, I think this could make for a more engaging experience. Having a different precursor to boost power or overcome certain enemy defenses would mean the player has to be more observant and in tune with their abilities. I'm on the fence about whether sliding would count as a crouch. On the one hand I think it would be more fun to be able to exercise this ability with the fluidity of sliding, but on the other hand she's not all that compressed in that position.
  15. I do agree that Mag doesn't have it as bad as other frames. And I'll also admit that 95% of the current game isn't going see much different with her capabilities. Believe it or not I was originally planning on opening this thread in the Home > Feedback > Warframe subforum. But I instead opted to put it in the Dante Unbound specifically because that's where I noticed the recent nerf. The Mirror Defense Target just kept dying and I started to pay more attention to the Eximus units that should have been disabled, jammed, or frozen in place. Then I checked the update notes and thought: "Again DE!?" If Deep Archimedea is a one-off then I don't think I'll care all too much. As soon as I get the Arcanes I want I don't see myself giving it a second thought. (One advantage of using only one type of frame is that my Arcon Shard needs are much less than the average player; I've got 4 separate Mag Primes and I'm still overflowing with TF Shards) But my real worry is that this game mode is a sign of things to come. What if the next update is just this but more? What if every update chops off more of the fun features until all that's left is a generic looter-shooter? These fears keep me up at night (that, and the muggy thermostat settings my wife keeps scheduling).
  16. I'm a Mag main, so my strongest opinions on CC tend to gravitate towards her kit. With augments, Mag has four CC options: Relocate enemies Relocate projectiles Halt range attacks Halt enemy movement And I think this is a seemingly simple though brilliantly complete set of options. I like that there is value in enemy placement, both in where you can apply Magnetize, but also in missions like Interception where you may want to yeet an enemy away from a console to keep them from taking the node back. And of course Magnetize is amazing both as a defense and offensive tool, but it's also great for closing off areas of concern so you can focus on a single direction of combat. Then with the augments you get to momentarily neutralize shooters and slashers respectively. Which, while not removing them from the battlefield, give you time to do other necessary actions like regenerate energy, save a defense target, or remove yourself from a dangerous situation. So at least for Mag's kit, I can see that CC is much more than just a one-trick-pony. The type and layout of enemies, the nature of the objective, and my current energy/HP stats all combine into a different required arrangement of separate CC behaviors. And I wouldn't mind one or two CC-immune enemies now and then as sort of a "stop everything you're doing and pay attention to THIS unit" event. It would sort of behave like a field boss in that case. But that's not how things work anymore. Now game modes have upwards of 10 or more Eximus Units all descending from different directions and usually within a confined space. Their weapons can't be jammed, their movements can't be halted, their attacks pass through barriers, and they can't be stunned in any way. The only way to deal with the situation is to cancel all CC activities and focus entirely on delivering as much DPS as possible in every direction. So what used to be a sexy symphony of symbiotic subtleties turns instead into a cringeworthy cacophony of coerced chaos. (Thank you again, thesaurus) I never wanted CC to be king. I just want the game to stay fun. And perhaps if I started playing today then I'd think it was. But I know what it used to be, and that knowledge of yesterday sours what it is today. The point of CC was never to be better than damage; it was supposed to be an equal partner. The shield and the sword. Eximus numbers could be limited, but it's more fun to control the battlefield with CC than to neuter the battlefield with algorithms.
  17. That's true, I agree with that. I think designing a mission that just needs CC (and not let it be boring) is difficult. But personally if I had a choice between doing two 2-minute exterminate missions or one 4-minute mobile defense mission, then I'd choose mobile defense. In a mobile defense I at least have to consider multiple things, while an exterminate is just moving forward and pressing a button until the objective marker turns green. Also playing on a Switch makes me biased because of the loading screen. Granted, if I had to choose between one 2-minute exterminate or a 4-minute mobile defense then I too would pick exterminate. In my humble opinion the gameplay of exterminate isn't superior to mobile defense; it's just the fact that there's nothing preventing you from clearing it as fast as your character can move. (And I think that's why Capture is even more popular than Exterminate) I don't blame players for complaining about a mission that takes twice as long to get the same amount of loot. But I don't consider that CC's loss or killing's win. It's just a consequence of design. And speaking of, a "game mode" that I really enjoy is Adaro, Sedna for leveling up melee weapons using the sleep/stealth trick. It's a combination of CC and killing that can be done faster with practice and experience. I never get tired of it! Plotting my path, spotting every enemy, taking special measures to deal with Eximus, and trying to beat my time and total "score" (affinity points). That's also a good example too of how CC immunity can add to the fun. The sad part about it though is that it's a solo-only activity and it wasn't actually even designed by DE. But the fun I have doing that proves to me that there is untapped potential left in this game engine!
  18. LOL that comedic timing reminds of of the line from Without a Paddle: "Thank you for breaking glass where my children play..." Fair enough! Sorry if I put words in your mouth. I saw this wall of text and thought "There's no way I'm going to re--" but then I glanced at the top line and it just sucked me in. Now I'm a programmer, but when I was younger I naively claimed that I would be a writer when I grew up. So if I were younger, I'd say you've got an everyman's voice that uses a single-breath tone to set a non-threatening but emotionally-snapped mood. It's quite good! I'm even impressed by your self-censorship. It's not just keyboard mashing, the size and symmetry look deliberate and get the hidden message across. Pretty much 90% of what you're saying harmonizes with my own thoughts and feelings on the subject. I like the aesthetics of some of the tilesets enough to overlook their practical downsides, but that's pretty much the only thing I take a different direction on. I'm also convinced that CC is really the only logical way to grow a game's immersion. Since starting this thread I've reflected on my viewpoint and I'm more convinced than I was at the start. I originally thought that some weapons were so different than one another that it could be a good medium for diversifying the experience, but the more I thought about it the more I realized that the weapons I have the most fun with are because they introduce a side effect along with their raw damage like CC or healing. I love my Tenet Cycron, not because it kills, but because I can load it up with Cold and Radiation and becomes like s new CC ability. I also love the Tenet Plinx because the SFX and force feedback are incredible, and in addition it has the ability to quickly clear an area of enemies I can't be bothered with at the time. Praedos gives me more mobility, and Sancti Magistar let's me face-tank everything. I always need at least one weapon that is dedicated to the actual killing, but the rest of the slots are more like secondary abilities to add to my Warframe. As long as one weapon can kill fine (usually my primary), then I don't even see the need for another high-damage weapon in the loadout (especially if I can instead get something like CC, mobility, or survivability from the other slots). Because I don't find a value in the choice of two weapons that serve the same function. If I have a primary that takes care of the killing and won't run out of ammo, then when am I ever going to use a secondary? In that case I feel like I'd only be switching just because I feel bad for my secondary and melee weapons. (And I'll admit I do occasionally use them specifically out of pity) By "seky" and "mel" don't want my pity-equip! They want to be useful! In a roundabout way, that's sort of why I agree that chasing the power creep is lazy. Dealing damage is just one function that needs to be accounted for in a good experience. And it's so obviously harmful to the rest of the game when it gets chased as far as it's been. I've often seen people complain: "What's the point in CC if I can just kill enemies instead of immobilize them?" Which is a valid point, but it's a side effect of problematic design. CC was the original answer to the question: "How do I deal with more enemies than I can kill?" You'd use CC to limit enemy activity and give you and your squad time to catch up to the numbers. And that could have grown with the game. The core roles of healer, damage dealer, crowd controller, and party buffer are principle archetypes that don't ever need to go obsolete. But the second you make a damage dealer capable of destroying everyone in sight, then you don't have damage to heal, a crowd to control, or an battle to buff up for. And from there the only option is to make a stronger enemy that can't be annihilated the moment it arrives. By then, though, you've already killed the balance of the game, because players are naturally going to feel entitled to what you gave them before. They want their old damage dealers to perform the same way with the new stronger enemies. So you have to give them better guns, augment the old frames, and/or offer stronger characters that do the same thing just with higher output. It will always be less than "enough" for a live service game. It's a repeatable formula though, so an unobservant game designer (and player) might not even see it happening. Healing works the same way. Stronger enemies means more healing and damage reduction requirements, and better shielding or invulnerability support. But it also just works as an arms race between enemy and player with nothing new ever being presented. CC is different though. It's level-agnostic. A level 10k enemy is just as useless as a level 1 enemy if you can jam their weapon. CC is immune to power creep, but it also can't be infinitely turned up like damage or healing. So the new content comes out and then the healers aren't enough, the damage dealers aren't enough, but the CC'ers are still enough. And that's a threat to the purchase cycle. At that point a company has two choices: Backtrack and rebalance the power creep, then make new mechanics that are interesting enough to keep the players engaged. OR, disable CC so that you can continue along the power creep spiral. A company that has imagination and passion would want to create something new and fun, but a company lacking in those qualities will just view CC as a barrier to their profits. And that's exactly what we're seeing. To your point, the parkour was an amazing innovation that this genre really didn't see coming. I'm sure if someone suggested it on the forum back before it was added people would have been like: "No being able to fly around the level would destroy the game balance!" But it went on to be a defining feature of this game that now no one would ever want to see removed. Those sorts of risks reward a company with a legacy they can be proud of. Companies everywhere are taking less and less risks. I don't consider myself a socialist or a capitalist. (I'm more of a "do whatever it takes to survive so I can watch everything fall apart in my lifetime"-ist) That said, I wish things weren't set up so that the more successful something is, the less adventurous it becomes. Warframe has a lot of potential in my opinion. I think there are minimum dozens but probably hundreds of new mission types that could be created and enjoyed within the existing engine. Mimic hide-and-seek, procedurally generated stealth kill races, archwing volcano escapes, build-a-fragmented modular boss fights, Fortuna Noir crime investigation quest, Relay vs Kuva Fortress battle, Tenno-v-Infested tug-o-war mission, and so much more. Please just take a risk and try something! Not a Kahl/Duviri, start-from-scratch project that feels like an attempt at starting a spin-off game. Something new for my Warframe to do! Or at the very least, don't ruin the existing content by nerfing things to fit into the new content.
  19. Haha! I didn't have anything especially relevant to say to your post but I wanted to respond with something.
  20. Very much agree with this sentiment. This might illustrate the fundamental difference between us. The satisfaction I get is from figuring things out with the tools I have, so CC provides more variety toward that satisfaction. If an enemies turns into charcoal, a pile of limbs, or fine mist, it's all the same to me. It might be different if I was fighting one enemy at a time, but typically I'm being assaulted on all sides by dozens of enemies while my eyes are being assaulted with framerate-destroying VFX. Whether or not one enemy is frozen to death while another enemy quietly suffocates from CO poisoning, I don't really have the leeway to appreciate the subtleties. CC on the other hand offers a noticeable change in the pace and feel of the battle. Accurate, I have been playing about two and a half years. But I'd like to think I'm speaking generally as regard game design which I've been exposed to both as a professional programmer and a passionate player for three and a half decades. (The player part, the programmer is only around a decade) To be fair though I do think the game has gotten more fun overall in the last two and a half years. I just think it's also gotten a little less fun in the last half of a year or so. I'd like to believe the general trend will continue in the positive direction, but I tend to react to the most recent changes with an assumption that it represents the current management team's long term direction. The trend I'm seeing is to disable or obsolete long established features to artificially inflate difficulty and push a false sense of newness. It's the sort of thing you see when a company is being pushed to turn a higher and higher profit. That's a terrifying direction that I really don't want to see Warframe go down.
  21. In all modesty though I will admit that when looking at weapons in a vacuum isolated from CC, I do feel like some are better experiences than others. I love the sound and feel of the Phenmor, while I don't at all like the feel of sniper rifles. Oh and the Tenet Plinx! I think the Tenet Plinx might actually be my favorite "just for fun" weapon. I get more kicks out of CC, but I'm not saying it's impossible to make a satisfying weapon. I apologize to the Tenet Plinx.
  22. I think this has gotten to an "agree to disagree" level in that case. I honestly don't see much difference in experience depending on the weapon I'm using. It's just look in a direction, press a button, wait for the enemy to die, and repeat. Once I get a weapon that kills faster, I hardly ever use the last one because there's just no point. And if an ability behaves like a weapon then it's even worse because as soon as that gets obsoleted then 25% of the Warframe becomes useless. But even something as simple as pushing and pulling enemies is more fun to me. If I want to increase my KPM, then pulling enemies closer is great. But if I'm trying to defend a territory and I can push enemies out of it quicker than I can kill them, then I feel accomplished having made and implemented that observation. And unlike weapons that are always chasing the higher number, push and pull are just as satisfying on day 1 as they are on day 1000. They're inherently more timeless. You're opening 6 words though (in my opinion) show that you agree with me in principle. If the example doesn't seem fair and you have to change the example, then I assume that means that if it did apply to Warframe then you'd agree with me. I obviously believe it describes Warframe's recent direction appropriately. I also feel like one day you'll agree with me fully when you find yourself feeling zero excitement over the next update because it's just a reskin of what's already there. I'm willing to wait patiently for that day, even if I don't actually want it to happen.
  23. Respectfully, I'm quite confident in the logic behind my statement. CC just flat out has more variety of application. Manipulating enemy position, aggro, DPS, vulnerability, behavior, and so on are different gaming experiences with different considerations within the mind. I think I can prove this in a thought experiment as well. Imagine two games: 10 Elements to damage enemies, but only 1 CC option 1 Damage type, but 10 CC options Which of those two games would you think had a more complex play style? I could be in the minority here and I accept that possibility, but I would always assume that option 2 had more ways to play than option 1. I like both of those options! I never considered that option but that would be a perfect compromise in my opinion
  24. Why does CC always get ignored or punished? Whether or not you slash, bash, flash, mash or dash someone to death, it's just decreasing enemy HP. And weather you healed or shield, it's just increasing your EHP. Lethality and Survivability are essential, but unidimensional. To add personality and variety to a character needs CC. How do you manipulate the battlefield? Are the enemies distracted because you can change their loyalty? Are they too pained by fire to focus on anything? Can you change their location? Slow their movements? Transform them? Can they not see you? Can they not reach you? THAT is where the power fantasy comes alive. You can't just change the color of your bullets and armor and say you've created something new. You can't just say: "Look! This NEW character does what the last one did, but with higher numbers!" The game will die that way. The company will close up shop that way. But aside from the frustration, what I'm more curious about is the why part. Really, why do this? What is being said in the team meetings? "What should the theme of our next character be?" "How about we make a rubber themed character?" "Sounds fun! What will it do?" "Kill enemies by shooting rubber." "Awesome!" "Okay we're back for the next character, what should it be?" "How about an obsidian themed character?" "Ooh! I like the sound of that! What will it do?" "Kill enemies by shooting obsidian." "Awesome!" "Let's keep the ball rolling, what's the next character?" "What if we make a character that sees the future?" "Odd, how does it kill? Are you thinking it will kill enemies by shooting temporal gobbledygook at it?" "No I'm imagining it sees shadows of enemy actions and can interact with those shadows to reverse said actions. It could heal allies by preventing attacks that happened, and reverse fail conditions within a certain span of time." "But... how will it kill things?" "Um... it could... shoot them with hostile information out of an exalted wormhole gun?" "Perfect! We'll add some slash to it and give it an hourglass figure with clock hands for arms." Long story short, please don't forget what got you here. I'm not saying I could do better. I'm saying you have done better in the past and I want to see that standard of creativity kept. Stop nerfing CC. Boost it instead, and design around variety of playstyle and power fantasy again. Thank you.
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