Paxolotl Posted August 27, 2020 Share Posted August 27, 2020 From my experience so far, the enemy design in HoD tries to slow, hinder, stop and disrupt the players gameplay as much as possible. It feels like im fighting the game, not the enemies.ARCHWING: With the flying tentacles which throw you out of archwing in addition to the projectile spam, the core design is not to damage the player, but to let them lose control of their warframe / archwing and overall completely halt the flow of your gameplay. NECRAMECHS: I know DE loves invulnerability phases, since its a cheap, simple way to lengthen a fight, but the spammability and duration of the mechs shield is completely broken as of this patch. If you do not manage to kill a necramech in its first cycle (which is - to be fair - easy to achieve with certain setups) they are able to prolong the fight and their shield well over 30 minutes by spamming their shield without any / almost no downtime. Unacceptable in its current state as the fight devolves into a waiting game. On top of this major design flaw (which can be adjusted easily with a cooldown / timer or similar methods) the ability to reflect damage does not belong into warframe - in my opinion. Suddenly dropping dead without any indication / tell when and if they decide to cast their shield it becomes a dice-roll whether you can damage the enemy or instantly kill yourself. Again, a mechanic that is neither engaging nor responsive and just aims to stop and disrupt you in the worst way possible. There are options to slow down the unstoppable force of warframes and make them engaging. Nox are fun to fight - Thumpers are not. Corpus tether grenades are responsive - Necramech's slow canisters that cover the whole room / area are not. Necramechs are (at the moment) the epitome of anti-gameplay and anti-fun. Do we need more stoppers in addition to stagger, knockdown, nullifier and invulnerability phases ? For me, Warframe is about the flow of movement and combat. While it is famous for the first, the combat fluidity took a sharp turn downwards in HoD. Link to comment Share on other sites More sharing options...
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