Jump to content
LordPantaloonsthe3rd

Arbitration revive tokens

Recommended Posts

How about the thing with them staying on you, with the absurd debuff, even when the one who died leaves. Permanent debuff for something that was not your fault.

  • Like 1
  • Satisfied 1
  • Woah 1
  • Applause 1
  • Upvote 5

Share this post


Link to post
Share on other sites

Feel like this is a ploy to FORCE us to revive players if we wish to get rid of debuffs.

  • Upvote 5

Share this post


Link to post
Share on other sites
Posted (edited)

On the other hand, if they were an optional pickup, most pugs would probably just ignore them all together. Render the whole thing pointless unless you play with friends/clanmates.

They should have really implemented something else for revive instead though, like say resurrection sickness (You can be revived, but receives a debuff) 

Edited by Warhydra
  • Like 3

Share this post


Link to post
Share on other sites

It's great. Arbis were too easy. Now we have properly scaling enemies, and when someone dies you're not just down one player, the team gets debuffed, so overall double the penalty for a death. It's even more exciting in an excavation arbi where you now have to try defend 2 or 3 excavators around the map AND try to coordinate the revival.

  • Like 1
  • Haha 2
  • Upvote 1

Share this post


Link to post
Share on other sites
7 minutes ago, schilds said:

It's great. Arbis were too easy. Now we have properly scaling enemies, and when someone dies you're not just down one player, the team gets debuffed, so overall double the penalty for a death. It's even more exciting in an excavation arbi where you now have to try defend 2 or 3 excavators around the map AND try to coordinate the revival.

Well, Excavations were the fastest way before, so... that evens out no?

That said, I've only played one so far. The other guy killed himself with a Larkspur by accident. The new mechanic was useful in that case at least, but I don't want to settle on an opinion about whether the new version is better than the old one, yet.

Share this post


Link to post
Share on other sites
Posted (edited)

That wasn't a complaint. I find excavation arbis the most fun/interesting because they're accessible while still engaging at a different levels of player skill, and they offer choices to trade off between multiple objectives.

Edited by schilds

Share this post


Link to post
Share on other sites
16 minutes ago, schilds said:

That wasn't a complaint. I find excavation arbis the most fun/interesting because they're accessible while still engaging at a different levels of player skill, and they offer choices to trade off between multiple objectives.

Ah, alright. I also definitely like Excavations better than, say, Defence.

Share this post


Link to post
Share on other sites
1 hour ago, schilds said:

It's great. Arbis were too easy. Now we have properly scaling enemies, and when someone dies you're not just down one player, the team gets debuffed, so overall double the penalty for a death. It's even more exciting in an excavation arbi where you now have to try defend 2 or 3 excavators around the map AND try to coordinate the revival.

Now this, i like. The positivity that Arbis needed, dont you love it? the adrenaline of keeping oneself alive while getting overwhelmed by enemies, while your "friends" watch you struggling to stay alive while burdened by your teamates debuff when u dont mean to pick up the debuff itself

bloods pumping, hands shaking.

  • Like 1

Share this post


Link to post
Share on other sites

I'm not going to touch the subject of "difficulty" of arbitrations and leave "elite" players to their devices.

What I'm going to say about those tokens is... they are pointless. Like really pointless.

Ok, reviving is good since we have that real weird one-shot bug that can kill you in an empty room in the middle of nowhere without any enemies present in about 2k meters radius while being under -90% damage buff (I even managed to die under Harrow's covenant immortal phase once). I'm affected by this way too often to be even considering going more than one rotation cycle, cause this is infuriating to say the least.

Buuuuuuuuuuuuuut there goes the kicker. Those things drop from arb drones and those just... stop spawn after a very very very short period of time. 20-30 mins in surv? Barely see one till 50 min mark. 20 def waves? I think they stopped spawning at wave 14 anyways. Excavation? Good luck seeing one after about 8-10 excavators. In other words they stop appearing exactly when you may be needing those. Sooooooooooooo what's the point?

I would very much prefer DE to removing this revive thing but fixing insta-kill bugs instead.

  • Like 1

Share this post


Link to post
Share on other sites
5 hours ago, ligonare said:

Feel like this is a ploy to FORCE us to revive players if we wish to get rid of debuffs.

Well considering this is a co-op shooter we should really be trying to revive our team mates.

  • Applause 1

Share this post


Link to post
Share on other sites
6 hours ago, LordPantaloonsthe3rd said:

Tard tokens are picked up by vacuum? #*!%ing really DE? #*!%ing really?

 

Its like "lets punish other players because this one died", this mechanic is kinda ok in premades but in public this just promote griefing and toxicity. Instead of fixing host migration in the first place that cause most issue in the game they went for the easy route as usual. Hope they change this on iteration 2 if that ever happen.

  • Upvote 2

Share this post


Link to post
Share on other sites

Soooo I should keep away from arbis when they hit console? I already have too many encounters where players will be a $&*^ and not revive me after I've basically been the team medic, or players just leaving when they go down in an arbi triggering host migration and me being dead or close to it when the game puts me back in. This isn't going to enforce teamwork in public missions. Especially when players still leave when they go down even though they could be revived now. I think I'm just going to stay away until they iron out all the kinks.

Share this post


Link to post
Share on other sites
10 hours ago, ligonare said:

Feel like this is a ploy to FORCE us to revive players if we wish to get rid of debuffs.

Oh, undoubtedly - it's a way to strongarm people into using the revive system. "BE KIND, REVIVE - BECAUSE WE'LL FORCE YOU TO." 

Share this post


Link to post
Share on other sites

i am the type who never revives anyone nor do i expect to get revived in return. i won't put my frame on the line for someone who downed themselves sorry. though can anyone confirm vacuum sucks in the revive points or not?

Share this post


Link to post
Share on other sites

Forcing debuffs on me because some clod got killed (when that was the unique gimmick of arbitrations to begin with) just serves to re-enforce that playing solo is the right way to play WF.

 

Share this post


Link to post
Share on other sites
Posted (edited)

One might think it was not properly thought through. Btw who thought the problem of arbitration is the lack of revives? Wasn´t that supposed the point of this game mode?

Anyway I think those tokens should be pickups like ayatan stars in order to prevent you from picking them up by accident.

Edited by Arcira
  • Like 1

Share this post


Link to post
Share on other sites
16 hours ago, schilds said:

It's great. Arbis were too easy. Now we have properly scaling enemies, and when someone dies you're not just down one player, the team gets debuffed, so overall double the penalty for a death. It's even more exciting in an excavation arbi where you now have to try defend 2 or 3 excavators around the map AND try to coordinate the revival.

it's great - now we can't even get rid players anymore without suffer for it... at least they should have made a high MR-barrier to prevent all those players that can't survive until the first rotation from joining the mission.

true, it can be nice if you run with a team of friend/clan mates and some mishap happens to one of yours, but in the 'usual' pug, it's a mighty pain in the arѕe now (unless you're playing certain frames...)

Share this post


Link to post
Share on other sites
19 hours ago, Warhydra said:

On the other hand, if they were an optional pickup, most pugs would probably just ignore them all together. Render the whole thing pointless unless you play with friends/clanmates.

They should have really implemented something else for revive instead though, like say resurrection sickness (You can be revived, but receives a debuff) 

I like this. Enemy cripples you, and you have a disadvantage for the rest of the match. Maybe something like slower movement speed? That way your teammates would need to help protect you or escort you to extraction.

18 hours ago, schilds said:

It's great. Arbis were too easy. Now we have properly scaling enemies, and when someone dies you're not just down one player, the team gets debuffed, so overall double the penalty for a death. It's even more exciting in an excavation arbi where you now have to try defend 2 or 3 excavators around the map AND try to coordinate the revival.

^this

Make us press X. I haven't tested whether or not you can get more than 5 of them at a time. Also if I get 5 then revived, and my other teammate picks up one by accident, is my teammate able to get rid of it at all?

 

7 hours ago, kevoisvevo said:

i am the type who never revives anyone nor do i expect to get revived in return. i won't put my frame on the line for someone who downed themselves sorry. though can anyone confirm vacuum sucks in the revive points or not?

Vacuum/Fetch will suck them up. 😕

Share this post


Link to post
Share on other sites
16 minutes ago, SECURATYYY said:

I like this. Enemy cripples you, and you have a disadvantage for the rest of the match. Maybe something like slower movement speed? That way your teammates would need to help protect you or escort you to extraction.

^this

Make us press X. I haven't tested whether or not you can get more than 5 of them at a time. Also if I get 5 then revived, and my other teammate picks up one by accident, is my teammate able to get rid of it at all?

 

Vacuum/Fetch will suck them up. 😕

oof 😞

Share this post


Link to post
Share on other sites
9 часов назад, SECURATYYY сказал:

Make us press X. I haven't tested whether or not you can get more than 5 of them at a time. Also if I get 5 then revived, and my other teammate picks up one by accident, is my teammate able to get rid of it at all?

As far as I can tell if there is no one to revive at the moment, debuffs (and points ofc) are removed from everyone who didn't use theirs.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...