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We need to talk about acolytes


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Not sure if this is the right part of the forum for this but anyway here goes. 
 

Acolytes have this extraordinarily annoying thing where they can teleport you to them without using an ability. I feel like it’s bugged because it seemingly only happens on certain parts of certain tile sets. I have literally been teleported to extraction while doing disruption on Kuva Fortress. Even posted a video of it on YouTube quite a while ago. 
 

other notable spots include the room with the elevator in Kuva Fortress (yay for being teleported away from the demolisher on a toxin enemy weapons conduit) and the circular auditorium room in the Void tile set.

On top of this the acolytes themselves seem to be getting ever stronger damage attenuation and the 4 proc limit makes status weapons absolutely useless against them. 
 

On a more positive note I welcome the improved AI for acolytes as far as they are smarter and less predictable than they used to be. The general buffs to the updated Stalker are also brilliant in my opinion. However when you’ve got Torment spamming that one Hydroid ability and constantly teleporting you back every time you try to reposition yourself to take aim - all the while ramping up the damage attenuation… in my opinion it needs looking at. Especially when acolytes can literally kick you out of Kuva Fortress missions. I genuinely wondered if it was someone on the dev team trolling me for a laugh. 
 

Finally, while I’m here. Please DE. PLEASE. I’m literally begging you. Please add PvP motorcycle/car  races to the Warframe 1999 update. It could work a whole lot better than standard conclave since you could entirely limit the combat aspects to pistols or something of that nature. 
 

hope you all have a wonderful day ;D!!!

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I've posted on the teleporting before... They should teleport to you, not the other way around.  I too have been teleported 1000m away into extraction because someone was trying to extract when I didn't want to and the alcolyte spawned on them then I got force extracted as a result. (as an aside, if someone is standing in extraction, enemies shouldn't even spawn around them - alcolytes, sentients on lua, thrax on conjuction survival... if they kill the enemies the loot ends up in extraction zone, if they don't alcolytes might teleport you into extraction, thrax suck up life support until you run across the map to kill them, and have to battle them while gingerly trying to stay out of extraction).  

I've been teleported into dead-end vents where all points are sealed meaning forcing me to abort. (unstuck just respawned me in the vent)

Teleported across the map away from a demolyst was was just about to kill.

all cases easy fix is have alco teleport to player not the other way around.

 



 

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10 hours ago, tucker_d_dawg said:

I've posted on the teleporting before... They should teleport to you, not the other way around.  I too have been teleported 1000m away into extraction because someone was trying to extract when I didn't want to and the alcolyte spawned on them then I got force extracted as a result. (as an aside, if someone is standing in extraction, enemies shouldn't even spawn around them - alcolytes, sentients on lua, thrax on conjuction survival... if they kill the enemies the loot ends up in extraction zone, if they don't alcolytes might teleport you into extraction, thrax suck up life support until you run across the map to kill them, and have to battle them while gingerly trying to stay out of extraction).  

I've been teleported into dead-end vents where all points are sealed meaning forcing me to abort. (unstuck just respawned me in the vent)

Teleported across the map away from a demolyst was was just about to kill.

all cases easy fix is have alco teleport to player not the other way around.

 



 

This is exactly what I feel. It’s a shame and I try to give due credit to the devs, honestly they seem really cool and genuinely try to listen. However this spam teleporting is crazy. I’ve literally been teleported right into extraction from hundreds of metres across the map. Then you stack Torment’s hydroid spam. You can’t kill him because the AI keeps spamming tidal surge or whatever it’s called (apologies if the name is wrong, I haven’t played hydroid in ages). So any DoT inflicted gets removed and you’ve got even more attenuation to deal with. Possibly with a swarm of eximus on top. It’s extremely un-fun to have objectives rendered impossible to complete or even be forcibly extracted from a mission early. If there’s no way to fight it or avoid, it’s a problem. You just have to leg it out the room before the acolyte spawns in. And if there’s a demolyst near the conduit.. well that’s just tough bruh. Really not how the game should be, in my opinion. 
 

half the problem is acolytes are either cheesed by one toss of a glaive prime or deleted from existence by any meta weapon with a single pull of the trigger. DE know this and have tried to copy the archon formula where you can one shot them or take ages to sand their health down. Effectively they are extremely annoying bullet sponges. Status weapons are useles and you are actively punished for using accuracy. I think it was the Kengineer or Gaz TTV who explained that AoE weapons suffer less attenuation against acolytes than snipers despite being vastly easier to use. Surely it should be the other way round 

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An extracting player shouldn't agro enemies from other players, that would solve it. I like that.

The pvp thing is not going to happen. LD asked them, and it seems like DE doesn't want to touch pvp in the future, because how unpopular it is. (At least that's what I know.)

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6 minutes ago, Chollynn said:

An extracting player shouldn't agro enemies from other players, that would solve it. I like that.

The pvp thing is not going to happen. LD asked them, and it seems like DE doesn't want to touch pvp in the future, because how unpopular it is. (At least that's what I know.)

The fact is you can be kicked out of Kuva disruption by acolytes. I’ve had it twice. Solo. It’s kinda funny at first but imagine if you’re 40 rounds in. I do agree about the players at extraction drawing aggro is a huge pain however. Talking of which there was a host migration glitch that would force extract the entire lobby, recently. 
 

still my main gripe is definitely the fact acolytes have questionable AI and are wildly inconsistent. Angst is literally useless while Torment is a useless bullet sponge (probably worse for people who don’t have PSF or knockdown immunity). Malice is a joke, the only reason he’s considered an issue at all is most players seem ignorant of the fact you can roll out of his bubble. Then you’ve got the other dude with the grappling hook and a Lacera. Forgot his name, I’m tired. He’s pretty much a casino spin as to whether you get one shot the moment he shows up or not. Violence is probably the most hated just for being based on Limbo but I feel he’s pretty well balanced. 
 

the recurring theme here is that it’s pretty much dependant on the tile set/room you’re in as to whether it’s an easy one hit kill or feeling cheated by dumb stuff like the teleport spam that makes it impossible to even take aim in many cases. The exception to this is angst who does nothing but enter with Warcry which takes so long to cast it’s easy to nuke her. Misery is also a joke unless he summons shadow of violence - which only happens if you stay in a mission for a while. Most players will rarely encounter. Even then it’s only an issue if your build is dependant on condition overload or Hunter munitions. 
 

I suppose what I’m trying to say is the acolytes are mostly useless then they sometimes pull stuff out of thin air that leaves you feeling cheated. It’s definitely much worse if you want to play something that isn’t meta (ie Revenant holding crit weapons with huge AoE)

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8 hours ago, Chollynn said:

An extracting player shouldn't agro enemies from other players, that would solve it. I like that.

I would agree if an extracting player is also not allowed to deal damage, otherwise this is an abusable feature for afk macro farming

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8 hours ago, (XBOX)Sariyajin v said:

The fact is you can be kicked out of Kuva disruption by acolytes. I’ve had it twice. Solo. It’s kinda funny at first but imagine if you’re 40 rounds in. I do agree about the players at extraction drawing aggro is a huge pain however. Talking of which there was a host migration glitch that would force extract the entire lobby, recently. 
 

still my main gripe is definitely the fact acolytes have questionable AI and are wildly inconsistent. Angst is literally useless while Torment is a useless bullet sponge (probably worse for people who don’t have PSF or knockdown immunity). Malice is a joke, the only reason he’s considered an issue at all is most players seem ignorant of the fact you can roll out of his bubble. Then you’ve got the other dude with the grappling hook and a Lacera. Forgot his name, I’m tired. He’s pretty much a casino spin as to whether you get one shot the moment he shows up or not. Violence is probably the most hated just for being based on Limbo but I feel he’s pretty well balanced. 
 

the recurring theme here is that it’s pretty much dependant on the tile set/room you’re in as to whether it’s an easy one hit kill or feeling cheated by dumb stuff like the teleport spam that makes it impossible to even take aim in many cases. The exception to this is angst who does nothing but enter with Warcry which takes so long to cast it’s easy to nuke her. Misery is also a joke unless he summons shadow of violence - which only happens if you stay in a mission for a while. Most players will rarely encounter. Even then it’s only an issue if your build is dependant on condition overload or Hunter munitions. 
 

I suppose what I’m trying to say is the acolytes are mostly useless then they sometimes pull stuff out of thin air that leaves you feeling cheated. It’s definitely much worse if you want to play something that isn’t meta (ie Revenant holding crit weapons with huge AoE)

acolytes shouldn't be killing you in the first place

the only one that is a threat is the one that lifts you into the air, the one that puts a magnetic bubble on you can be defeated by rolling to get rid of the bubble

25 minutes ago, NovaLP said:

I would agree if an extracting player is also not allowed to deal damage, otherwise this is an abusable feature for afk macro farming

just make it so you cant extract while an acolyte or syndicate death squad is out, and make them a shared drop because some people like to be 500m+ away and force players to go back for it

this should also include reactant in fissures, even in a survival players like to spread out to be 1000 meters away for no reason

Edited by spider_enigma
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3 hours ago, spider_enigma said:

acolytes shouldn't be killing you in the first place

the only one that is a threat is the one that lifts you into the air, the one that puts a magnetic bubble on you can be defeated by rolling to get rid of the bubble

just make it so you cant extract while an acolyte or syndicate death squad is out, and make them a shared drop because some people like to be 500m+ away and force players to go back for it

this should also include reactant in fissures, even in a survival players like to spread out to be 1000 meters away for no reason

But they sometimes do for really dumb reasons especially if you stay on a mission longer than 10 minutes. They are supposed to be mini bosses that pose a threat. Instead 90% of the time they get nuked by one toss of a glaive or arrow from a Nataruk while the odd time you get “cheated” by dumb stuff like the teleport spam you feel rather cheesed off. They’re also badly designed in that AoE weapons are vastly more effective than snipers and such, despite being easier to hit them with 

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When SP was first released, I was in a mission with Mag, and status weapons designed to go with her bubble, and a status melee weapon.  It was running through Grineer fine, and then Stalker showed up.  This was before he could be affected by any statuses.  He was basically immune to all of my weapons, immune to my powers, and this was before many of the arcanes and other mods we have now were out, so an Operator amp wasn't going to cut it either.  I was fighting evasively, and broke his ankles, juking him into a pit on the shipyard tileset.  

And he landed on a pipe sticking out of the wall.  Stalker can't jump.  He was stuck.  Which meant he started spamming teleport on me, forcing me onto the little pipe with him, and every time I even jumped off the pipe, he'd teleport me back.  No energy cost.  No cooldown.  The crappiest AI imaginable just spamming an ability that relocates the player, like that's even remotely good game design.  There should be a minute cooldown on that stupid ability.  He wasn't managing to kill me, since I know how to dodge.  I wasn't managing to kill him because he was a status immune bullet sponge.  I couldn't abort either, because they remove the ability to abandon mission when he shows up.

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10 hours ago, spider_enigma said:

just make it so you cant extract while an acolyte or syndicate death squad is out

Yes but Acolytes don't respawn at fixed times, they could spawn 4 minutes or 7 or 5 or anything in between minutes after the last one. So you try to extract only to get extraction denied because an Acolyte spawned.

It mostly boils down to people wanting to extract early and splitting off from the team (and tbh allies splitting off from the team is generally griefing behaviour because they are #*!%ing up the enemy spawns)

They could simply add the code they use for Skittergirl in Void Flood that measures a player splitting off. and instead of adding an "enemy" add a mobile spawn block zone on that ally.

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24 minutes ago, NovaLP said:

Yes but Acolytes don't respawn at fixed times, they could spawn 4 minutes or 7 or 5 or anything in between minutes after the last one. So you try to extract only to get extraction denied because an Acolyte spawned.

It mostly boils down to people wanting to extract early and splitting off from the team (and tbh allies splitting off from the team is generally griefing behaviour because they are #*!%ing up the enemy spawns)

They could simply add the code they use for Skittergirl in Void Flood that measures a player splitting off. and instead of adding an "enemy" add a mobile spawn block zone on that ally.

exactly what im expecting to happen, like being unable to finish a wave of defense while they are out

 

as for the spawning mechanic, it should spawn closest to the grouped players and then teleport the player that isnt near the rest of them

5 hours ago, dwqrf said:

92qjl9.jpg

 

and then you just dont play on steel path lmao

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