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Deimos: Arcana: Hotfix 29.5.6


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7 hours ago, Frost-Vss said:

The Necramech thruster is not working when you hold the Space key the same as before, only if you press the right mouse button (crosshair), however the crosshair does not work during the use of the thruster ...
I think it's a glitch, not least because it doesn't seem like a very smart change ;-; 

Sadly, it's not a bug, it's a feature. DE made this because poor controller users found it hard to hover and aim. Why it has affect the keyboard? DE knows. DE knows.

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12 hours ago, Voltage said:

Thank you for the hotfix!

Deimos Arcana has had many bumps in the weeks leading up to release as well as the weeks after. I hope this is a situation of learning and growth as this update showcased many hiccups with the disconnection with actual gameplay.

For starters, let's take a look at some issues with various parts of the update that should be noted.

  • Bonewidow's Exalted Ironbride is underwhelming for the same reason Excalibur's Exalted Blade, Wukong's Iron Staff, Valkyr's Hysteria, and other Warframe Exalted Melee weapons are. This is due to poor modding selection. Mods are most of the fight in this game, and this fundamental oversight is why people want a Jaw Sword Riven for Khora's Whipclaw or to run Condition Overload over Primed Pressure Point. Furor for example gives a measly 10% attack speed to Arch-Melee while normal Melee have Quickening, Primed Fury, and Berserker on top of Warframe Speed buffs. Ironbride has the same base range as the usual Polearm. Polearms have more total Critical Chance from Blood Rush, more range from Riven Mods, more attack speed from better attack speed mods, and just have more inherent practicality. The only way to really make Bonewidow even a choice over Voidrig is to make it a rewarding effort to use this melee weapon over any other.
  • While [DE]Rebecca did touch on prerequisite bounties being removed in a coming update, it needs to be noted that this change should have never been required. The change coming is simply what the Profit-Taker has had since day one in 2018. This type of mistake leaves a bad taste in many mouths, and these impressions are lasting. Nightwave suffers from this same mistake as Sortie Seasons proved that scheduled seasons would also run long overdue.
  • The new Theorem and Residual Arcanes are still underwhelming while requiring quite a bit of effort for aquisition. This offset makes them even less compelling to grind for or equip.
  • Most of the bounty objectives are similar in gameplay than what we currently have played through for many hours. The Juggernaut objective is infuriating for the same reason the Defection gamemode or the Drone Escort bounty in Plains of Eidolon is. Waiting on AI is always slow. There is a reason people use Wisp in Defection or use Nova/Loki to move a Drone hundreds of meters at a time in the Plains. The problem is the same principle in each example listed.
  • Feedback is often taken into account too late. Please use Dev Workshops and the Test Cluster as a way to get feedback before committing to (potentially negative) ideas, and feedback before launch. This sort of structure would make sure healthy ideas make it to the Test Cluster, and the testing done within the cluster will iron things out for a smooth release. The way Deimos Arcana has released has left many players questioning what the Test Cluster accomplished due to poor balancing in pacing as well as how this update makes a player feel about their time spent. Writing a Dev Workshop while already committed to most of the coming changes doesn't do many favors for developers either. This was most apparent in both "Why Do We UI Like We UI" Dev Workshops. A great example of this working perfectly is when you guys considered Eximus weak points on a Devstream long ago. Since it was still a thought, when hearing the idea was not good for the game, it was easy to toss it aside without wasted development being put into that mechanic. 

These large issues are just to name a few. I hope the conclusion of 2020 and beyond use Deimos Arcana as a learning point to make the game feel better to play with less bad tastes in the mouths of many players who are quick to digest new content as they are hungry for content between these longs periods of waiting.

I understand this year was tough on everyone, and now is the holiday season, but please realize how deep the issues are in these major updates that get the negative reception they do. The Old Blood, Empyrean, Scarlet Spear, and Deimos Arcana all have similarities, and they are rooted in the structure of how these updates launch in the (questionable) state they are in on release.

Yes, this is exactly a post we needed.

 

I agree with all the points presented in this and I want to put my own few sentences.

DE and all Warframe Developers, please do understand that all feedback coming from us isnt here to fight with developers or make your lives harder, we want to build this amazing game together but the community input been lowering more and more as the game went on.

We understand you have started working on these 3 big open worlds, it was huge project it started and you commited to it, which is good but you did not understand the main key problems with these updates and the same exact problems were similar throughout all of the open world releases, maybe even other bigger updates as well and this is impacting the game and community you worked so hard to create! We dont ask for impossible, give test cluster tenno more time to give feedback so you can imply it before release. We are waiting for these updates because we love the game and we want to play it, just make them right please - no - lets make them right together. Let's not create a moment where community has to scream to get a change, you mentioned community getting toxic at times throughout your streams. I dont want to be mean towards your work you put into the game but unfortunately this is an enviorment you are creating right now, when players are closed behind a glass wall the only way their voices can be heard is by breaking that wall with something hard and heavy. Let's create more ways of communication or use the ways you have now like twitter, discord, forums and lets try to build the game together!

 

Rebecca and Steve also mentioned few months back that you are not sure how to reward us properly in the game and its understandable since Warframe went for so long but then maybe ask community what they want? Have a talk with them? You will surely get tons of mixed feedback and voices but surely there is something to be learned from this cluster of voices and well these voices arent here to offend or annoy you, we just want to help you so please do let us help.

 

Coming back to the post above, Exalted weapons were mentioned as well as Arcanes and I wanted to mention one big problem with Warframe that is going on right now... let's try to understand that Warframe is a power fantasy game, this is the main point of the game to get stronger and kill quicker... but you are afraid of letting us kill too many enemies in mass looter shooter, hack and slash about space ninjas - this is strange to me.

Maybe instead of fighting with the ever increasing power creep... accept it? Try to work with it! You will always keep adding new super-powerfull things and the power creep will keep increasing. Accept it and create content with the thought in mind that players will get stronger and stronger, adjust enemies, spawns, missions for it.

This is very important! This is exactly why whole community is so afraid everytime something is nerfed, because we want more things that get us to the power fantasy! Let's see Bayonetta or Devil May Cry - this is something a lot of players would want. Our Warframes are space ninjas, dragons, infested monsters, knights - so many possibilities! Let's just accept that they will be super powerfull and create enviorment for them that will allow them to shine! Ever increasing power creep doesnt have to be something bad, if you give players power and then take it away they will switch to something that is still strong or will be left with a bad taste in their mouths. Please do understand that killing fast is not bad in a hack and slash, looter shooter! It is all about power creep, power fantasy - we gather mods, weapons etc. We want them to make us stronger and they will make us stronger. Let's just accept it and take it in mind when creating future challenges for us, there isnt anything challenging in Deimos really. But ok lets say you wanted Deimos to be more accessible so even new players can partake in the experience, I get it. But even these new players will get stronger someday, let them feel they are gaining power overtime and work towards something. Let's face it, powercreep will be here, lets adjust the game to it, do not remove power from players cuz this is what makes us strife for more - Power. Give us more power, allow us to kill and erase enemies out of this existance with stupid strong skills and adjust the game so its still something challenging. This game is about murdering enemies in tons of different cool ways, give us more cool ways and focus the game around it. Notice the tenno are the stars of this story, not juggernouts running around and eating fungus, I mean its cute somehow but we are THE TENNO that are supposed to take on orokin and sentients to finish this war, dont take away our guns and let us fight,

 

Thank you for reading to whole DE team, Im a big fan of the game and I love it. I want to see it grow and Developers being sucesfull, lets help each other to create something we will all love Developers and Players. Thanks.

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Remove the glass fissure spawns already. At least for those who have finished this boring exciting season. It just gets annoying when doing stealthy stuff (e.g. Stealth Multiplier Powerleveling or simple spy missions without alarming enemies).

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28 minutes ago, CuteFoxyFox said:

Yes, this is exactly a post we needed.

 

I agree with all the points presented in this and I want to put my own few sentences.

DE and all Warframe Developers, please do understand that all feedback coming from us isnt here to fight with developers or make your lives harder, we want to build this amazing game together but the community input been lowering more and more as the game went on.

We understand you have started working on these 3 big open worlds, it was huge project it started and you commited to it, which is good but you did not understand the main key problems with these updates and the same exact problems were similar throughout all of the open world releases, maybe even other bigger updates as well and this is impacting the game and community you worked so hard to create! We dont ask for impossible, give test cluster tenno more time to give feedback so you can imply it before release. We are waiting for these updates because we love the game and we want to play it, just make them right please - no - lets make them right together. Let's not create a moment where community has to scream to get a change, you mentioned community getting toxic at times throughout your streams. I dont want to be mean towards your work you put into the game but unfortunately this is an enviorment you are creating right now, when players are closed behind a glass wall the only way their voices can be heard is by breaking that wall with something hard and heavy. Let's create more ways of communication or use the ways you have now like twitter, discord, forums and lets try to build the game together!

 

Rebecca and Steve also mentioned few months back that you are not sure how to reward us properly in the game and its understandable since Warframe went for so long but then maybe ask community what they want? Have a talk with them? You will surely get tons of mixed feedback and voices but surely there is something to be learned from this cluster of voices and well these voices arent here to offend or annoy you, we just want to help you so please do let us help.

 

Coming back to the post above, Exalted weapons were mentioned as well as Arcanes and I wanted to mention one big problem with Warframe that is going on right now... let's try to understand that Warframe is a power fantasy game, this is the main point of the game to get stronger and kill quicker... but you are afraid of letting us kill too many enemies in mass looter shooter, hack and slash about space ninjas - this is strange to me.

Maybe instead of fighting with the ever increasing power creep... accept it? Try to work with it! You will always keep adding new super-powerfull things and the power creep will keep increasing. Accept it and create content with the thought in mind that players will get stronger and stronger, adjust enemies, spawns, missions for it.

This is very important! This is exactly why whole community is so afraid everytime something is nerfed, because we want more things that get us to the power fantasy! Let's see Bayonetta or Devil May Cry - this is something a lot of players would want. Our Warframes are space ninjas, dragons, infested monsters, knights - so many possibilities! Let's just accept that they will be super powerfull and create enviorment for them that will allow them to shine! Ever increasing power creep doesnt have to be something bad, if you give players power and then take it away they will switch to something that is still strong or will be left with a bad taste in their mouths. Please do understand that killing fast is not bad in a hack and slash, looter shooter! It is all about power creep, power fantasy - we gather mods, weapons etc. We want them to make us stronger and they will make us stronger. Let's just accept it and take it in mind when creating future challenges for us, there isnt anything challenging in Deimos really. But ok lets say you wanted Deimos to be more accessible so even new players can partake in the experience, I get it. But even these new players will get stronger someday, let them feel they are gaining power overtime and work towards something. Let's face it, powercreep will be here, lets adjust the game to it, do not remove power from players cuz this is what makes us strife for more - Power. Give us more power, allow us to kill and erase enemies out of this existance with stupid strong skills and adjust the game so its still something challenging. This game is about murdering enemies in tons of different cool ways, give us more cool ways and focus the game around it. Notice the tenno are the stars of this story, not juggernouts running around and eating fungus, I mean its cute somehow but we are THE TENNO that are supposed to take on orokin and sentients to finish this war, dont take away our guns and let us fight,

 

Thank you for reading to whole DE team, Im a big fan of the game and I love it. I want to see it grow and Developers being sucesfull, lets help each other to create something we will all love Developers and Players. Thanks.

 

Two problems with the above response.  I'll start with the small one, and make my way to the bigger one. 

 

So, community toxicity is a non-phrase.  It means nothing.  I don't mean that in the literal sense, but in that this toxicity isn't defined.  Is someone insulting another toxic?  Is it toxic to be frustrated with DE?  Is it a bunch of people who are ultra edge-lord teenagers?  DE doesn't define it, and never has.  In this way everything and nothing is toxic to what their immediate needs are.  As such, toxicity discussions are a non-starter until DE wants to define it.  They choose not to, so they cannot fight it, and it continues as an ever present threat that is easy to roll out as a non-explanation.

 

 

Now, the bigger issue.  Power creep does two things.  It makes content non-viable by virtue of having better options, and it forces an evolving meta. 

A developer that has thought this through will introduce content, creep it out, then replace it with new content.  The old content is still available, but people only pursue it while increasing their levels.  This is fantastic in a game where grinding out gear levels is not part of the core philosophy.  Warframe is designed with the mastery rank system, which forces you to use everything to increase mastery rank.  Thus, the constant power creep would effectively make the new player experience suck if scores of these weapons were unusable trash.  Think about having 80% of your weapons be a literal grind because they aren't statistically viable, and you'll see the issue.

The evolving meta is a blessing and curse.  The blessing is constantly changing builds and weapons, while the curse is that anything you sink effort into will rapidly be outclassed.  That's just frustrating for veterans, who will always be investing into things that rapidly don't matter.

 

 

Now, let's look at the contemporaries of Warframe to understand how you get around this.

The COD games have unlocked equipment.  They also have levels to each of their classes.  This rewards the grind by allowing for more varied loadouts, allows you to customize performance, and balances everything by raw weapon statistics in a minimalist way.  Damage burst, damage over time, reload time, accuracy, and ammo capacity.  Warframe cannot do this because it isn't structured for PvP, it's got 3 core damage types and 11 elements (void), and there are literally hundreds of weapons.  It then compounds with the mod system, and goes rapidly badly.

What about Destiny?  Well, light level and gear levels are your gating mechanics.  Better of one allows for better of the other, and the highest level content is behind RNG drops for its raids.  Lots of dirty words there, at least for Warframe.  Our "high level" content is either steel path, arbitrations, or sorties.  None of them offer real challenge, only high level values and arbitrarily large enemy statistics.  We had loadout values long ago....but those also died.

 

So, if it isn't clear I think DE is doing the right thing for the game by not creeping out weapons.  Things like the Pyrana Prime show how you can make something novel without making it a direct improvement, and DE tries to repeat that with new content.  At the same time, it's largely a game of creativity.  I unfortunately believe that they are running out.  That's not a bad thing, but it's concerning when they're the better part of a decade in and the last large feature release was a year ago, it took almost half a year to simply work, it's still feature light, and with the most recent update there are fresh reports of all new bugs.  Yeah, railjack might be a problem.

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vor 14 Stunden schrieb Voltage:

Thank you for the hotfix!

Deimos Arcana has had many bumps in the weeks leading up to release as well as the weeks after. I hope this is a situation of learning and growth as this update showcased many hiccups with the disconnection with actual gameplay.

For starters, let's take a look at some issues with various parts of the update that should be noted.

  • Bonewidow's Exalted Ironbride is underwhelming for the same reason Excalibur's Exalted Blade, Wukong's Iron Staff, Valkyr's Hysteria, and other Warframe Exalted Melee weapons are. This is due to poor modding selection. Mods are most of the fight in this game, and this fundamental oversight is why people want a Jaw Sword Riven for Khora's Whipclaw or to run Condition Overload over Primed Pressure Point. Furor for example gives a measly 10% attack speed to Arch-Melee while normal Melee have Quickening, Primed Fury, and Berserker on top of Warframe Speed buffs. Ironbride has the same base range as the usual Polearm. Polearms have more total Critical Chance from Blood Rush, more range from Riven Mods, more attack speed from better attack speed mods, and just have more inherent practicality. The only way to really make Bonewidow even a choice over Voidrig is to make it a rewarding effort to use this melee weapon over any other.
  • While [DE]Rebecca did touch on prerequisite bounties being removed in a coming update, it needs to be noted that this change should have never been required. The change coming is simply what the Profit-Taker has had since day one in 2018. This type of mistake leaves a bad taste in many mouths, and these impressions are lasting. Nightwave suffers from this same mistake as Sortie Seasons proved that scheduled seasons would also run long overdue.
  • The new Theorem and Residual Arcanes are still underwhelming while requiring quite a bit of effort for aquisition. This offset makes them even less compelling to grind for or equip.
  • Most of the bounty objectives are similar in gameplay than what we currently have played through for many hours. The Juggernaut objective is infuriating for the same reason the Defection gamemode or the Drone Escort bounty in Plains of Eidolon is. Waiting on AI is always slow. There is a reason people use Wisp in Defection or use Nova/Loki to move a Drone hundreds of meters at a time in the Plains. The problem is the same principle in each example listed.
  • Feedback is often taken into account too late. Please use Dev Workshops and the Test Cluster as a way to get feedback before committing to (potentially negative) ideas, and feedback before launch. This sort of structure would make sure healthy ideas make it to the Test Cluster, and the testing done within the cluster will iron things out for a smooth release. The way Deimos Arcana has released has left many players questioning what the Test Cluster accomplished due to poor balancing in pacing as well as how this update makes a player feel about their time spent. Writing a Dev Workshop while already committed to most of the coming changes doesn't do many favors for developers either. This was most apparent in both "Why Do We UI Like We UI" Dev Workshops. A great example of this working perfectly is when you guys considered Eximus weak points on a Devstream long ago. Since it was still a thought, when hearing the idea was not good for the game, it was easy to toss it aside without wasted development being put into that mechanic. 

These large issues are just to name a few. I hope the conclusion of 2020 and beyond use Deimos Arcana as a learning point to make the game feel better to play with less bad tastes in the mouths of many players who are quick to digest new content as they are hungry for content between these longs periods of waiting.

I understand this year was tough on everyone, and now is the holiday season, but please realize how deep the issues are in these major updates that get the negative reception they do. The Old Blood, Empyrean, Scarlet Spear, and Deimos Arcana all have similarities, and they are rooted in the structure of how these updates launch in the (questionable) state they are in on release.

Wukong's Iron Staff is one of the strongest meeles ingame so far - also in general melees are atm WAY more powerfull than every pimary/secondary gun 

the other exaltets u listet arnt underwhelming in any way to - valkyr can nearly 1hit everything with her melee and excals meele is likly the best tool against sentients

butu are right with the bonewidow exaltet it should do atleast the same amout as the exaltet weapon from the other necramech (normaly it should do more cause its a melee not a range weapon)

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Just a note on railjack scrap wreckage screen.

l like the idea with this addition, however you are unable to tell the quality (eg. +45% fire rate, etc) of the wreckage before scrapping.

This makes the menu almost useless, unless you want to mass delete mk1 or mk2 parts or similar.

We need to be able to see the quality in this screen or an ability to lock wreckage to prevent accidental scrapping of the  wrong part.

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Well Meat hook still isn't great.

It misses certain targets such as the Deimos Carnis. Even when the hook clearly hits the target it can't grab it.

The shield bash having energy drain is just bad. It's excalibur all over again except this time it makes even less sense since it has such a small range and little effect.

The 3rd ability is good. I don't have any problems with it now.

Ironbride on the other hand suffers from the same mistakes as the archmelee. Why does a simple damage boost mod cost so much? The two mods that would cost only 9, cost 14 at max rank.

That makes zero sense. Especially considering that we have no stances to boost the mod capacity.

Also there aren't many of these melee mods. And even those are kinda hard to get.

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18 hours ago, Voltage said:

Thank you for the hotfix!

Deimos Arcana has had many bumps in the weeks leading up to release as well as the weeks after. I hope this is a situation of learning and growth as this update showcased many hiccups with the disconnection with actual gameplay.

For starters, let's take a look at some issues with various parts of the update that should be noted.

  • Bonewidow's Exalted Ironbride is underwhelming for the same reason Excalibur's Exalted Blade, Wukong's Iron Staff, Valkyr's Hysteria, and other Warframe Exalted Melee weapons are. This is due to poor modding selection. Mods are most of the fight in this game, and this fundamental oversight is why people want a Jaw Sword Riven for Khora's Whipclaw or to run Condition Overload over Primed Pressure Point. Furor for example gives a measly 10% attack speed to Arch-Melee while normal Melee have Quickening, Primed Fury, and Berserker on top of Warframe Speed buffs. Ironbride has the same base range as the usual Polearm. Polearms have more total Critical Chance from Blood Rush, more range from Riven Mods, more attack speed from better attack speed mods, and just have more inherent practicality. The only way to really make Bonewidow even a choice over Voidrig is to make it a rewarding effort to use this melee weapon over any other.
  • While [DE]Rebecca did touch on prerequisite bounties being removed in a coming update, it needs to be noted that this change should have never been required. The change coming is simply what the Profit-Taker has had since day one in 2018. This type of mistake leaves a bad taste in many mouths, and these impressions are lasting. Nightwave suffers from this same mistake as Sortie Seasons proved that scheduled seasons would also run long overdue.
  • The new Theorem and Residual Arcanes are still underwhelming while requiring quite a bit of effort for aquisition. This offset makes them even less compelling to grind for or equip.
  • Most of the bounty objectives are similar in gameplay than what we currently have played through for many hours. The Juggernaut objective is infuriating for the same reason the Defection gamemode or the Drone Escort bounty in Plains of Eidolon is. Waiting on AI is always slow. There is a reason people use Wisp in Defection or use Nova/Loki to move a Drone hundreds of meters at a time in the Plains. The problem is the same principle in each example listed.
  • Feedback is often taken into account too late. Please use Dev Workshops and the Test Cluster as a way to get feedback before committing to (potentially negative) ideas, and feedback before launch. This sort of structure would make sure healthy ideas make it to the Test Cluster, and the testing done within the cluster will iron things out for a smooth release. The way Deimos Arcana has released has left many players questioning what the Test Cluster accomplished due to poor balancing in pacing as well as how this update makes a player feel about their time spent. Writing a Dev Workshop while already committed to most of the coming changes doesn't do many favors for developers either. This was most apparent in both "Why Do We UI Like We UI" Dev Workshops. A great example of this working perfectly is when you guys considered Eximus weak points on a Devstream long ago. Since it was still a thought, when hearing the idea was not good for the game, it was easy to toss it aside without wasted development being put into that mechanic. 

These large issues are just to name a few. I hope the conclusion of 2020 and beyond use Deimos Arcana as a learning point to make the game feel better to play with less bad tastes in the mouths of many players who are quick to digest new content as they are hungry for content between these longs periods of waiting.

I understand this year was tough on everyone, and now is the holiday season, but please realize how deep the issues are in these major updates that get the negative reception they do. The Old Blood, Empyrean, Scarlet Spear, and Deimos Arcana all have similarities, and they are rooted in the structure of how these updates launch in the (questionable) state they are in on release.

Danm couldn't said it better myself. My only issue is that it seems like anyone who post after a specific period of time and has legit feedback is ignored. I get that at one point the replies just devolve into rants and insults, but buried in there is feedback. It's just a shame that so much of it goes unnoticed, and meanwhile content creators like Gaz TTV (who has some very excellent points regarding feedback and such) simply seem to be unnoticed as well. I expect this post will be ignored as well, but I get the feeling it has to be said anyways

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vor 7 Stunden schrieb Speachcraft:

thanks for the update but there is a small problem with the shield of the Bonewindow with each use of melee shield it consumes energy

 

 

And after using the melee shield I had the same problem with Bonewidows Exalted Blade as well. Every single button press when wielding exalted cost me 15 - 25 energy. I was oom all the time. This is new since after the patch. I tried to explore the melee shield bash, so this maybe a coincidence. My friend had no problems, the only mana he lost with BW was due to the downticking energy when wielding it.

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3 minutes ago, Captain_Rocket505 said:

Danm couldn't said it better myself. My only issue is that it seems like anyone who post after a specific period of time and has legit feedback is ignored. I get that at one point the replies just devolve into rants and insults, but buried in there is feedback. It's just a shame that so much of it goes unnoticed, and meanwhile content creators like Gaz TTV (who has some very excellent points regarding feedback and such) simply seem to be unnoticed as well. I expect this post will be ignored as well, but I get the feeling it has to be said anyways

Well, to be fair, and honest, we told DE that Bonewidow and the Deimos Arcanes weren't ready to be shipped during the Beta Feedback. I don't think i saw a single positive post about bonewidow's skills. And there was no debate or discussion, each player posted feedback directly most didn't address other players posts, simply and purely each player's opinion, and it was unanimous that Bonewidow was in no state to be released.
And yet the chose to ship it. Sure they wishy-washy kinda addressed the feedback in a half-arsed way, but didn't really addressed them in the way they needed (which was a total revision and re-iteration of the whole concept).

And so, we'll be jumping from half-arsed iteration to half-arsed iteration until we either have a build that is broken because they'll have to pump the numbers to an unreasonable degree to compensate for poor mechanics, or in a year or so, someone will be doing a "rework" that should have been done before shipping.

Its sad, because this time is 100% on DE, there's no claiming they didn't have enough feedback, there's no claiming they didn't know, or could have foreseen. We did, we told them, and they went ahead with it anyway. And now they're WASTING more Developer time, more delaying other stuff, and wasting resources with something they could have nipped at the bud. All for a rushed released?

And the basic ideas are solid, the bonewidow concept of a melee tanky front-liner mech is awesome, the kit is just dumb and conflicts with itself (like if you have shield maiden up, meathook will cancel it), same goes for the arcanes, the idea of having arcanes that synergize directly between items is pretty dope, the way they implemented that, that's where they failed HARD.

 

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4 minutes ago, ReaverKane said:

Well, to be fair, and honest, we told DE that Bonewidow and the Deimos Arcanes weren't ready to be shipped during the Beta Feedback. I don't think i saw a single positive post about bonewidow's skills. And there was no debate or discussion, each player posted feedback directly most didn't address other players posts, simply and purely each player's opinion, and it was unanimous that Bonewidow was in no state to be released.
And yet the chose to ship it. Sure they wishy-washy kinda addressed the feedback in a half-arsed way, but didn't really addressed them in the way they needed (which was a total revision and re-iteration of the whole concept).

And so, we'll be jumping from half-arsed iteration to half-arsed iteration until we either have a build that is broken because they'll have to pump the numbers to an unreasonable degree to compensate for poor mechanics, or in a year or so, someone will be doing a "rework" that should have been done before shipping.

Its sad, because this time is 100% on DE, there's no claiming they didn't have enough feedback, there's no claiming they didn't know, or could have foreseen. We did, we told them, and they went ahead with it anyway. And now they're WASTING more Developer time, more delaying other stuff, and wasting resources with something they could have nipped at the bud. All for a rushed released?

And the basic ideas are solid, the bonewidow concept of a melee tanky front-liner mech is awesome, the kit is just dumb and conflicts with itself (like if you have shield maiden up, meathook will cancel it), same goes for the arcanes, the idea of having arcanes that synergize directly between items is pretty dope, the way they implemented that, that's where they failed HARD.

 

Well that's fair, and we as a player base need to hold them accountable to that. Ive been in a position where the devs ignored all feedback to the point I was pretty much barred from the community for a completely false reason. It sucks that while theories like DE wants to prove they can make money might be extreme, but I'm inclined to believe them due to the way they have acted in the past few months. 

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19 hours ago, PublikDomain said:

Whipclaw remains buggy and unreliable after the added LoS. Replace the nerf with something more sensible like a simple damage falloff like any other explosive weapon. This also affects Ember's Fireball and primary Tombfinger kitguns in the same way for the same reason, so it'd be nice if you could do the same for those as well.

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Making an ability buggy isn't the right way to balance it.

Here's a good recent example of the fundamental failure of the LoS checks:

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The level geometry is detailed enough that I whipped in between the steps and detonated on the other side, but those same steps blocked LoS for the runner.

You know the funny thing is that this exact situation happened when they changed Radial Blind to LoS the first time, where enemies were being protected from blind by even being near enough to other enemies, lighting poles, support beams... the defense objective...

It's like they've learned literally nothing. The ability should have incorporated a short memory just like radial blind so that enemies you've seen can't dodge your ability due to the smallest level geometry. 

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10 hours ago, SordidDreams said:

Why do necramechs (and the railjack for that matter) have stamina bars at all? Haven't you found out like five years ago that stamina bars have no place in Warframe? Why repeat old mistakes?

Don't try to understand the stupid things DE does... It is a path of logic that will eventually drive you insane. No one knows why they keep repeating the same poor decisions over and over but we've seen this for years.

oops i did it again snl GIF by Saturday Night Live

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2 hours ago, Amebot said:

Xaku still randomly refuses to cast their 2. It will infinitely register as "already in use" even though it isn't.

In my experience it says "already in use" if trying to use it with no valid enemies in range. I've not had this issue with valid enemies in range and/or less than max affected enemies.

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