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Raid


Doom_Bunny
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The problem I see with raids is that it doesn't deviate enough from the usual linear sandbox missions.

 

To explain this imagine regular missions, without the mod system. That would seem like just another game; can't change stats, guns probably are drop, and you must survive on drops alone. Now come back to warframe you have this mod system where; mods compensate for drops, you can play how you want with what you want, and guns are more easily obtained. To try and compensate for this change DE has added multiple game modes which may prove varying difficulties for your build. However as you get more mods, become stronger, and continue to repeat these missions. They just become sort of a sandbox for you to test your lastest modded creation. Not really proving any difficulty but still fun to mess with.

 

Now back to raids we see greater enemies which prove some difficulty but the mission doesn't push our modding capabilities. Where is the part where I need a rusher or volt rusher? Where can a tank draw enemeis? Where is a stealth player needed? These sort of things are constantly happening (besides rushing, that's just if you want to finish in 10min(ish)) but aren't really needed. As soon as you are able to spam a certain ablity the sandbox just gets wiped clean inculding the raid sandbox. For example Vauban spamming bastille could clear a raid almost solo.

 

So the problem is the same as usual. There is spam in the sandbox.

 

What can I say about solutions that hasn't already been said.

 

A fix for some aspects of the mod system so that there isn't a great and powerful mod for everything or just isn't a mod for it at all. Of course that would put the game in state of constant change while enemeis, mods, and drops are reconfigured constantly as players test. (Show you why it's still beta)

Continue the idea of escalation until spamming becomes the only viable way.

We could even have the mission require certain builds however that takes away from the 'play how you want' aspect.

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