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Recast buffs while active


Oldskinzz
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This is something the game isn't particularly consistent on. Some warframe buff abilities can be recast while active, granting the user overlapping protection without periods of vulnerability when the buff wears off and needs to be recast. Others require the buff to run out completely before they can be recast.

In starchart level it's generally not a problem for most frames but the difference gets more pronounced the higher you go. Even at sortie 3 level, two seconds of vulnerability can be enough to kill a warframe.

This would mainly apply to self buffs for protection. Non-self buffs and damaging abilities could be included but I view them as less essential to be continuously on.

A few warframe skills (far from an exhaustive list, just meant as an example) which allow recasting of buffs while active:

Chroma 3

Frost 3

Limbo 2 and 4 (needs toggling)

Mirage 3

Nekros 4

Octavia 3

Revenant 2 (with a short period of vulnerability)

 

Examples of warframe skills which do not allow recasting while active:

Chroma 2

Loki 2

Mesa 2 and 3

Rhino 2 and 3 (needs augment for ability to toggle off and recast 2)

Trinity 3

Zephyr 3

 

This is also why Inaros is favoured by many to run endurance missions due to minimal effort needed to recast his skills (just press 4, heal up and go) and more importantly no vulnerable gap between buffs. This despite being of limited help to his team other than staying alive, and being generally less engaging to play compared to many other warframes.

I would like to suggest allowing all warframe self buffs to be recast while active, as long as energy is available. A brief period of vulnerability can be accepted, that could ensure Rolling Guard is still useful. This would even out the playing field between different frames.

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For me the only justification for any skill to be recastable is that it has a set duration and it needs to be built up somehow (eg Chroma 3 would stay how it is but Trinity 4 would gain the recast ability, and Rhino 2 would stay as is since it doesn't have a set duration).  Otherwise an ability ending should just be something you need to be aware of and make the decision to move into a quiet section of the map to recast.

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20 minutes ago, Jiminez_Burial said:

For me the only justification for any skill to be recastable is that it has a set duration and it needs to be built up somehow (eg Chroma 3 would stay how it is but Trinity 4 would gain the recast ability, and Rhino 2 would stay as is since it doesn't have a set duration).  Otherwise an ability ending should just be something you need to be aware of and make the decision to move into a quiet section of the map to recast.

That's a reasonable stand to take, however many of the skills which are currently recastable don't need any build up. So some consistency would be nice, at the moment it just feels rather random and haphazard, like a programmer's whim.

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1 hour ago, Oldskinzz said:

This is also why Inaros is favoured by many to run endurance missions due to minimal effort needed to recast his skills

That's not why Inaros is favored for endurance runs. He's favored because he has a million Health, easy finishers, easy CC and is very very hard to kill. Not because you don't need to recast his abilities.

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10 minutes ago, SenorClipClop said:

That's not why Inaros is favored for endurance runs. He's favored because he has a million Health, easy finishers, easy CC and is very very hard to kill. Not because you don't need to recast his abilities.

He's a lazy tank, but not actually the tankiest one. There are others with similar or higher ehp but require buffs constantly recast. 

 

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