SableSonata Posted July 20, 2014 Share Posted July 20, 2014 Players: We really hate direct-to-health damage. It's unfair and it isn't fun. DE: Now every infested can have damage that bypasses shields! Players: We really hate enemies that can drain our energy without reasonable warning. It is not fun either. DE: Now even being near infested can drain your energy! Players: The knockdown mechanics are bad, and it's not fun. DE: Now half of the infested enemies can knock you down and/or drag you! Most of them at a fairly long range! We don't want shield-bypassing attacks. Especially not when they have huge AoE, instant cast, and come from tiny, nimble targets, or come from player-seeking attacks off-screen. We don't want enemies that can instantly drain our energy from long ranges, and we don't want enemies that drain energy by proximity. It just doesn't work with Warframe's pace and cluttered visuals; identifying targets is not easy much of the time because of how cramped or crowded things regularly get, especially with the noise from abilities and weapons. We don't want more enemies that can take away player agency unless we equip an otherwise worthless mod. We can block the knockdowns? Well that's nice except where you took blocking away from players unless they equip a melee weapon. Sometimes it seems like DE just doesn't care about their players. And then there are things like this that make it seem like DE hates their players. Give them bad systems and when they point out that it's not actually challenging or fun, give them more of the same. These aren't difficult. They aren't fun. They aren't a challenge. They're annoying. Either make the systems fit the pace of the game, or adjust the pace of the game to fit the systems. Pick one, because the dichotomy between systems and pace is killing the fun. Link to comment Share on other sites More sharing options...
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