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Fed up with the ability lock-outs.


LordEcks
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On 2019-05-02 at 12:44 AM, (XB1)T0PP HATT said:

You are correct sir......u spend months if not a year or two building ur frames to be op'd and low and behold, u can't use most powers against bosses', in events, wolf, etc...U basically only get to use ur bad ass builds against the pee ons....grineer, corpus, infested.....but u cannot use them against the aforementioned......

I always wondered if anyone else noticed that......

It's a easy fix actually, it's just that DE is too lazy to do it........

Give all big bad guys a heck of a lot  more shields, health and powers.....

then we can use our powers all we want......

but don't hold ur breath, it's been this way since warframe came out......and DE is "NOT" gonna change it.....

Albeit, I wish it would..........

Its NOT because the devs are lazy. Its because the bosses still have to be manageable for players who haven't spent god knows how long grinding to acquire ridiculously OP frames and weapons.

Most of the player base DON'T no-life the game in order to become basically immortal.

And since most bosses also drop frame blueprints, making them a match for the cheesiest players would basically exclude those frames from a large part of the player base.

As DE have repeatedly said, they want the majority of content to be playable by most players.

They aren't going to cater specifically to a small group of hardcore players who've attained god status in the game and are now bored.

 

Endgame content, or game-wide difficulty scaling are what you are looking for, which are altogether different things.

Edited by FlusteredFerret
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Developer 1: "... the Tenno are too powerful, what can we do?

Developer 2: "... let the enemies be invulnerable to the bullets and disable the powers of all the Warframe".

Developer 3: "... Geniuses!"

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They could have easily adapted a method used in Inquisitor Martyr (not a great game as a whole but it has some shining aspects).

For CC abilities they simply have a suppression meter on mobs. Each skills has different colored tags, some needs the bar to be yellow or red to effect the target while others need it to be red or gone completely. This leads to quite good balance against "cheese" tactics. You cant just CC a boss from 100-0%, but if you have a strong weapon that handles suppression well you may be able to CC him the last 20% or so.

They could have something similar here for specific mobs like eidolons, PT and so on. Instead of hard immunities they could have an extra layer of defense that gets nudged down over time, with certain weapons being better at removing said defense. This could lead to setups like operator-less eidolon runs where you simply bring weapons to battle the defense mechanic, then use something like a magnetic weapon to remove his shield instead of using an amp. More specific combinations, but also with more freedom at the same time.

PT is kinda a fight where that works, since you have your amp to reset which damage type he is immune to. A far better designed fight than the rave party hp sponges that are eidolons.

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