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Conclave Collective Petition


War_Admiral_Adama
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There are a few major instances of serious-case bugs/exploits that have been brought up in the Conclave Feedback area, after alot of congregation and talking with commoners in Conclave, we as a collective feel the need to Petition these issues be fixed. Or they won't see fixes for some time. As limited as hardcore or common Conclavers are, we still feel the right to ask DE for some changes as a collective group of Warframe PvPers. Please simply "Agree" in the comments or Upvote if you'd like to sign this petition for changes.

 

In order of Importance:

 

1. Reflection/Reflex Guard: (Seriously Broken)

With Update 13 has come a huge overhaul with melee. This brings new mechanics and playstyles to Conclave. There is much more "Good" than harm with Melee 2.0, but the elephant in the room stands to be a very exploitable mechanic that punishes players who shoot to kill, and rewards players who are not actively trying to kill. With kills. It really is not as simple as "Don't Shoot" or "Jump attack". It really is not. There is no real way to counter this at the time.

 

Entire playstyles and builds must be changed to combat one mod. One mod should not change a players multiple mod builds just to adapt. It isn't fun to have to figure out ways to kill players who stand still and block. It removes flow of fighting, and hinders playstyle much more than it should.

 

For Example, a player blocking with reflection equipped nullifies the ability for an opposing player to shoot, because it will kill them. Because of this, the blocker can now close the distance punishment free, camp energy, or cast a instant kill ability like "Blade Storm" without harm. It really takes skill, build composition, and synergy out of the game and turns it into "Who will stop blocking first".

 

As a suggestion, Tone down reflections/reflex guard damage return by a large percent. While making it more fair to kill players who prefer to block (for reasons unknown) it keeps the mod viable in blocking cases where they can mitigate damage and return it until stamina is drained due to blocking too many shots.

 

2. Pre-match moving w/o 3rd person peripheral.

Some have mastered this exploit/bug to the point where they can finish a round before the round even begins by killing both players who are about to spawn.

 

For those of you unfamiliar with this; during team countdown WASD and all other buttons function, and you can actually move without being able to see your HUD. This means a player can walk from their spawn to the enemy spawn and kill them both with Melee before they have any control to engage or disengage a conflict. The only way to counter it right now is to also use the bug to avoid being killed before the roudn starts.

 

Its not really a pressing issue like Reflection, but its still pretty unfair to new players who have no idea whats going on. Simply, locking controls during countdown would prevent this bug.

 

3. Warframe Abilities (Blessing, Hysteria, etc)

I'm not going to make an entire list of the more op abilities, but I'd like to address the seriously broken uncounterable ones.

 

Blessing: Works just as it does in PvE WF, and is just absolutley ridiculous to have to play against and unable to counter.

 

Link: Is just another version of Reflection, a simple tone-down would make this ability fair.

 

Blessing+Link: Some players, will cast both and self inflict damage (Ogris,Penta,Stug) and kill enemies without them having a chance of survival.

 

Hysteria: The ability is normally combatted by simply runnning away, but not being able to crowd control a Hysteria'd Valkyr makes it broken. Hysteria allows the player to revive teammates, camp energy (to loop ult), and under certain cercumstances; impossible to run from due to CC mitigation. As a suggestion, allow Hysteria to be combatted with knockdowns or blast procs, so enemy teams can combat her in listed situations. If not, allow her to take 90% reduced damage, so she is at least killable under heavy fire.

 

4. Detonation after death: (Penta, Castana)

Both the Penta Grenades and Castana Kunai can be detonated by a player, even after they die. This is not a pressing problem, but is frustrating to play against.

 

-This is all I think needs a look into at the time. Please feel free to suggest anything you feel needs changed very badly. I will add it the list if It pops up enough.

 

If you would like to sign this petition, simply state you agree.

 

PLEASE READ: Please stay out of this petition if you feel the need to disprove of it because you dislike conclave. Your comments are unneeded and overall unecesarily toxic towards the goal of the post IN Conclave Feedback. Thankyou.

 

UPDATE 1:

More Important fixes needed here-

 

Spin attack (Slide Melee), Damages are way too high. It is actually turning conclave into nothing but Melee slide attacks. It SHOULD be comboing each other to death. Nerfing slide melee damage would greatly benefit the use of strategic melee and combos.

 

RexSol's suggestion: Under certain lag/host circumstances, one can invite a friend with conclave over the limit. This is something Ive rarely seen, but its still an issue of course.

Agree.

Also, Lynches. Add onto your post here these things.

 

 

1) Pressing Escape to bypass this anti chat/movement upon the game starting

 

2) Using abilities after you are dead.

 

3) Weapon/Warframe statistics. They need balancing.. The whole game needs some serious balancing.

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Agree.

Also, Lynches. Add onto your post here these things.

Noted and will revise list when I have the time.

 

 

1) Pressing Escape to bypass this anti chat/movement upon the game starting

 

2) Using abilities after you are dead.

 

3) Weapon/Warframe statistics. They need balancing.. The whole game needs some serious balancing.

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I wish Conclaves wasn't filled with practically everyone using toxin mods, snipers, and dual ethers.

You can kinda get away with not running toxic atm because nobody bumps up their shields.

Radiation for Valkyr

Viral For Ash

 

Should cover the two most common enemies.

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Spin attack (Slide Melee), Damages are way too high. It is actually turning conclave into nothing but Melee slide attacks. It SHOULD be combining each other to death. Nerfing slide melee damage would greatly benefit the use of strategic melee and combos.

 

I have to point out currently the best method to deal damage with melee is slide attacks that is for 2 reasons.

 

The first obvious one, it deals a lot of damage

secondly, the speed at which one moves while slide attacking. it allows players to move in and out quickly saving themselves from ranged attacks.

 

should DE's listen and remove the power of slide attacks, melee players will be much more afraid to move in to attack with melee. and thus you will see much less melee kills.

 

if you noticed, before melee 2.0 very very few players would have spin builds even though it was effective pre melee 2.0 ( orthos prime dual ether builds) once melee 2.0 hit live. ranged weapons went out the door due to auto parry and reflection ( unless they used explosive type weapons to get past it ) now that reflection does not work as it did early on melee 2.0 you are seeing a return to ranged weapons and melee type load outs. you still see much more melee being used then pre melee 2.0.

 

But, if a nerf does come for slide attacks. melee usage will prob go back to pre melee 2.0 usage.  Mobility has always been huge in any player Vs player game. slide attacks provide that mobility.

 

Im not one to simply point out the "whats wrong with this idea" so I have 1 idea that could help.

 

new melee mechanic that allows players to close in distance and slow the other players speed temporarily from getting away.  Think of Rhino Charge or Ash's Teleportation. for those of you that played WOW think of a warriors charge. 

Edited by Rompido
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I have to point out currently the best method to deal damage with melee is slide attacks that is for 2 reasons.

 

The first obvious one, it deals a lot of damage

secondly, the speed at which one moves while slide attacking. it allows players to move in and out quickly saving themselves from ranged attacks.

 

should DE's listen and remove the power of slide attacks, melee players will be much more afraid to move in to attack with melee. and thus you will see much less melee kills.

 

if you noticed, before melee 2.0 very very few players would have spin builds even though it was effective pre melee 2.0 ( orthos prime dual ether builds) once melee 2.0 hit live. ranged weapons went out the door due to auto parry and reflection ( unless they used explosive type weapons to get past it ) now that reflection does not work as it did early on melee 2.0 you are seeing a return to ranged weapons and melee type load outs. you still see much more melee being used then pre melee 2.0.

 

But, if a nerf does come for slide attacks. melee usage will prob go back to pre melee 2.0 usage.  Mobility has always been huge in any player Vs player game. slide attacks provide that mobility.

 

Im not one to simply point out the "whats wrong with this idea" so I have 1 idea that could help.

 

new melee mechanic that allows players to close in distance and slow the other players speed temporarily from getting away.  Think of Rhino Charge or Ash's Teleportation. for those of you that played WOW think of a warriors charge. 

+1

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actualy from some tests i just did, corrosive is better than radiation for valk

.. Of course corrosive is..

 

Radiation allows for the valk to hit his allies

Corrosive gets rid of the valkyr armor by half.

 

However, I would suggest magnetic because you will always encounter this kid.

 

Valk+QT+Rage+Parry.

Solution, magnetic.

Gets rid of their energy while doing damage.

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I have to point out currently the best method to deal damage with melee is slide attacks that is for 2 reasons.

 

The first obvious one, it deals a lot of damage

secondly, the speed at which one moves while slide attacking. it allows players to move in and out quickly saving themselves from ranged attacks.

 

should DE's listen and remove the power of slide attacks, melee players will be much more afraid to move in to attack with melee. and thus you will see much less melee kills.

 

if you noticed, before melee 2.0 very very few players would have spin builds even though it was effective pre melee 2.0 ( orthos prime dual ether builds) once melee 2.0 hit live. ranged weapons went out the door due to auto parry and reflection ( unless they used explosive type weapons to get past it ) now that reflection does not work as it did early on melee 2.0 you are seeing a return to ranged weapons and melee type load outs. you still see much more melee being used then pre melee 2.0.

 

But, if a nerf does come for slide attacks. melee usage will prob go back to pre melee 2.0 usage.  Mobility has always been huge in any player Vs player game. slide attacks provide that mobility.

 

Im not one to simply point out the "whats wrong with this idea" so I have 1 idea that could help.

 

new melee mechanic that allows players to close in distance and slow the other players speed temporarily from getting away.  Think of Rhino Charge or Ash's Teleportation. for those of you that played WOW think of a warriors charge. 

experienced range players still beat experienced melee players

slide attack is fine the way it is

 

it's Warframe, Ninja style!

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