Ronyn Posted January 15, 2013 Share Posted January 15, 2013 (edited) Sup yall. I love me some warframe! Now that i have said that lets get into feedback and attempts to improve it The game plays too fundementally different from early, to mid, to late game. I belive this is the cause of a lot of the often debated view points on common issues. This is easily illistrated by two big issues that I will list below. Warframe Uniqueness. This is a very common topic around here. Some will say that the frames need to feel more different from each other through stats and passives while some will say that the powers and looks are enough. Some say powers should be switched to a cooldown sytem some say we just need better energy collection and retention. I don't want to get too deep into what is the right or wrong way to solve that issue in this thread. Instead I will point out something that will improve the situation using the existing tools and features of the game. Specifically power usage. Early game you barely get to use your powers. You spend 90 percent of the level shooting and hacking. The frames feel too similar. Mid game you hit a sweet spot where everyones powers are coming into play. Rhino has his iron skin up a lot so he feels tanky. Loki has his invisibility up often so he feels sneaky. The frames feel unique. Late game you have so much energy you can use your lvl 4 "ultimate" power so often its almost repeatedly. Since every ultimate is some sort of AOE to various degrees of room of clearing power... The frames feel too similar once again. Solution. We need to extend that "mid game" sweet spot feeling, where powers come into play often enough to differintiate the frames but not so often you can spam your lvl 4. The sweet spot needs to start almost right away and last forever. btw-the frames being able to use their powers also ties into other important functions like the feasibility of stealth or caster builds. Melee Effectiveness. There is a lot of talk about expanding melee combat in various ways. Combos, moves, etc... Again, I don't want to get too deep into what is the right or wrong way to solve that issue in this thread. Instead I will point out something that will improve the situation using the existing tools and features of the game. Specifcally damage output. Early game the melee attacks are a nice supplement to gunplay. When an enemy gets up close a solid sword swing comes in handy, when youre behind an enemy a good charge attack does great..etc. Though there is simply no contest as to what is more effective at dispatching enemies overall. Guns are by a large margin. So players who want to focus on melee are out of luck. Mid game the melee fans may have gotten lucky and found a few good melee damage mods for their frame. So now the melee weapons do enough damage that you can focus on it but you will still need to time charge attacks or perfect the distance of slide attacks to take enemies out. This is another sweet spot...or at least close to one depeding on the mods you have found. By end game if you have farmed and equiped melee mods you can turn your swings into devestating blows that will one shot most foes. NOW melee fans can truly enjoy themselves to some degree but it quickly devolves into easy mode since nothing more than mashing the button is required to kill most enemies. And those who are too tough to insta kill can be stuck in perma stun from mashing the button. btw-combos and sweet moves wont be very interesting if everything just dies from one hit anyway. Solution. The starting level of melee damage needs to be porportionally higher so that such an extreme focus on melee damage frame mods arent required to create a melee build. Obviously adressing these two things wont solve every issue in the game.lol But it would do a lot to send things in the right direction. Thank you all for reading. :) Edited January 15, 2013 by Ronyn Link to comment Share on other sites More sharing options...
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