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Angels of the Zariman: Dev Workshop PREVIEW


[DE]Megan

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I am slightly worried about the void dash change only in that I do not want to get smacked, or fall to my death whilst aiming the slingshot. I hope there is something like a stasis lock for the operator while they are aiming the end point of their void dash (whenever they are doing it from the air), also to allow them to be in void mod in this moment.

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1 hour ago, Lutesque said:

Right.... You want everybody to see your Point of View but you make no Attempt to see theirs.... 

The Hypocrisy is Delicious 😝 !!!

I made a post earlier detailing my position and the reasons behind it, to which you replied "you're wrong."

I'd tell you to read a dictionary, but am starting to see that meaning seems entirely lost on you.

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If the word "improved" is used, it makes me flinch. Last things that got thoroughly improved is the lighting system amongst other things...

Void Dash "improvement" looks slow, unintuitive, gimmicky. Not like a reliable tool in the heat of battle.

Edit: Also, I hope I don't lose too much I worked hard for in regards to focus and unbound things.

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As but a humble Unairu Glue Eater - thank you. My pick of Unairu to be my main school was always dictated by aesthetics more than reason and it always bothered me that it does little of what it says it should be doing. Maybe it'll finally change.

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So, uh...what's gonna happen to the whole War Within quest then? That whole quest was basically a tutorial on our operator powers, was it not? If you're gonna change Void Dash and remove Void Blast, you should also touch on the quest itself since it's gonna be misleading for new players once they finish the quest and realize the powers they have are completely different from what was introduced to them in the quest.

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On 2022-03-13 at 11:55 AM, -KyloRen- said:

you have 10k hours in the game and you STILL have problems with the current dashing???

So you say void dash is unreliable in a number of situations and needs to be tweaked, but with the current change that they showed us it will be bad for situations that are already working very well like for example eidolon hunting.

Would be cool if they make a solution that fits everyone and not just your way of playing, wont you say?

It baffles me how people still care about Eidolon hunts in 2022... PoE was released in 2017! That content is outdated and boring as Hek! 

I'd much rather play new stuff instead of tediously grinding the older stuff over and over. It's about time DE added other sources for farming Arcanes (Besides Orphix which is not tuned for solo play and was quickly forgotten). 

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On 2022-03-12 at 12:09 PM, (NSW)RATHURUE said:

No, really. with EACH update you force-fed players with DOWNGRADES instead of UPGRADES. 'Warframe is a constantly evolving game!' Yeah, but in this case it's evolving from dinosaurs to chicken. 

You could say that it's...DEvolving 👉🏾:cool:👉🏾

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On 2022-03-12 at 4:09 AM, (NSW)RATHURUE said:

No, really. with EACH update you force-fed players with DOWNGRADES instead of UPGRADES. 'Warframe is a constantly evolving game!' Yeah, but in this case it's evolving from dinosaurs to chicken.  

Are you seriously complaining about being downgraded when current power scaling allows those so-called "chickens" to literally one shot level 9999 demolysts?

People like you won't be satisfied until we're able to destroy planets by just staring at them. 

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On 2022-03-11 at 9:41 PM, Ribbon1 said:

I'm hoping that the void dash change can be reconsidered. The old dash is perfectly fine, players can learn to adjust to and memorize the length of their void dashes just as they've done for bullet jumps. If we absolutely MUST have a void dash change, perhaps something more in line with Wukong's Cloud rather than the slingshot would be better? I think the fact that there's such an awkward delay with the slingshot method is what kills it for so many people, me included, and having something more along the lines of a Void-Cloud would be a nice tweak to the void dash, keeping the instant mobility while still giving more control over its previous (current) iteration.

Assuming this change was in fact done for the future mobile release (which my gut instinct says it was due to the way it looks, also because literally nobody asked for this and I can't see the current Void Dash being easily usable on Mobile) the above suggestion of it being akin to Wukong's Cloud Walker is a far better way to take it other than what I can only describe as a mobile golf-style gaming aim system that this new dash was turned into. I get the feeling even with focus skills/passives unlocked it's still going to be a big downgrade from the current dash we have.

Make it function like Wukong's Cloud Walker. Void Walker 😁

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On 2022-03-11 at 2:55 PM, mikakor said:

i DEEPLY hope that Zenurik energy dash and Naramon combo decay are jsut waybounds now. and not nerfed into irrelevency! 

also, keep current Void Dash. it fills it's job and you are trying to re-invent the wheel for no reason about this mechanic. it's good as it is, stop trying to change things that works, and works good for what they're used for. 

there is NO NEED to have this telegraphed, even less having it nerfed to be slow, and short distance. void dash isn't used for combat purpose. it's used for TRAVELING. 

Blink Nerf 2.0. 

While I agree with most of this, as a Vazarin specialist, I use Void Dash for more than just traveling.  I do hope the changes are not extensive or hard to relearn.

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6 hours ago, (PSN)BdotRASS said:

I made a post earlier detailing my position and the reasons behind it, to which you replied "you're wrong."

I'd tell you to read a dictionary, but am starting to see that meaning seems entirely lost on you.

Well... You were wrong.... I don't know what else to tell ya.... ¯\_(ツ)_/¯

3 hours ago, AggressiveSneeze said:
On 2022-03-12 at 12:59 AM, SteveCutler said:

Will you be making operator switching client-side? That's incredibly important.

This, please. The amount of times I accidentally went inside the ESO conduits cuz of the operator-Warframe switching is just annoying.

Yes... Transference will be Handled Client Side.... Atleast that's what they said...

And quite frankly this is the only thing that matters.... They can delete Void Dash Outright for all I care.... It wouldn't hurt for Operators to use their Legs once in a While....

3 hours ago, ArdeKakka said:

also pls let someone that's not reb showcase gameplay, she's so bad D;

Shut Up... Mom Is Awesome.... Nobody Plays Warframe better than Mom does... NOBODY... 😤 !!!

3 hours ago, AggressiveSneeze said:

So, uh...what's gonna happen to the whole War Within quest then? That whole quest was basically a tutorial on our operator powers, was it not? If you're gonna change Void Dash and remove Void Blast, you should also touch on the quest itself since it's gonna be misleading for new players once they finish the quest and realize the powers they have are completely different from what was introduced to them in the quest.

LoL.... Relax..... I'm pretty sure they already have this Covered... It wouldn't be the first time they had to go back and update an old Quest....

2 hours ago, Ace-Bounty-Hunter said:

Are you seriously complaining about being downgraded when current power scaling allows those so-called "chickens" to literally one shot level 9999 demolysts?

People like you won't be satisfied until we're able to destroy planets by just staring at them. 

I want to Kill The Sun !!! 👀

6 minutes ago, Syndel.Markus said:

Won't it be too late by then? 

Nope.... If it's still bad after everybody tries it then DE will continue to work on it....

If that doesn't happen then you have to accept that maybe DE did something alot of people liked ,👀

3 hours ago, Syndel.Markus said:

I hope we get a refund for the focus invested in the Pool.

Please Read the First Post... 🙄

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On 2022-03-11 at 4:25 PM, (NSW)Captain said:

Gonna be real: I hope this update nerfs Energizing Dash into the ground or removes it entirely. I'd like to play around with the focus schools, but the advantage offered by Zenurik is SO much more powerful than anything else on the tree that not running it feels like intentionally handicapping yourself.

With that perspective about to get me @'d to infinity, I'd like to ask what kind of changes will be made to Operator arcanes. A fair number of them run on Void Blast, which is about to go away, but what other ones will be changing alongside the new Operator moves?

You do realize that there are more ways to efficiently gain energy than energizing dash. Also nothing was or is stopping you from using others. You would t be handicapping yourself you’d simply be taking a buff away. Instead of nerfing things just buff everything else so you have a reason to use them over zenurik

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On 2022-03-12 at 12:47 AM, PublikDomain said:

Just noticed that there was already a workshop so I'll leave my feedback here as well.

Void Dash is so useful because it's spammy. It's because it doesn't have "interdirectionality and pivoting potential" (whatever that means) that it's already able to so effectively traverse the game's tiles and combat spaces. It's simple, it's fast, it's effective, it's reliable, it always goes where you point it. Void Dash is one of the very few parts of the Operator that doesn't need any changes. The preview shown in the Devstream does not look intuitive, fluid, or effective. Making the forward movement slower and adding additional inputs isn't going to make it faster or better, it's going to make it slower and clunkier.

Just make the same thing we've already spent years getting familiar with but you keep going as long as you hold the button or something.

Im with this, i get not wanting to hit walls but i dont hit walls with void dash, find it very easy to control because the distance you travel is so short. With it also being fast it allows you to really get crazy with it and zoom through rooms like the flash. As long as you have enough experience with it, Unintentionally hitting walls becomes quite rare

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15 hours ago, (PSN)BdotRASS said:

I understand it's sometimes hard to see the situation from another's point of view so I tried to be as descriptive as I could, but perhaps it's just not for everyone.

Oh absolutely. But please realize you're comparing to the status quo, whilst only looking at a bite sized peace of the overall changes, which is where the crux of the matter comes in - every change has to be taken into context with everything else. If the changes are a net improvement to the game, then rebalancing outliers are needed for the games health and are not something that players should be getting hung up on.

Plenty of things have been toned down or adjusted despite being a staple mechanic or loadout for years. Why should void dash be treated any different to this? "Because it's always been like this", "I can't instantly exit the map/travel XYZ distance instantly anymore" or "I can't do 6x3 anymore", aren't really compelling arguments.

Personally, I would wait for the workshop to see what else is changing, and see how it actually plays out. Responsiveness and momentum conservation changes are looking good.

Fun is highly subjective, and you certainly can't have fun without playing around and experimenting with it. If you go in thinking it's going to be bad, then you won't give yourself the chance to have fun with it. Keep an open mind is all I am saying. If the net changes are positive, don't get hung up on rebalanced mechanics.

I do agree that there is a lot of empty space, part of this has always been mob density, the other part is missions have an expected completion time in which rewards are designed around, so if you finish objectives early due to player power, you'll have a distance to run to get to extraction. Maybe mission map size needs to have 15% less tiles.

I realize you're a PSN player, so movement controls have a different feel to them than a PC player such as myself, however just regarding your comment about AW and the gearwheel - you should be able to bind 4 different things directly to the controller touchpad, so a swipe up could equip your AW directly as an example. Or swipe down to equip your scanner. That's my understanding anyway.

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the main question is with the focus change will we need lenses? i only have 1 maxed and recently changed to another so really not wanting to re-lens stuff again. but i am looking forward to change some of the focus made me question going after it or using it on some trees.

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1 hour ago, (PSN)armaggeddoom123 said:

You do realize that there are more ways to efficiently gain energy than energizing dash.

Not for player in the middle of the games' Progression....

Not everybody is MR 30 with Every Energy Gaining Item under the sun.... 👀

1 hour ago, (PSN)armaggeddoom123 said:

Also nothing was or is stopping you from using others. You would t be handicapping yourself you’d simply be taking a buff away. Instead of nerfing things just buff everything else so you have a reason to use them over zenurik

I doubt there's anything you can give to the other Focus Schools that's going to make players say: "I want that more than Energy."

55 minutes ago, Kokomala said:

 

Plenty of things have been toned down or adjusted despite being a staple mechanic or loadout for years. Why should void dash be treated any different to this? "Because it's always been like this", "I can't instantly exit the map/travel XYZ distance instantly anymore" or "I can't do 6x3 anymore", aren't really compelling arguments.

LoL... You know....

Alot of people can't or won't do 6x3s.... Doesn't seem to bother them.... ¯\_(ツ)_/¯

 

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alright, so incoming hot take from yours truly.

on focus reworks: GOOD. it's going to be great seeing more variety and seeing tenno themselves actually be effective in combat rather than just being used as tools for other things, currently, there's like... 5 uses for tenno:
>energizing dash because near-passive 5 energy per second regeneration is INSANELY STRONG.
>safe revives
>traveling really fast in a straight line
>the arcanes that heal your warframe
>the three openworld gamemodes where they're mandatory (orbs and eidolons, as well as i guess the iso vaults but barely)

imo, energizing dash needs to go. one of the big spikes in powercreep we've had is zenurik's near-passive (or passive in its first iteration) energy regen, allowing for easy ability uptime (remember, without efficiency mods you can cast your 4th ability every 20 seconds, with maxed out efficiency you can cast it every 5 seconds. that's insane especially when many 4th abilities are quite powerful to begin with). i hope to see a return to limited energy that makes people play smart with their energy rather than spamming the entire time. if i had to suggest a replacement it'd be something that incentivises the use of 1st and 2nd abilities on caster-style frames.

 

as for the dash changes.

this is both a nerf and a buff. hear me out on this one.

obviously, in the speed department this is a MASSIVE nerf. travel with this is going to suck. 
however! the new version seems much better for actual combat use, current dash can be way too long and is VERY hard to control unless you specifically want to move to a far-off direction in a straight line. for many of the tilesets this makes void dash near useless.  the new dash + improvements to combat flow between your operator and your frame will likely make combat utilizing both way, WAY nicer. 

it is quite a shame that void dash for travel is going to be entirely gutted though. unless you can sort of "slingshot" yourself with it (Which might be the case? it kinda looked like you maintain velocity going out of void dash now if your void dash ends in mid-air), if you can slingshot yourself then there is potential for new movement tech. 

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1 hour ago, SDGDen said:


imo, energizing dash needs to go. one of the big spikes in powercreep we've had is zenurik's near-passive (or passive in its first iteration) energy regen, allowing for easy ability uptime (remember, without efficiency mods you can cast your 4th ability every 20 seconds, with maxed out efficiency you can cast it every 5 seconds. that's insane especially when many 4th abilities are quite powerful to begin with). i hope to see a return to limited energy that makes people play smart with their energy rather than spamming the entire time. if i had to suggest a replacement it'd be something that incentivises the use of 1st and 2nd abilities on caster-style frames.

You might want to actually play those Warframe's before Suggesting Nerfs....

There's no 4th Ability that works better when you Spam it....

 

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1 hour ago, Lutesque said:

You might want to actually play those Warframe's before Suggesting Nerfs....

There's no 4th Ability that works better when you Spam it....

 

i didn't say "just spam 4", that's in the past. but the fact you can cast a 4th ability every 5 seconds at all is insane.

btw that means a 2nd ability every 2.5 seconds or a 1st ability every 1.25 seconds. example: with 5 energy per second regen (so basically assuming you are not running energize, there are no frames that give energy in your squad and energy orbs do not drop at all, also any other way to gain energy is turned off.) on saryn you can do this:
>have 100% toxic lash uptime
>cast molt 4x per minute or every 15 seconds
>cast spores every 3 seconds (20x per minute)
>cast miasma every 10 seconds (6x per minute)
note that these times are averages. and yes, all at the same time. not "choose one". 


math: toxic lash: 1 minute up time (this is an estimate on the low end, depending on your duration it may be higher), so 12.5 (rounded to 13?) energy per minute or 0.2 energy per second.
molt: lets say you cast it every 15 seconds, so 4 times per minute. that;s 50 energy per minute or 0.8 energy per second.
spores: lets say you cast it every 3 seconds on average (this is a conservative estimate that assumes 50% of your remaining energy after molt and lash is used on miasma, realistically you'll be using miasma less often and spores more often), this will lead you to about 120 energy per minute or 2 energy per second.
miasma: with our remaining around 120 energy we can cast miasma 6 times per minute or every 10 seconds.

and ALL THIS TAKES is 2 mods for maximum efficiency, a duration mod and a SINGLE focus node. without that duration mod you may have to cast spores a couple times less or cast one less miasma. 

in that same vein... screw using energy vampire on trinity. you can just build solely for bless and have 100% bless uptime with energy to spare.
ash? infinite blade storm, infinite shurikens, infinite teleport AND infinite invis, EASY.
atlas? also has practically infinite for all his abilities
banshee? only ability you'll run out in is sound quake.
baruuk? same thing but with serene storm
literally any frame that doesn't have a drain ability can constantly have the energy to cast their abilities. and that is *too damn strong*. i just chose saryn as an example because she's an offensive nuker frame that has been pretty popular over the game's lifespan. 

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23 minutes ago, SDGDen said:

lets say

Lets say i use a Bramma to delete rooms, 1 click no energy spent. But that's okay right? God forbid, i get energy faster to keep up with the current weapon meta. (Using Bramma as an exemple of past meta) 

Removing the Energizing Dash would destroy literally 75% of all frame builds that are mid-game. It's for the players that need energy regen that dont know the other options or who are not end game enough. It's also a very good tool for solo players that cannot rely on a Trin or an Harrow for their energy management. 

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There is one small thing i always hoped for with transference, maybe now is the time:

instead of having the warframe dropping unmoving to the ground on transference out, can you change it to have the warframe hover at its current Location? 

It wouldnt change too much gameplaywise, but it would Look cool and would keep the warframe from dropping into chasms resulting in a delayed reset to your previous location

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