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Next Update Post-Angels of the Zariman


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Posted (edited)

Direction control on void sling is a big plus for me.

Then again, just give us old operator back. They were quicker and more streamlined than the new "reworked" operator.

Edited by Mazifet
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5 minutes ago, o0Despair0o said:

I'll believe it when I see it.

 

I've been here since 2015. Over 2000 hours played.

You guys didn't improve your updates in terms of bugs one bit.

from personal experience i'd say that they have improved dramatically, especially after the og rj launch.

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Just please do not leave Void Sling the way it is.
It's miles behind any iteration of Void Dash, and I absolutely hate having to use the Operator now.
Also, the transference cooldown has to go, I have no clue how that's not been removed yet.

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Maybe too powerful but here is an idea for new amp arcane.

When operator runs out of energy they get a buff to amp that one shots overguard. The buff lasts only a few seconds.

That'll make using operator a lot really useful against eximus. So one person in the group can become the anti-eximus by staying in operator all the time.

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Thanks for the notice. I hope you address the concerns with the interections between CC and Overguard. I understand you want to balance the game but a full immunity is unfair for many warframes and kits. I hope you're able to find a middle ground that pleases as many players as possible. Can't wait to read more about the update.

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Posted (edited)
24 minutes ago, [DE]Megan said:

Additionally, we’re reviewing the possibility for new Operator Arcanes that have direct interactions with Overguard and are planning on adding an additional Arcane Slot for Amps.

I'm down for more Arcane Slots for Amps, not for an Arcane only targeting Overguard.

Maybe just give fully ranked Amp Arcanes bonuses like the Primary and Secondary Arcanes that affect Overguard?

Edited by TomCruisesSon
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Another highly-discussed topic being reviewed is Overguard. We’re currently experimenting and reviewing different options to address varying islands of feedback.

Can we pls keep some goddamn challenge in the game? If we decrease the Overguard CC resistance increase something else to compensate, mainly HP and possibly speed or other threatening mechanics. It was such a good step to force the melee spammers to use more brain so dont go back to easymode please

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Please address the new transference delay/cooldown (and consequential lag on Arcane effects). It's now worse than when you had lag as a client because you can no longer react to things instantly and at high levels that just means death.

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24 minutes ago, [DE]Megan said:

While these individual Hotfixes were needed to address crucial bugs, we have larger plans committed to addressing bigger feedback areas in our next major Update: Angels of the Zariman 1.1 (final name pending). We would also like to apologize for the frustrations many of these bugs caused for our community. Much has been taken into account for future releases, so that we can avoid the bumps we saw during the initial launch.  

Thats really funny. Im equally frustrated and amused by big Updates on launch, its fun to be there in the mire just taking it in, seeing what fun exploits may be present, its usually decently rewarding too. RJ was bad but I cant say I wasn't having a good time with that mess.

Regardless, sounds like good changes to Void Sling and I hope Transference delay gets back to what it was. I miss Dash, but I never thought it was likely to see it reverted, so I hope you can get to a good place at least.

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Posted (edited)

pls dont band aid with arcanes. They are supposed to take more damage from void, but my operator is hella ineffective on some of them, so just increase operator void damage to the overguard??

Guardian eximus in steel path are ridiculous especially if corpus sentinels come too. Also in my 3000+hours of playing this game i have never been one shot so many times before in BASE content, most of the time you cant even see whats happening and boom you are dead.  

 

Gyre is a far cry better than the last 2 frames that we've had, I find her kit super fun,  she just needs some form of DR as her survivability is way too low, especially with the crazy one shot potential your new eximus have. 

Edited by OG_Smez
adding text
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35 minutes ago, [DE]Megan said:

Void Sling

Make Void Sling a straight trajectory instead of curve. Make the Hitbox of the Indicator center mass, instead of the feet. And for gods sake, actually make the indicator of Void Sling the actual Operator Hitbox instead of it's own tinier one.

35 minutes ago, [DE]Megan said:

Additionally, we’re reviewing the possibility for new Operator Arcanes that have direct interactions with Overguard

"Additionally, we’re reviewing the possibility for new Operator Arcanes that have direct interactions with Overguard"

I better hope to god, that the 'direct interactions' are bonuses to Amps to Overguard.

Because if any Operator Arcane has 'deal more damage to Overguard' it just shows how inept the design of Amps vs Overguard is.

This better mean that 'Using Amps on Overguard provide ridiculous and significant bonuses', instead of 'Use this Arcane to just be marginally better at dealing with Overguard'.

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After the 2 new weapons will you guys add more in the future or it will be another parasitic design with new stuff that gets forgotten as soon as the next syndicate grind comes up?? aka zaws, kitguns, infested weapons and so on that would be amazing with a "evolving system".
stop forgetting older content, improve upon it, dont use it to make excuses for more grind.
 

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9 minutes ago, FSK41 said:

Another highly-discussed topic being reviewed is Overguard. We’re currently experimenting and reviewing different options to address varying islands of feedback.

Can we pls keep some goddamn challenge in the game? If we decrease the Overguard CC resistance increase something else to compensate, mainly HP and possibly speed or other threatening mechanics. It was such a good step to force the melee spammers to use more brain so dont go back to easymode please

except that it didn't, lol. it was better to use your melee on the overguard rather than bother with operator. your warframe is tankier and attacks faster than your amp, and deals more damage. tough luck, but it didn't do anything except render CC frames useless :) 

 

15 minutes ago, Redfeather75 said:

Maybe too powerful but here is an idea for new amp arcane.

When operator runs out of energy they get a buff to amp that one shots overguard. The buff lasts only a few seconds.

That'll make using operator a lot really useful against eximus. So one person in the group can become the anti-eximus by staying in operator all the time.

it's honestly not that good either. that means people needs to wait or force to spend all their energy down to zero ( so dashing a lot of just plain out waiting ) rather than getting the buff immediately, so people would still just not use the operator. the people want that eximus dead "NOW", not "5 seconds later" 

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il y a 4 minutes, FSK41 a dit :

Another highly-discussed topic being reviewed is Overguard. We’re currently experimenting and reviewing different options to address varying islands of feedback.

Can we pls keep some goddamn challenge in the game? If we decrease the Overguard CC resistance increase something else to compensate, mainly HP and possibly speed or other threatening mechanics. It was such a good step to force the melee spammers to use more brain so dont go back to easymode please

^^^^

This ! 

Please don't listen to noisy cries from those who think the game is too hard for the love of Clem !

The game is heading in the right direction please don't waste it by listening to AOE and melee spammers.

 

Looking forward to directional sling though !

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Until that awful Transference delay and Void Sling clunkiness get eliminated, I'm not playing.

Such a shame. I loved doing some Warframe a few times a week, it was so relaxing. Now I feel like I have to get gimped because of... what exactly?

Nice relaxing time I had and that was just taken away.

What possessed you to think that your core audience -- people who love speedy gameplay -- will just take such a huge nerf to utility and mobility without any protest?

That's the real mystery here.

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