Jump to content
The Lotus Eaters: Share Bug Reports and Feedback Here! ×

Something really needs to be done about sentinels.


(XBOX)TehChubbyDugan

Recommended Posts

I have my sentinel go down during a vault run because of the constant AOE from the mechs.  It dies, revives, then dies again, repeating as fast as the invulnerability period lasts.  I die and self-res and my sentinel revives with me and is literally dead again by the time the resurrection animation finishes.  Once the mechs are dead, I let the infested kill me just to get absolutely basic QOL back, that many other games just give the player by default but you refuse to for some inane reason.  Enemy and to a lesser degree, loot radar are incredibly basic features that should just be in the game as a default.  Not a mod.  Not something you unlock.  Just in the damn game.  Vacuum too.  Sentinels die to pretty much anything that decides to target them, or when you get hit with an AOE.  Companion AI is a complete joke and they die easy as well, unless you're spamming melee with Pack Leader on, or have on a bunch of link mods while using a tank frame.  

If we were actually given basic functionality and just had innate enemy and loot radar and innate vacuum, companions could either be modded for actual variety and utility, or at the very least not be as big a loss if they die.

If whatever stubborn individual just really can't let go of the idea of this basic functionality NOT being a mod, then companions need to be made much, MUCH more durable than they currently are, if not just immune to damage.  There would be absolutely nothing game breaking about them being immortal.  You can already revive pets with pretty much impunity, and no sentinel provides anything aside from basic QOL that's so important that it would break the game balance (which is non-existent anyway.) to just make them immortal.

I'm really tired of losing basic game functions like this because you decided all the enemies on the Drift need to have AOE attacks.

Link to comment
Share on other sites

Helminth got low tier 'Master's Summons' ability. For 50 mana it resurrects your companion (Sentinel too). So its possible to fit this ability into your frame's loadout for such runs - almost any frame got from 1 to 4 useless abilities to replace.

Link to comment
Share on other sites

3 minutes ago, T-362 said:

For 50 mana

50 magicka and an entire ability slot for a band-aid? No thanks. Sentinel EHP was balanced for Warframe 2013, it's time for a serious buff. Sentinel perma-death needs to be done away with, they should all auto-res after 30sec tops, mods like Regen and Reawaken could reduce downtime. Or just make them invincible.

Link to comment
Share on other sites

7 minutes ago, T-362 said:

Helminth got low tier 'Master's Summons' ability. For 50 mana it resurrects your companion (Sentinel too). So its possible to fit this ability into your frame's loadout for such runs - almost any frame got from 1 to 4 useless abilities to replace.

Yeah, because I want to take up 1 out of 4 ability slots with a bandaid ability instead of a useful one just to keep basic QOL.

Link to comment
Share on other sites

3 минуты назад, Xylena_Lazarow сказал:

50 magicka and an entire ability slot for a band-aid? No thanks. Sentinel EHP was balanced for Warframe 2013, it's time for a serious buff. Sentinel perma-death needs to be done away with, they should all auto-res after 30sec tops, mods like Regen and Reawaken could reduce downtime. Or just make them invincible.

 

2 минуты назад, (XB1)TehChubbyDugan сказал:

Yeah, because I want to take up 1 out of 4 ability slots with a bandaid ability instead of a useful one just to keep basic QOL.

At least now we have a temporary solution to use for next few years until this 'basic QoL' will be implemented.

Link to comment
Share on other sites

9 hours ago, T-362 said:

Helminth got low tier 'Master's Summons' ability. For 50 mana it resurrects your companion (Sentinel too). So its possible to fit this ability into your frame's loadout for such runs - almost any frame got from 1 to 4 useless abilities to replace.

yeah no chief, I'm not using energy for a basic resurrect. 

Link to comment
Share on other sites

3 minutes ago, T-362 said:

 

At least now we have a temporary solution to use for next few years until this 'basic QoL' will be implemented.

I don't consider taking up an entire ability slot just so I can keep my sentinel alive because it has the mods that should be innate functionality a "solution" temporary or otherwise.  That's a bandaid on a bandaid.

Link to comment
Share on other sites

2 минуты назад, (XB1)TehChubbyDugan сказал:

I don't consider taking up an entire ability slot just so I can keep my sentinel alive because it has the mods that should be innate functionality a "solution" temporary or otherwise.  That's a bandaid on a bandaid.

Ill just mention that your idea is just a bandaid over a bigger problem - broken damage/hp scaling, which causes Sentinel deaths (and player death too). We got full new gamemode to enjoy how broken the scaling is - The Steel Path. Also abilities are overrated.

Link to comment
Share on other sites

You think this is bad? In the new Corups tileset, my poor sentinel could never make in the Pluto survival beyond 2 minutes... (steel path). Even with 3 revives, 11 sec immunity and maxed mods. 

They need to make companions invulnerable and adjust accordingly. I really want to keep the radar and vacuum. And ya... trash mobs, like Elite Juno, should not be shooting what could be only described as rocket launcher machine gun. 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...