(XBOX)TehChubbyDugan Posted August 30, 2020 Share Posted August 30, 2020 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 More sharing options...
Kaggelos Posted August 30, 2020 Share Posted August 30, 2020 Something needs to be done about Sentinels asap Link to comment Share on other sites More sharing options...
DrivaMain Posted August 30, 2020 Share Posted August 30, 2020 Simple fix. Companion Invincibility. Link to comment Share on other sites More sharing options...
Kaotis Posted August 30, 2020 Share Posted August 30, 2020 Sentinels invulnerable , the weapons they hold can be disabled. Link to comment Share on other sites More sharing options...
T-362 Posted August 30, 2020 Share Posted August 30, 2020 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 More sharing options...
Xylena_Lazarow Posted August 30, 2020 Share Posted August 30, 2020 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 More sharing options...
(XBOX)TehChubbyDugan Posted August 30, 2020 Author Share Posted August 30, 2020 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 More sharing options...
T-362 Posted August 30, 2020 Share Posted August 30, 2020 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 More sharing options...
kevoisvevo Posted August 30, 2020 Share Posted August 30, 2020 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 More sharing options...
(XBOX)TehChubbyDugan Posted August 30, 2020 Author Share Posted August 30, 2020 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 More sharing options...
T-362 Posted August 30, 2020 Share Posted August 30, 2020 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 More sharing options...
Vividice Posted August 30, 2020 Share Posted August 30, 2020 They should just add universal vacuum. That way at least when the sentinel dies you could pick up items in a reasonable way. Link to comment Share on other sites More sharing options...
CageyLobster Posted August 30, 2020 Share Posted August 30, 2020 +1 to this. Sentinels durability in open world with all the AOE's is horrible. It's so frustrating to have my sentinel die all the time. Make a craft-able item, or something that let's us revive them. Link to comment Share on other sites More sharing options...
GEN-Son_17 Posted August 30, 2020 Share Posted August 30, 2020 6 hours ago, kaotis said: Sentinels invulnerable , the weapons they hold can be disabled. I like this idea! Either this or give the sentinels the same stats treatment as the NPCs in defense and excavation missions. Link to comment Share on other sites More sharing options...
Kahrain Posted August 30, 2020 Share Posted August 30, 2020 I would like having sentinel invulnerability made as a mod. You have to give them an attack precept mod anyways, so why not have a trade off mod like some of the warframe passive disable mods? Link to comment Share on other sites More sharing options...
(PSN)thegarada Posted August 30, 2020 Share Posted August 30, 2020 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 More sharing options...
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