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Energy & Action Feed Back


Fatetaker
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Inspired by Thypari's thread
https://forums.warframe.com/index.php?/topic/38594-energy-overhaul-introducing-a-new-system/

 

 

Problem summary
 
So again here are the core problems concerning the current Energy System in Warframe:
 

-Players skip a lot of abilities and sometimes they only equip 1 ability at all Players spam damage abilities until they have no energy left. Then pick up Energy Orbs from killed enemies and repeat the process indefinitely, making damage abilities superior to utility abilities

 

-After clearing rooms players with 0 Energy tend to go back to former rooms to pick up Energy Orbs instead of just going into the next room and kill enemies for Orbs. This slows down game play

 

-There is no tactical decision in when to use abilities or how to chain abilities together

 

-Caster abilities, like Ember’s Fireball, aren’t used often because gunplay is superior

 

 

I suggest a Street Fighter inspired system. Support abilities and low cost abilities have thier costs reduced to zero and the powerful high cost abilities use a power bar. This power bar refils as you take and do damage. Problem solved, no more energy orbs, keeps action going and encourages one to push engagements.

 

This keeps the game more fast paced, risk oriented and heart pounding. This could also be applied to healing, Would bring alot more immersion to the game as red and blue orbs makes me feel like I am playing Devil May Cry and not being a futuristic space ninja.

 

Ex. Teleports, Shurikens, Fireballs are all like Street Fighter Special attacks, but Avalanche, Blade Dash, Blade Storm and simliar powerful abilities are like Supers requiring a certian amount of super/energy bar.

 

Here's to hoping for positive feedback ^_-

Edited by Fatetaker
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Does that mean that you can spam 4 skills while there are enough enemies?

If one player uses a skill and everyone else follows up but everything is dead already the first player is the only one with energy?

Edited by catalyst22
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