SneakyErvin Posted October 14, 2018 Share Posted October 14, 2018 (edited) If you guys cant fix the ever haunting host migration issues of this game you really need to rethink the no-death rule for Arbitrations while in group. I've had 3 games in a row that resulted in host migration bugs after the host died and bailed on the rest. Two 10+ wave runs and one closing in on 30waves. Luckily I managed to get successful host migrations in the two short missions after very long loading, but in the longer one which resulted in two seperate host migrations the second one completely screwed me over. 28 waves and close to 40 minutes spent yet I got nothing when the second host left after he died. This just isnt a viable mission type when you have so much problems going on with your match making and host migrations. This really kills all the possible fun that the game mode could bring because you arent sure if your team mates will be up to snuff and be able to stay alive or if they will screw you over. So this leave you to playing survival or defection solo and leaving the other mission types alone. This results in long down times because there seems to be no real roations, so you might end up with several defense missions or interceptions in a row where a team would be of value. Edited October 14, 2018 by SneakyErvin Link to comment Share on other sites More sharing options...
SneakyErvin Posted October 14, 2018 Share Posted October 14, 2018 They need to bring back the revives when in a group. Not because they are needed but because DE cant fix host migration issues that are plaguing the mode as it is now. People simply lack common sense and decency. So if you happen to end up with a bad player who is also the host, chances are you wont get any rwards if he happens to go down. He will get the rewards even if he leaves as soon as he dies, but there are major risks that anyone that is still alive will lose everything the moment the host leaves. They should rethink what actually contributes to the challenge, because currently the mode isnt challenging at all. You simply pick the right frame and nothing can go wrong for you, except other players. No-revive is not a challenge, it is just a bad-player check really and it doesnt have much impact on the bad-players currently, only on those that keep themselves alive and suffer through the 2x long rotations and possible host migrations. Arbitrations are just poorly designed in so many ways. Link to comment Share on other sites More sharing options...
Findywen Posted October 14, 2018 Share Posted October 14, 2018 So far so good, enjoying the arbitration addition. One thing that it would be nice to see added would be something carried over from onslaught. Rather than spawning focus orbs can we get one automagically applied at the beginning of each wave? We got one life, when mobs are getting up their in rank and you have some pleeb following you around with an akbolto it gets hard to justify jumping out for a focus orb. Link to comment Share on other sites More sharing options...
Klokwerkaos Posted October 14, 2018 Share Posted October 14, 2018 (edited) I'd like to offer that I would like kuva to be on the table also, but I understand why it's not, it's to push towards endless kuva mission type... which is nice except endless kuva isn't endless, it's 20 min and reset because there is no incentive past that and kuva siphons don't have scaling health. Having kuva here as a possible drop would be welcome, just not so much that it rivals kuva siphon, much like endo here doesn't rival the arena. Edited October 14, 2018 by Klokwerkaos Link to comment Share on other sites More sharing options...
000l000 Posted October 14, 2018 Share Posted October 14, 2018 Il y a 3 heures, Fallen_Echo a dit : They need to make them bigger or switch them to somekind of ground unit because currently nothing stops them from getting stuck in the ceiling or even going throught the wall. And fix Limbo too cause at the moment he can't kill them in a cataclysm - Sentinels and operators are really annoying with Limbo, it should be fixed. I found a way to bypass this in shooting them with my operator but this is so annoying... Link to comment Share on other sites More sharing options...
DrBorris Posted October 14, 2018 Share Posted October 14, 2018 Idea #2: The rewards for running Arbitration are fine IMO (maybe add an Arbitration Peculiar with an absurdly low drop chance though), but the store could use some help. The problem with the store is that there are not any recurring rewards, for the most part it is just one purchase and done (unless you want an army of Arbiters in your ship/dojo). Adding some 'evergreen' rewards like Forma, Exilus Adapters, or maybe even boosters would be a great way to keep people playing Arbitrations for the months and years to come. Link to comment Share on other sites More sharing options...
Lisztomaniac Posted October 14, 2018 Share Posted October 14, 2018 (edited) Il y a 8 heures, DreisterDino a dit : So you already take Rhino to this Mission although the lvl is too low in your opinion? That might be boring indeed, i stopped using Rhino a long time ago 😉 I just take any frame thats gets the random buff and see how it performs and have fun with it. You can just take your squishy frame to the mission right now without risking "to die to RNG". I dont see the benefit for the gameplay if we instantly raise the lvl to a point where every frame is dead the moment its get spotted but give revives back. Right now we are in a spot where you can die already early in the game if you dont pay attention and dont run Rhino/Inaros/Invisible frame ( i saw that happen a lot), but you can survive with each frame if you are really trying. You guys honestly think that if we bump the lvl up that much that pretty much every frame gets oneshotted instantly but we have revives that there wont be a META of frames everyone uses to avoid getting oneshotted? That would lead to the Rhino/Inaros/Invisble frame only scenario just as much. And btw, since you dont lose the rotation-rewards when dying, i dont think its a big problem for most people if they die after 2 hours. As if they care for the collected Alloyplate and Rubedo . 😀 They get to keep the only rewards that might be interesing to them anyway, if you want to farm ressources you go somewhere else. Little story at the end: I tried out the +300 Equinox in a Defense yesterday, and i got oneshotted by a Nullifier at Wave 14 or something. Why? Because i am still in the the normal "nothing can kill me in this game, and if for some reason it happens i can just revive myself" mode. I was recasting my 4 maybe 25 meters away of the Nullifier in Line of Sight, and while i was standing there raising my arms i saw the bullet coming, hitting me right in the face xD Am i mad? no. I learned my lesson and will try to do better next time. The rules of this gamemode are simple: You make a mistake - you are out. And thats fine for me. you dont get it you doofus, none asked for mobs to oneshot at the start of the arbitration, im asking for the option of going for endurance runs, right now that option is not available unless you go tanky or cheese it, because past certain points bullets will oneshot you no matter what, as long as there are no bleedouts, there is a hard cap on how long you can last, if they implement bleedout, you can at least try to push further and further being more carefull each time you get downed, as i said taking non tanky frames is way too risky with no bleedouts to even attempt an endurance run, with bleedouts at least youd get a warning as to when youll start to being oneshot, and if you get downed once you can at least learn and think "well this is gettin too crazy better be carefull", instead of "oh woops, went to far and got one shot but i get my S#&$ anyway. i would rather lose my S#&$ to a mode with actual dificulty, instead of this pampering bullS#&$ where you get your S#&$ even if you fail. i will always miss the old void days, where you would lose your prime parts if you went too far and #*!%ed up, the most fun games ive ever had where those where the team would slowly run out of revives and when S#&$ got too real you would all try to get to extraction sometimes failing misserably, what made it fun was the chance to fail, with this new mode there is nothing to worry about, you just go as far as the game lets you and then you can just let them overwhelm you since there will be no consequence and you will still get your S#&$, of course you people dont care that there are no bleed outs, youre getting your S#&$ anyway as long as there are no bleedouts they cant have it so you lose your S#&$ when you fail, if you dont lose your S#&$ when you FAIL, then there is no risk-reward on this "endgame", there is only rewards cause if FAILING gives you the things you came for then why the #*!% would you care about succeding?. and consequently, as long as you cant lose your S#&$ when failing, they cant make the game reward trully good things, as an example Kuva could be a reward, but since you cant lose your S#&$ it would be easy to just do as many rotations as you posibly can and then dying, you would still get your kuva by losing on this suposedly hard mode, if we had bleedouts they could reward truly good things, cause then you would not lose your S#&$ to a RNG bullet when going for long runs, you would lose your S#&$ because you where downed 2 times and you still refused to leave the mission. if they implemented good rewards without bleedouts but you lost your rewards when failing there would be an outcry in the 1st week about failed 1 hour runs to random bullets, but nah, you dont lose your S#&$ when you lose cause kids these days cant deal with loss. EDIT: also about the 300+ buff, thats lazy and its a S#&$ buff, i would rather have arbitrations buff relevant stats for individual warframes, instead of this 300% str vauban bullS#&$, armor/health/energy/double shield/ things liek this could be implemented with varying relevances on individual warframes, enemies could be given sortie-like buffs, and weapons should get interesting buffs like infinite punchthough/ bouncing bullets, mini exalted blades on melee, things of the sort, instead of a bland x% + str. Edited October 14, 2018 by Lisztomaniac Link to comment Share on other sites More sharing options...
GPrime96 Posted October 14, 2018 Share Posted October 14, 2018 2 hours ago, 000l000 said: And fix Limbo too cause at the moment he can't kill them in a cataclysm - Sentinels and operators are really annoying with Limbo, it should be fixed. I found a way to bypass this in shooting them with my operator but this is so annoying... I noticed this too while i have a Limbo in my Squad. It's really stupid how he can make the Drones immortal and screw up your Flow of the Mission. Link to comment Share on other sites More sharing options...
ZarakkiZenn Posted October 14, 2018 Share Posted October 14, 2018 (edited) I like the idea of elite alerts as something you do when you have nothing else to do, just for the fun of it. I was pleasantly surprised when I heard there were positive as opposed to restrictive modifiers, but was let down in the end. I prefer to run solo as solo is more challenging and you're not competing for kills, enemy spawns and choke points. However, the modifiers -reduced life support-, why? The artificial difficulty -the drones-, why? This applies to sortie and nightmare conditions, to be honest, and even nullifiers. These artificial difficulty settings don't add value to the game mode, they just serve to restrict viable weapon and frame choices and ultimately determine playstyle in a repetitive fashion. I was looking forward to this game mode but after two runs struggling for life support and hating the ever loving guts out of those drones, I want nothing more to do with them. Bottomline: the game is fun enough as is, hectic, varied, great combat, with an amazing selection of weapons and warframes to fit every playstyle. Not to mention that any one high level enemy can severely damage you if you're not fast in your reactions, movement and ability usage, let alone five or ten enemies, as tends to be the case. So what purpose do these modifiers serve other than restrict choice and force a certain playstyle? Edited October 14, 2018 by ZarakkiZenn Link to comment Share on other sites More sharing options...
mikakor Posted October 14, 2018 Share Posted October 14, 2018 (edited) another feedback. just tried for the first time the defense mode of these, and... nightmare. it's a SORTIE-LIKE DEFENSE. nope. nope. F*** this S#&$, i'm out of the defense arbitration for ever. so the rotations are already too long, rather than the normal classic no one complained about, ( because more waves before a rotation isn't difficulty ) but on top of that it's the dumb, stupid, idiotic operative you have to protect? the one that moves litterally EVERYWHERE, ESPECIALLY IN GROUPS OF ENEMY MOBS, in traps, in... WHATEVER, and don't do anything useful other than making us moving randomly, without evne having one bit of control over him to stop making him move in stupid place? let him die, jeez. i want to see him suffer for everything. i always hated this part of sortie defense, now it's in arbitration, and with slow rotation. not for me, and certainly not funny. And please...give us back th other missions, too... make a special loottable for single objective mission, but come on. spy, capture, rescue... where are all they? Edited October 14, 2018 by mikakor Link to comment Share on other sites More sharing options...
Lisztomaniac Posted October 14, 2018 Share Posted October 14, 2018 Il y a 6 heures, ArcKnight9202 a dit : They could add to the difficulty in other ways. For example, every wave of Defense, the enemies deal slightly more damage to the target. Keeping him alive would be harder and harder. For Defection, the Kavor could either move slower in later waves(not a great idea), or heal much slower from the towers and other sources. Excavators could be powered off of Warframe shields like the Hijack thing so people are forced to stand their ground and defend it and keep it running. Survival could get foggier the lower the life support dips. Hiding enemies and obstacles. So many missed opportunities in this. loved the fog idea, that would give it an awesome feel.. Link to comment Share on other sites More sharing options...
000l000 Posted October 14, 2018 Share Posted October 14, 2018 il y a une heure, VPrime96 a dit : I noticed this too while i have a Limbo in my Squad. It's really stupid how he can make the Drones immortal and screw up your Flow of the Mission. It never worked with operators, i hope they will fix it for sentinels. It doesn't help with the huge lack of love for Limbo these days, even after being primed. 😮 Link to comment Share on other sites More sharing options...
Epicagemo Posted October 14, 2018 Share Posted October 14, 2018 The idea of arbitration is good, but the execution is terrible. The ONLY changes from normal missions is: -New enemy drone that makes enemies immune to abilities. - This one, is not so bad, exclusive to mission type, and adds a layer of difficulty.-instant death = no teammate revives = REMOVED FROM PLAY. Which means, any slip up will cause instant death for glass cannon frames meaning anyone playing a squishy support frame is severely punished. This makes players less willing to bring anything other than survival frames to this mission type and I consider this to be selfish and migrates this game more towards solo gunplay and not teamwork. While the 300% Strength promoting certain warframes is beneficial and nice, it is mostly nullified by the fact that most players will ignore the bonuses and brings a bulky, survival frame anyways. People in my squad have said that this mission type is meant to be hard--it's not, everything can still be one shot by a proper weapon, the only threat is a stray bullet hitting a supportive warframe, removing you from play. If this mission type is meant to be difficult, it doesn't restrict a game play mechanic in a fair and meaningful way to make this gamemode challenging, clever, and fun. Another glaring issue is that anything on the gear wheel Ancients and energy pads can be spammed endlessly. A simple solution can solve most issues of this game mode in a FAIR and meaningful way: -Restrict gear wheel-Ancients and energy pads are my most common way to cheese difficult content. To be honest, the gearwheel in general needs work for regular gameplay such as cooldowns to prevent spamming, but that's another topic for another day. -Remove Instant death. Teammate revives are OK. Reviving is a good co-op mechanic, instagib is not. This, at least allows a chance, rather than having RNG simply saying, "Nope.". -No self revives-arcane bonuses and the stock 4 are gone. P.S. Copy and paste these restrictions for sorties as well. Link to comment Share on other sites More sharing options...
Gokuofuin Posted October 14, 2018 Share Posted October 14, 2018 My only feedback is that I solo'ed my first two of these using first octavia and then ivara. They were not hard. Not even a little bit. So I'm not sure what you were going for with these things but it's not end game. I find sorties harder than these missions. Also sorties at least take less time and give nice rewards. I dunno guys, I think something needs to change. Link to comment Share on other sites More sharing options...
AkerTheSpjot Posted October 14, 2018 Share Posted October 14, 2018 (edited) I'll chime in on a few things The mode is seemingly tame, mostly on spawn rates, they don't seem as overwhelming as Sorties, which I do appreciate, the number of times I've been blindsided by shotgun grunts or snipers during my entire play time is just too damn high. Had it been otherwise, coupled with disabled revive, I wouldn't have bothered with the mode personally. If this is intentional then I appreciate the foresight. With that said, spawn rate do affect missions like surivival where mission's progress is associated with enemies' drop, not to mention with capsules giving less air, as a result failures tend to come from not having the means progress rather than my own short coming. Speaking of failure, another gripe I have is disabled revive. There's a certain thrill to having only one shot to complete the mission, but getting timed out on death is quite backward for a video game that's not pvp, just sitting still in the hands of other players, unable to play or even assist until the next rotation comes around ? I'd understand if solo has this feature, coming from a mostly solo player myself cause that's entirely on myself, but why in group play ? Why enable other players to be detrimental to the objective ? Warframe has a moniker of being a fast paced game and dying ruins the momentum, which of course sucks, but being able to jump right back to action would lessen the frustration. And not without punishments Some suggestions would be (this only applies to group) - Enable bleedout, still no self rez, teammates can revive but you recover less health and energy everytime you get revived and/or receive a debuff for the rest of the mission Or - Player comes back on the next rotation, forfeiting the rewards from the previous, quitting also yield no loot. Edited October 14, 2018 by AkerTheSpjot Link to comment Share on other sites More sharing options...
RoniLumen Posted October 14, 2018 Share Posted October 14, 2018 Today we've tried a corpus interception, but there was not enough enemies at our posts. We quit very early before we felt challenged even a little bit. The mission was really boring that is why we quit sooner than expected .Please, add more enemies to interception arbitrations, it is very boring right now. Link to comment Share on other sites More sharing options...
TARINunit9 Posted October 14, 2018 Share Posted October 14, 2018 (edited) 19 hours ago, xcenic said: 30 min for Rotation C is a punish edit: nevermind Edited October 14, 2018 by TARINunit9 Link to comment Share on other sites More sharing options...
Borg1611 Posted October 14, 2018 Share Posted October 14, 2018 (edited) So I just did an excavation solo in this mode in the same tileset as Hierrocon - Pluto. This map is possibly one of the most horrendous excavation maps there is in terms of how buggy it is. This map has been in desperate need of a review for spawn rate, spawn locations and probably pathing for YEARS. These same problems happen in solo normal mode and in sorties. Sometimes you can go multiple excavators with no issue. This time I couldn't finish a second excavator to finish the mode. I gave up and aborted after the 25 minute mark. 25 minutes, unable to complete a second excavator. I did lose one or two, not because it was difficult, but because I got bored after several MINUTES of ZERO SPAWNS and just abandoned them to start another one and mobs apparently eventually found there way to them and destroyed them. At my last attempted excavator I got to about one minute left on it, very slowly. Over a minute would pass without a single enemy attacking. If they were spawning, they were spawning far away and getting stuck somewhere. Then one or two mobs would stroll up, not one with a power cell of course, then it would die and then leave me all alone for awhile. At one point when I was looking around after abandoning one, I did find some drones just hovering somewhere not moving, so I expect there are serious pathing issues on this map in addition to very few spawns and the spawn locations being rather far away from the excavators. edit: According to https://www.reddit.com/r/Warframe/comments/9o3uzl/something_is_very_wrong_with_spawns_right_now/ there are new widespread issues with spawns and pathing, but I've done the Hierrocon map many times solo and have had the same issues randomly before. Maybe some of the new issues make it more common? It also seems like more people are complaining about having the same issues in groups that use to only really happen to solo players. In that thread some claim the issue is more with corrupted and corpus (my run was with corpus), but I've also had power cell starvation elsewhere such as with grineer on desert tilesets in this mode since the patch and in the non-arbitration versions before the patch. Solo spawn levels have also been low across all factions for a long time so I hope those issues are addressed in addition to whatever new issues may have been introduced. Edited October 14, 2018 by Borg1611 Link to comment Share on other sites More sharing options...
Grimmstyler Posted October 14, 2018 Share Posted October 14, 2018 (edited) Great job DE on designing this gameplay! Just the rewards suck, for high level enemies and no revives? Excavators are 2 1/2 min and still get 100 Cryotic? Arbitration is really a upgrade to Onslaught but with crappy rewards.. Radiant Relics and more occurring would be better then Endo.The xp is great but not for leveling a Warframe (due to high level enemies and no xp on death).. I like -1 life no revives - No pickup reward on death - High level enemies (gives a reason for using weapons with Rivens) - Enemy invincibility via Arbitrators (Ability camp spamming can be nulled) - Resets every hour with different Buffs Factions, Mission and Environment - Even if you completed in the hour you can join another thru Recruit Channel Edited October 14, 2018 by Grimmstyler Link to comment Share on other sites More sharing options...
Urlan Posted October 14, 2018 Share Posted October 14, 2018 Both mission modes were aimed at players seeking 'challenge' without asking for it being 'engaging' and 'fun' instead. To that end, they succeed to an extent as that was their purpose; if some find them interesting or enjoyable within their criteria, then DE has accomplished what they set out to do. Link to comment Share on other sites More sharing options...
DIBBELDUBBEL123 Posted October 14, 2018 Share Posted October 14, 2018 Heya, Im personally a huge fan of the arbitrations and think they have added a nice challenge for endgame players, but I personally have some gripes with them that don't even stem from the changes this game mode adds (they're excellent), but from problems the game had for a while now. -Defense taking way longer than all the other game modes due to enemies getting stuck and the player potentially having to waste entire minutes to search for that one enemy stuck behind a corner (usually an osprey). This could be easily fixed if the round would count as over if say only 1-3 enemies are alive if the player has technically beaten the round otherwise (sorta like in interception, in which killing stray enemies is way less of a problem). -On solo excavations/survival enemies not spawning and thus either elongating the mission or endangering its' sucess. This could also be fixed if the spawnrates were bumped up a notch for solo players. If too many enemies in those solo missions might feel too hard for beginners, it could be fine just increasing them on arbitrations instead, as they are supposed to be challenging. -Players being forced out of survival/excav if the squad wants to leave. This could be fixed by just giving each player a seperate extraction timer (10-15 seconds) if the squad isnt complete. This could greatly enhance the experience of players joining a squad but wantjng to continue further with the mission, or players wanting to leave when the squad refuses. I don't really see a problem with this, as both of those options are available in other mission types. As a potential idea, the rewards, while being really great could be expanded further (kuva, bundles of rarer resources depending on the planet (say if the arbitration is on ceres, you could get 10 orokin cells in rotation C, and so on), a very low chance of a built forma, an even lower chance for orokin reactor/catalyst blueprints, just some ideas on expanding them further if the need arises. Just some ideas i had to potentially improve this new game mode, or maybe even general play. Link to comment Share on other sites More sharing options...
GachiLordMittr Posted October 14, 2018 Share Posted October 14, 2018 Great ideas btw Link to comment Share on other sites More sharing options...
Methanoid Posted October 14, 2018 Share Posted October 14, 2018 (edited) the biggest disappointment for me is that arbitrations werent implimented as a system improving upon nightmare missions, instead we get 1 fixed alert of a gametype you might not even want to play per hour. a bored vet shouldnt have to wait an hour for something to pop up he may be interested in, given how the rest of the game works we should be allowed to pick a mission on the starmap we actually want to do just like in nightmare missions, invasions, void missions etc etc Edited October 14, 2018 by Methanoid Link to comment Share on other sites More sharing options...
Illithar Posted October 14, 2018 Share Posted October 14, 2018 2 hours ago, RoniLumen said: Today we've tried a corpus interception, but there was not enough enemies at our posts. We quit very early before we felt challenged even a little bit. The mission was really boring that is why we quit sooner than expected .Please, add more enemies to interception arbitrations, it is very boring right now. I feel like this might be a pathing issues as well as a spawn issue. I noticed that after each wave there would be a clump of enemies back past the spawn room that would need to be cleared out each time. They were just hanging out in a room, not doing anything. Pathfinding optimization was mentioned in the patch notes and I think that may have broken a few maps in this regard. I also noticed this on the Grineer defense last night. At the end of each wave there would be 1 or 2 enemies just hanging out in the spawn rooms that we would have to hunt down and kill. At one point we had several left but no markers to lead us to them. Link to comment Share on other sites More sharing options...
Aurora3500 Posted October 14, 2018 Share Posted October 14, 2018 (edited) I feel like this new game mode is pretty solid overall. I've been enjoying the time spent on it so far and have formed opinions on what I think is good about it and what could be improved. Pros The massive amount of endo and endo related rewards you can acquire from this game mode. Arbitration Drone spices things up with their ability to nullify Warframe abilities and make enemies immune to damage. Gives a similar feeling that Corpus Ospreys gave in the very beginning of the game. Being able to keep the mission rewards even if you die. Being a "1 life" mode. I like the core of this mode since it requires players to be more careful and work to survive. Since there are no bleedouts and no revives. I've always tried to play Warframe in the 1st place as if I only have 1 life in a mission, dying even once doesn't feel good, and I like that you fail the mode rather than get revives if you fall. I might even advocate to make this a feature you could impose on yourself in other missions as well. I love the requirement being to have the starchart completely cleared. It gives some motive for players to clear it out, And I feel its something that should be done anyway for the sake of completing the game and experiencing almost every kind of mission. I would probably support an additional requirement of Mastery Rank 10 or higher since this is advanced level content. I feel like giving MR more meaning like this would give an additional sense of progression. Cons The rewards don't have a lot of variety beyond Endo and the new mods. Getting statues as a common reward is a nice touch, though with the amount that can be gained from this mode, it can easily drain you of Amber Ayatan Stars and even Cyan as well in some cases. I think a suggestion for this was to have stars preinstalled with the statues you can get from this mode. I'd support that suggestion for here. I'm fine with double duration to get rewards in this mode, though I feel like to make it better, it should reward multiple ayatan statues upon completion, or perhaps add relics as a reward to the reward table, and upon completion of a rotation (if relics did get added, they should be radiant like how they are in Elite Sanctuary Onslaught), the player will get 2 random relics. With having double intervals at 10 waves/10mins etc. I feel like the rewards need to be greater in variety or even greater in quantity or quality. The raw endo from the rotations is fine. For Excavations, allow excavators to harvest more cryotic to make the longer wait time to excavate more rewarding. It felt disappointing to see that an excavator in Arbitrations still rewards 100 cryotic despite having to drill for longer. I'd propose allowing excavators to harvest more cryotic. Maybe 150 or 200 at least. Host Migrations can be devastating in this mode. As you can't control if you die as a result of the migration. Some way to make it so either the game freezes, or the players become immune to damage and can't move until the migration is finished for all players would be important so the player won't die from not even being able to control their character. I've known it was the case on reveal of Elite Alerts/Arbitrations. but I'm slightly disappointed that non-endless missions were not included as part of this mode. I enjoy a lot of the non-endless missions. What I do hope is that if another challenge mode like this gets added, or something else gets done for another syndicate, that it instead focuses on Non-Endless Missions (Exterminate/Spy/Sabotage/Mobile Defense/Rescue/Capture) . Or possibly if non-endless missions could also be added to this mode, all with their own special conditions naturally. I'll list some potential ideas here for if these ever did get added to this mode. Naturally the 1 Life Condition would still remain. Have the enemies be at level 100-150 to compensate for not being an endless mode. Spy requires 4/5/6 vaults to be hacked. All vaults must be successfully hacked, if spotted, the data is deleted instantly. Exterminate requires 5 miniboss eximus enemies to be defeated (bursas/juggernauts/Grineer Maniacs/Ambulas and others) to be defeated in addition to other enemies. The amount of enemies to kill would be similar or greater than nightmare mode. Capture requires 3 enemies to be captured (similar to how nightmare captures worked back in the day) Capture targets will have one elemental resistance and one physical resistance. Other enemies can also revive the capture target if they've fallen. That's what I have. I'll probably continue to play this mode and enjoy it, and if it gets further improved, that would be even better. Edited October 14, 2018 by Aurora3500 Link to comment Share on other sites More sharing options...
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