XVMII Posted December 10, 2022 Share Posted December 10, 2022 At the time of writing this I am quite tired so I will be brief. Luckily the topics I am focusing don't require some treatise to cover adequately. While the recent changes to AOE were appreciated (my FPS counter thanks you), I have been thinking more recently about the design of the recent weapon mods and arcanes which require damage to ramp up before they reach full effectiveness. Some points I have thought recently (as I am too tired to properly construct sentences atm) Galvanized mods require kills to build damage/multishot/crit/etc. As a result: the first kill feels sluggish if trying to down a priority target but no other enemies present, then no bonuses discourages weapon swapping except for dexterity arcanes (generally i like playing with one weapon (been really enjoying the cedo recently) but I hate the feeling of having to overcome the first few kills when swapping weapons) some weapons are very bad at building stacks compared to others (some can't even really build stacks in the first place) Having to find fodder enemies to kill while avoiding the actual priority target to build stacks can feel like putting to brakes on the flow of combat. The timer watching habits I have developed in trying to avoid losing a deadhead stack for example is an unwelcome addition to gameplay. (I'd prefer to keep timer juggling relegated to ability management.) There are other issues stacking bonuses brings to gameplay considerations, but these immediately come to mind. Some possible recommendations: Considering the additional investment a player must make to first obtain and then install galvanized mods and weapon arcanes, perhaps giving full benefits upfront should be considered Cascadia empowered should be added to primary arcanes (I'm looking at you phage). Maybe reworking arcanes to be less about base damage buffs and more about utility (like bonus punch through to help save mod space)(many options are available, though some might require more far reaching changes to work properly) I have other suggestions but as I said, I'm super sleepy and running on 2 brain cells atm. Fighting angels really stresses the buff timers as when transitioning between operator and warframe, after completing the operator section, my buffs are consistently gone or are about to vanish and I have to look away from the angel to down more fodder enemies. To summarize: I think ramping up damage is a terrible system and I struggle to understand the mind that created it. Too often the less expensive, old barrel diffusion/split chamber/hornet strike/serration end up more effective (sometimes far more) than their updated counterparts due to an inability to first ramp up. I would suggest reworking weapon arcanes and galvanized mods to be less hostile to weapon swapping by providing benefits at the outset. I would also recommend bringing some secondary arcanes to primary weapons as well and potentially offering some additional utility to weapon arcanes. ANCILLARY POINTS I would prefer that the necramech timer be removed. I very much like necramechs (and no I don't use voidrig) and as I have limited opportunities to use them now I would like to use them uninhibited, especially given that archguns are not that powerful. Recently, I have been experiencing EXTREME connection issues. Host migrations ad infinitum. I am practically playing solo. No known network connection changes have happened on my end though I may be wrong. It seems however that I am not alone in suffering from this. Until there is a change in squad connection performance, continuing to play warframe is simply too cumbersome manage atm. I would like more unique secondary fire modes rather than AOE or mag dumps (but I repeat myself). For example I was hoping the kuva kraken would take advantage of the scope and implement a deadshot style system (think Lando Calrissian ability in Battlefront I and II). 6 Link to comment Share on other sites More sharing options...
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