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Psychic

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  1. With the shield gating changes, I like the direction the team is going however I think many can agree that it can be really difficult to fit an additional mod for survivability (Catalyzing shields on top of brief respite and rolling guard.), on top of fitting an entire build for your abilities, and utility mods (vigorous swap/ casting speed.) and then for warframe Augment mods. Shield gating with a decaying dragon key meant you had a way of surviving in high level missions with just brief respite and rolling guard, allowing you to shift your warframe builds to be more centered around your abilities and utility. Health tank builds also had an innate disadvantage because slotting health armor and adaptation, and rolling guard for status cleanse (cleansing status in high level is absolutely mandatory if you want to stay alive) would only leave you with 4 slots for your build. Augments and utility would basically be impossible to slot at this point. I think it’s time that the discussion for the ability to increase the amount of mod slots be introduced, or atleast a warframe augment sub-slot. Not having warframe augment slots and requiring players to slot extra mods to stay alive just reduces build diversity. On another note, is there any conversation about taking a look at enemy damage scaling instead of solely focusing on shield gating? Buffing shield DR by 25% is not going to help at all. Most damage reduction builds fall off and become unusable past level 500, not to mention eximus units or damage dealt to players from status effects, which is what forced us to use shield gating and rolling guard in the first place. If the only option to survive is invulnerability phases, I believe that the problem may be with enemy damage/ Enemy status effect damage instead. And finally, A much better way to make shield builds more viable than just increasing shield DR from 25% to 50% would be to have shield damage reduction based on how much damage was mitigated during the shield gate window. Scaling modifiers is the direction we need to move into. Players should not be immortal, but they should die because they made a mistake, not because of random toxin/ blitz eximus units.
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