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Consider a cooldown to Transferrence?


pook-pook

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Currently there's a few big escape-hatches to challenging gameplay in Warframe (hi, map nukers), but nothing bigger than Transferrence invincibility which allows us to trivialize any sort of damage attack added to the game.

At higher operator levels you can sit in the void for a very long time, further exacerbating the problem.

For example, the new Jackal battle has some really cool mechanics, but at higher levels, we just sit in the void and ignore it.

Perhaps a cooldown should be added so that we can't just spam it. Maybe 30 seconds, or even several minutes?

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I'm not going to say it shouldn't be implemented or that it should, but boy, those people who use Void Strike to charge their shots for Eidolons, the void dash fast travel and Magus Arcane crowds will get so pissed if this happens.

From me, it'd be a no, but just because this single change, while fixing an issue that is still valid (despite debatable) would mess around with a lot of systems and items tied to it. Some of which I use, and because I don't trust DE to adapt them beyond some faulty band aids. On the first rework of that system, anyway.

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6 minutes ago, pook-pook said:

Maybe 30 seconds, or even several minutes?

Yeah... no. There are enemies that require void damage. Biggest one being eidolons. You are basically asking to remove the chance at 3x3+ because the operator was forced back into the frame. With a long CD you can no longer remove shields. Missions on Lua where there are sentient, shadow stalker (while a weak example for most) is open to void damage more than others. While it is used for escapes this is a terrible idea with what relies on it.

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Yeah, the Eidolon meta would change. Metas change all the time though. DE dug that hole, they can dig themselves out 🙂

...

Anything else though?

 

OK, there's a few things like kuva guardians, sentients, etc. Maybe it is a doomed idea 😞

 

Actually, perhaps it'd be enough to just cooldown the void escape hatch while still allowing transferrence for operator pew pew...

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I say no, but am not entirely opposed to having a short cooldown when you die in operator mode and get forced back, but only like a 5 second cooldown at most, anything higher could be problems, especially with 3x3s.

Magus elevate would need to be buffed to Hell if you put a 30s or even Minutes of cooldown on transference, as quick transfer in/out to heal your frame is the whole point of the arcane, which is a godsend for no shield mode, or when using a frame with low hp bc you wanted to max power and range and ignored vitality.

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9 minutes ago, (PS4)SoulPharonix said:

I say no, but am not entirely opposed to having a short cooldown when you die in operator mode and get forced back, but only like a 5 second cooldown at most, anything higher could be problems, especially with 3x3s.

Magus elevate would need to be buffed to Hell if you put a 30s or even Minutes of cooldown on transference, as quick transfer in/out to heal your frame is the whole point of the arcane, which is a godsend for no shield mode, or when using a frame with low hp bc you wanted to max power and range and ignored vitality.

This would be rather acceptable in my eyes.

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No thanks.  Operators suck by design (much like Frames and arch) and get good with time invested.

I invested my time long ago.

Not interested in your nerF and staunchly against it.

There are better ways to add challenging gameplay that do not require nerFing anything at all.

BeFore you scream "what are those!?!? Lets hear your better idea iF it's so good!" I have already given DE 10 pages oF many solutions over a year ago.  While some have been implemented many have not.  

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Operators are in a horrible place as is, let's not try to ruin them any further, please.

Let's focus on making the other 4 classes viable again first considering the massive Zenurik-boner DE has, especially since they just recently nerfed Vazarin's only comparative ability to the ground and essentially killed it unless you like the now limited 4/8 quick revives.

Once they whole thing works, then focus on minor issues like this, even though there's no real issue to begin with as operators are a complete different mechanic made for primarily utility purposes anyway. 

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The issue is valid but like most others here, it would really make operators less fun, less useful and hurt the operator-only activities. It's more of a thing that should be looked at if/when operator gameplay is looked at as a whole.

For example, I could imagine a nerf to void mode where taking damage drains operator energy (akin to Quick Thinking) but in return, the void mode effects from the focus schools become free - encouraging void mode more for sneaking and tactical use than faux tanking. But that would require making all schools' void mode modifications useful.

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hace 9 horas, Grey_Star_Rival_Defender dijo:

Even less of a reason to use Operators.

Sorry kiddo, you're getting put down like Old Space Yeller.

A part from insta invulnerability and % heal there wasn't much tbh after scarlet spear

 

hace 43 minutos, taiiat dijo:

seeing as there is content that revolves around spacekid, no thanks.

not to mention that spacekid is an equalizer for Warframes with Movement Abilities to still be able to move relatively quickly.

+1

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Reviving a squad member were your warframe cannot survive would be impossible to revive them from swarm of enemies, how about no. Because doing eidolon hunting would be frustrating with a cooldown this long, even with profit-taker. This is transference, not transcendence.  

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11 hours ago, pook-pook said:

Currently there's a few big escape-hatches to challenging gameplay in Warframe (hi, map nukers), but nothing bigger than Transferrence invincibility which allows us to trivialize any sort of damage attack added to the game.

At higher operator levels you can sit in the void for a very long time, further exacerbating the problem.

For example, the new Jackal battle has some really cool mechanics, but at higher levels, we just sit in the void and ignore it.

Perhaps a cooldown should be added so that we can't just spam it. Maybe 30 seconds, or even several minutes?

Absolutely not. We use them for eidolons and profit taker and actual gameplay because we spent upwards of 6 months working on them unlocking focus. 

If you don't like them simply don't use them. 

If you're against people avoiding death maybe go read about Trinity and Trinity Prime. Or inaros.....

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11 hours ago, SpringRocker said:

It needs to be reworked as a whole.

It's the single widely used mechanic that removes any sense of danger... Hell, if you die in operator mode, just press it again as nothing really happens because of it.

Trinity, inaros, Revenant, rhino, and basically any weapon with a riven and 6 forma will prevent you from dying as well.

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