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Plains of Eidolon: Facts & Fundamentals of Focus 2.0


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This makes me so sad. Everytime you talk about it, my heart sinks a lil more. It feels like you don't even play warframe, or understand how it works, even tho you make it. It feels like y'all had a vision, and are forcing it on folk who have invested alot of time, and in some cases money into your game. There would've been room for your new vision, and for warframe. But it feels more and more like you are casting warframe, and more importantly, long time players aside, in order to appeal to new ones. Many of us play warframe, because we love everything about it. We don't want another tedious open worlde game. The operators are slow and awful to use. You are taking things such as zenurik, that people have invested alot of time into, and created builds around, and are throwing all that in the bin. It feels like you don't respect or care about the players who have got you where you are. You feel so out of touch with many of us, and it makes me feel sad. It makes me feel stupid that I invested so much energy into warframe, when you just don't seem fussed about us players. This is just all so horrible. The fact you thought you'd do stuff like this, without a second thought, That y'all seemed shocked when people were upset. Ugh guys. Also, I just saw that ure giving the flippin soma prime away to anyone, so nice shiny new folk who start playing wf with PoE can have it on day one.  I used to love you guys, but this whole thing has changed how I see you all. I'm not mad with you, it's worse. I'm dissapointed in you. I wish you would read all the comments that people have left, as so many people have explained the many issues so well. But I feel even if you do, you won't take note. 

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This rework sounds quite good and interesting so far o/.

About channeling, i wish we could toggle it. Atm when i switch to melee i attack with left click, and channeling is on E. Maintaining E with all the other stuff you've to do, like sliding etc. isn't really practical.

Edited by Harestation
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Ok...

One final, epilogue before I buzz off for the weekend and try to ignore that *this* topic exists.
I think... I get it, kinda.
But If I do, it is rather ugly and a borderline insult towards the player base. 
You see, Warframe is really not streamable or watchable. Any player after a certain point, knows that you are not "seeing" the enemies you just know where they spawn and start making some rather extreme fast paced Parkour U turns that turn everything into blurry mess.
You also know how much of Loki, Ivara and Ash streams you can watch.
Or Ember, or Saryn or any of the DPS frames that just enters a rhythm and keeps going until it is time to evacuate.
Or guys like Limbo, Frost and Nidus that just turn part o the map in "my place" and you simply can't move them out of there.

Yes, legit this is boring "to watch". Snippets of it are cool. Some random "lulz" moments as well like this gif : rTmGAyp.gif

But in general? You would move too fast, on semi automated mode while repeating motions in order to cause havoc.

I am also attaching a example of that from DKDiamantes : 



Yes, this is interesting for me because he is talking over some mechanics and builds. But watching this on stream?
And the crowd goes mild. (btw no offence if he does Stream, it is just not something engaging) 

The "new focus system" - yes it would be streamable. A lot slower, with time for the streamer to explain stuff and some "luls" moments.
Make no mistake, fellow tenno - I respect the streamer's job, and I am following quite few, but Warframe is meant to be played and experienced.

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4 hours ago, tnccs215 said:

ve given some more thought into this. 

Frankly, in anything that doesn't regard combat exclusively operator oriented... I think it's gonna flop. Massively

And by flop, I mean "the only thing that will ever matter ever will still be the" residues"

The very basics why? Simple: there is no point in using operator powers when our frames are already pretty much self sufficient in their own way. Specially if using operators require a clunky change (like it currently does) and adaptation to new, but redundant powers. 

To illustrate, I'm gonna take some examples from Rebecca's very own, and paint what I think is a more accurate portrayal:

Naramon

Your Banshee is under heavy Corpus fire - a barrage of Supra projectiles are coming toward you. As a Naramon Tenno, you engage *record screeching* on your 1, stunning them, and proceed to gun them down. Alternatively, you simply gun them down. Alternatively, you die, because banshee is made of wet tissue paper against corpus. 

Why would you change to your Tenno mode, when you have an instantaneous CC ability as your one? To have more CC? There's no point, when it takes longer to get it. To evade the deadly Supra bullets? Perhaps, but if banshee is wet tissue paper, a young Tenno is a burned piece of paper held together by a bit of spit. Too much hassle for little to no gain - or even, point. 

Zenurik 

Mesa is going to work, protecting your defense point from hordes of Grineer. Suddenly, your Frame runs out of energy! With no Energy Restores equipp- *record screeching* 

With no what

DE, with all due respect, but are we even playing the same game? There are only two ways someone isn't going to a mission without energy restores: 1)they are new, and are as far from learning about them as they are from learning about focus, or 2) they don't exist, because you removed them. 

Seriously, this might be a game, but we except some level of seriousness. 

Madurai

Loki—alone in the Plains—is doing as he pleases. He decides to play a bit of a trick on some Grineer Tusk units he detects nearby. By slipping into *screech* Invisibility, Loki gets into the enemy proximity and guns them down. Sure, he could have tried to get some extra damage, but with his ultra modded Soma prime against low level enemies, why bother? 

Vazarin

Your Rhino is strong, and together with the Saryn in your squad you're pummeling droves of enemies in a Survival mission. Time marches forth and so it goes, your body count climbing higher and higher. As you check out your HUD you see Saryn is taking heavy damage. With impeccable agility, yo-- *yet another screech* do nothing! Not immediately, because massive shifts on the space time continuum occurs, and three possibilities emerge:

1)while your brain received the information that your friendly Saryn is in trouble, she already healed herself by resorting to regenerative molt, life strike, or simple health restores! 

2)She dies! Because this is Warframe, and truth be told, there is no chance for any relevant "heavy damage" not to be fatal on the very short term! 

3)you actually don't do nothing, and do try to dash to her - but you can't, because she's jumping around like a rabbit on crack. Possibility one or two follow. 

------

That's it. I'm done with the sarcastic dramatizations, and apologize for sounding too negative. But the truth is... that's how I feel. 

I cannot see any realistic use for the operators that cannot be replaced or even overshadowed by many other general tools that are both more convenient and to whom we are already accostumed to. 

In many ways, this Focus rework is arguably worse than what we currently have - similar active powers, but now you aren't invincible while casting them. 

And we all know the use said powers have on the field. 

The only way I can think of Operators being used outside of their passives, on general gameplay, is if their powers are so utterly and ridiculously powerful there is no reason not to. And when the base frames are already powerful as hell, to make something even more powerful would forcefully wreck the game's already fragile equilibrium, possibly in a fatal way. So unless you want that, passives are all that's going to be useful. 

And you know what? That's fine. It really is. Don't waste energy and resources trying to make Operators actively relevant on the playing field beyond fighting Eidolons. We have enough tools at out disposal, and we are nearing saturation. We don't need more, we need to have the ones we already have refined. 

So... 

1)Accept residual powers as the only realistically useful powers for non-Eidolon gameplay

2)Focus on making Operator active powers balanced around Eidolon gameplay, and virtually irrelevant everywhere else - prevents resource wasting, and allows a better and more streamlined experience for their main purpose: to fight Eidola.

Seriously. You are wasting too much energy trying to make something no one wants. We appreciate your will power, but to keep insisting beyond reason isn't applaudable. It's... Foolish. 

More additions to my opinion of this. 

Edited by tnccs215
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4 hours ago, [DE]Rebecca said:

Dev Workshop: Facts & Fundamentals of Focus 2.0

Honorable Tenno,

Focus means Spoilers - read no further if you haven't completed The Second Dream!

 

It's been almost two years since we released the first version of Focus. Focus comes as a system unlocked upon completion of 'The Second Dream'. After answering a series of questions from The Lotus, you (the Operator) chose a Focus school and began your journey through a series of Passives that you needed to unlock all the while earning the Focus points to do so. Then came The War Within, where your Operator became playable with a few abilities meant mainly to help you earn Kuva and participate in Quests.

 

The core purpose of this rework is to shift the goals of the Focus system, from supplementing Warframes towards making your Operator more combat-ready. This means that there will be more of a balance between Passives and Actives under Focus 2.0.

Let's start with some very important facts about all your accrued Focus Points and installed Lenses:

 

  1. All installed Lenses have been removed and returned to your inventory. You should give yourself time to study the new system before you reinstall them.
  2. All spent Focus Points have been returned so you can respec your skill trees.
  3. There are Focus Lenses (1.25% Affinity Conversion), Greater Focus Lenses (1.75% Affinity Conversion), and now (name not final) Eidolon/Ostron Lenses (2.25% Affinity Conversion) Blueprints for this last category—requiring multiple Greater Lenses to craft—will be awarded through the Plains of Eidolon Bounty System.


Now we shall talk Passives, Residuals, and Actives.

Actives in their current form on the public build are at the behest of a 100 HP pool for the Operator. The Active and Passive Focus paths in Focus 2.0 aim to increase your Operator’s survivability and to give you the option to approach combat with added Operator support and armaments. Only a few encounters will necessitate this and as the game and feedback grows we will develop accordingly.  

 

As far as the Focus Schools themselves, we have clearcut the trees of the old system and are rebuilding entirely new ability paths. We are also including cross-Focus nodes you can unlock within different trees!

 

Many benefits of the new Focus trees are linked to the activation of the Operator or Operator Abilities (Void Dash, Void Blast, Void Mode).

 

If you remember anything from this point on, remember this: everything is subject to change!

A case study for each school will follow, and each will offer a partial example of what's to come. This will not be a node-by-node breakdown as it may change too much between now and release. What this shows you is a single possibility - what you end up doing will depend on what you discover as you read the node changes on release.
 

Naramon:

 

We will go over an example of a new Naramon combat scenario:

Your Banshee is under heavy Corpus fire - a barrage of Supra projectiles are coming toward you. As a Naramon Tenno, you engage Transference and enter Operator Mode and Void Blast an enemy with a Disarming Blast. Your beam has a high chance to disarm all enemies unlucky enough to be caught in its path! You return to your Warframe and make quick work of the now weaponless enemies.

Next, take a look at what we're calling the 'Residual' nodes of Focus 2.0:

 

  • Residual Starting Node: Affinity Spike. A Residual effect that grants you more affinity on Melee Kills. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.
  • Residual: Melee Damage: A Residual effect that grants you up to 50% more damage on Melee Kills. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.


 

Zenurik:

 

Firstly - 'What about Energy Overflow'? On the public build Energy Overflow worked passively for a single player, and we are experimenting with an active, more powerful party-wide buff. Focus 2.0 currently has a placeable party-wide energy buff in Zenurik that stacks with other Zenurik users - think of it like an area-of-effect energy restore consumable that Void Dashing can create. We will follow up in the Update notes about other areas of Energy gain.
 

We will go over an example of a new Zenurik combat scenario:

 

Your Mesa is going to work, protecting your defense point from hordes of Grineer. Suddenly, your Frame runs out of energy! With no Energy Restores equipped you quickly switch to your Operator and Void Dash onto your objective.This creates a bubble where you land in which you and your teammates can charge up quickly to 'Make some Peace'.

 

Next, take a look at what we're calling the 'Residual' nodes of Focus 2.0:

  • Residual Starting Node: Energy Pulse. A Residual effect that grants you a radial energy pickup effect for teammates. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.
  • Residual: Channeling Efficiency: A Residual effect that grants you up to 50% more Channeling Efficiency on Melee. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.

 

Unairu:

 

We will go over an example of a new Unairu combat scenario:

 

Your Atlas is rocking out on a mobile defense mission, when suddenly you a nasty Nox comes your way! Switching to your Operator, you Void Dash through the enemy, sundering some of his armor and crippling his damage output. You remain in Void Mode near your teammates to grant them invisibility as they deal with the enemy from the safety of the shadows.

 

Next, take a look at what we're calling the 'Residual' nodes of Focus 2.0:

 

  • Residual Starting Node: Mirror Flare. A Residual effect that Reflects damage back at attackers. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.
  • Residual: Armor Buff: A Residual effect that grants an Armor increase for Warframes and Operators. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.

 

Madurai:

 

We will go over an example of a new Madurai combat scenario:

 

Loki—alone in the Plains—is doing as he pleases. He decides to play a bit of a trick on some Grineer Tusk units he detects nearby. By slipping into Transference his operator cloaks himself ; each second spent cloaked significantly increases the damage of the next attack. After enough sneaking, the Operator fires and the Grineer are no more.

 

Next, take a look at what we're calling the 'Residual' nodes of Focus 2.0:

 

  • Residual Starting Node: Phoenix Talons. A Residual effect that grants you an increased Physical Damage. Once you activate the Operator for the first time(i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.
  • Residual: Phoenix Spirit: A Residual effect that grants you increased Elemental Damage. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.

 

Vazarin:

 

We will go over an example of a new Vazarin combat scenario:


Your Rhino is strong, and together with the Saryn in your squad you're pummeling droves of enemies in a Survival mission. Time marches forth and so it goes, your body count climbing higher and higher. As you check out your HUD you see Saryn is taking heavy damage. With impeccable agility, you begin Transference and Void Dash through her to grant complete immunity to damage for a limited time. When you return to your Rhino, you Stomp, and the killing continues. So it goes.
 

Next, take a look at what we're calling the 'Residual' nodes of Focus 2.0:

 

  • Residual Starting Node: Mending Unity. A Residual effect that grants you an increased Affinity Radius. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.
  • Residual: Mending Soul: A Residual effect that grants you instant Revives for your allies. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.


 

Cross-Focus Unlocks

For players who delve deep into their focus trees, two passive nodes from each tree can be made “universal” once maxed! For a substantial Focus cost, these passives become available regardless of the school you are using. One can only truly “complete” a Focus tree by exploring all 5 of the Tenno ways!

 

But there is also NEW - all the above examples don't include the coming Weaponry and Arcane-like Enhancements your Operators are getting when they become true 'Eidolon Hunters'.

Thank you for reading almost 4 pages - if you made it this far I salute you!

Cheers.


There are brand new things coming. We will cover these in detail in the Update notes - the suspense continues!

Bravo!

This sort of answered or assumably answered the questions I was saving for the next DEV stream. But in case I'm just too excited to notice. I will ask.

With the whole combat mode thing, let's say you jump into a public night game then the group just happens to all be using the same focus school.

1) How well will an Eidolon be killed? As opposed to all tenno having all schools or at least two different? 

 (a). Because killing it with strategy would be much more satisfying than just jumping out of suit and back in?

2) Or wasn't that really looked at? As in as long as you are in combat mode you can weaken and kill it?

 (@) e.g kuva hunting ways?

3) With 5 focus schools why only 4 lenses can be used at once? One would think a carrier or its weapon would take up one...to allow tenno a chance to gather for all 5 focus school points?

p.s would still like to hear how Dev Stream would respond 

Yours Truly 

Tenno of all Frames

 

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I'll keep an open mind for now, as for all we know, the new operators might be fast, strong, have high HP and mobility now... I sure hope they do , cause if it's the same bunch of squishy, slow, unable to climb pathetic creatures that get oneshotted by anything even in the starchart and constantly run out of energy after casting their abilities for a second, I'm sure as hell won't be using them.

As for the new focus and passives, some of them seem cool, but most of them seem awfully situational and underwhelming... Like turning Zenurik into what's essentially a "Free" version of an energy pad you don't have to build, or giving situational healing and odd buffs that might or might not be worth it to force people to constantly switch from warframe to operator.

Still think you should have kept the old Zenurik Passives, the old Naramon passives, that the Madurai passives were pretty cool since you could increase specific damage types, that unaru would have been awesome by simply changing "turning enemies into stone when being hit by enemies with melle to when hitting enemies with melee"... And Vasarin would have been easy to fix with innate health regen and other similar buffs for you and your team... No need to throw what worked in the garbage bin... Especially now that you are talking about being able to grab nodes from other focus schools once you max them out.

Edited by (PS4)Stealth_Cobra
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10 minutes ago, GaleWeaver said:

👏 Nobody 👏 wants 👏 to 👏 use 👏 the 👏 operator 👏 It 👏 Was 👏 stupid 👏 in 👏 TWW 👏 and 👏 it 👏 still 👏 is👏

You do realize that’s your own opinion right? I personally love Operator mode and is glad DE is giving it more love. 

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Just now, xXDeadsinxX said:

You do realize that’s your own opinion right? I personally love Operator mode and is glad DE is giving it more love. 

Indeed, I never like having others state their own opinion in that manner as I really don't like having people try to speak for me. Conceptually I like the Operator and the potential they bring to the setting for story and gameplay, the problem is how little of that potential is currently being used.

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4 minutes ago, xXDeadsinxX said:

You do realize that’s your own opinion right? I personally love Operator mode and is glad DE is giving it more love. 

And will you realistically put it to use? 

Seriously, think about it. Imagine that focus is all the same. But instead of the active powers being activated by an invincible emo kid, they are activated by a very fragile emo kid. 

Would you use them more simply because of that? 

The issue isn't Operators themselves, but how DE insists on incorporating them on the general, vanilla gameplay - which is already saturated with resources as it is. 

DE can perfectly try to implement operators, yes - but on the environment build for them, Eidola fights. Not the one that not only is already well established, said establishment enough issues as it is - no need to add more. 

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3 hours ago, phoenix1992 said:


Which in my opinion and experience fits Warframe gameplay as much as a Vegan on BBQ night.

Exactly.  I can see it right now.

Imagine you're a Loki and you come up to a group a enemies.  You think "This is a prefect chance for me to go into operator mode and activate this power..." and WHOOSHHHHHH  The rest of the team has ran past you, killed everything you were looking at, and is now 50m up the hallways while you're still crawling around in operator mode."

 

All of those fancy strategies sound so-so, but no one is going to do them.  They take too long.  They generally need synergy with a teammate that isn't going to stand around while you spend 20 seconds in operator mode.  No one is going to do it.  Operator mode sucks and until DE fixes it, everyone is going to hate this.

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@[DE]Rebecca thanks for the effort and the attempt to give some information, i'm just sorry the development team sent you out to be slaughtered because everything you mentioned is definitely disappointing for reasons that have been beaten to cosmic dust at least 25 times in this thread...

Just for love of the lotus trash the operator out of the airlock, it's clunky, bugged and severely dissatisfiing to play, it ruined the ending of harrow's quest and led me to forsaking MR 24 to avoid breaking something or suffering an aneurism

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@xXDeadsinxX additionally...

Yes, it is their opinion.  Thing is, not only does it value as much as yours, it is also shared by a lot of people. 

Me included, partially. I don't hate the concept of operators, but, reiterating,  I hate how they are trying to cram it onto the general game mode - which really does not need more systems crammed onto it. 

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4 minutes ago, Archeyef said:

That sounds... less than ideal.

It's not too bad IIRC. 

Not on concept. I'm more bothered with the very existence of energy orbs, and their condition as a Rng drop - but that's a whole other can of worms. 

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4 hours ago, [DE]Rebecca said:

Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.

Wait, does this mean that Transference is locked behind a cooldown, in the same way that active Focus powers are currently? If not, then doesn't that mean players can simply call out their operator as soon as the mission starts, instantly gaining access to these Residuals? In that case, wouldn't it make more sense for them to simply be in effect at all times, and not require the arbitrary extra button press?

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Just now, tnccs215 said:

It's not too bad IIRC. 

Not on concept. I'm more bothered with the very existence of energy orbs, and their condition as a Rng drop - but that's a whole other can of worms. 

It certainly could be worse, don't get me wrong. It's just not really the path I would've gone. And indeed, may end up being the path I don't take. Depends on what else that tree has to offer.

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1 minute ago, tnccs215 said:

@xXDeadsinxX additionally...

Yes, it is their opinion.  Thing is, not only does it value as much as yours, it is also shared by a lot of people. 

Me included, partially. I don't hate the concept of operators, but, reiterating,  I hate how they are trying to cram it onto the general game mode - which really does not need more systems crammed onto it. 

so what? you want it to go the way of archwing and be almost unplayed because it doesn't benefit standard gameplay and is essential its own thing? (tho, we're FINALLY getting a decent use for aw with PoE, thank the devs!) time and time again its been shown that if it doesn't add directly to the standard gameplay, a lot of players ignore the fact that it even exists, simply because they have no reason to touch it.

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tbh, I love the path that DE was taking with everything in the game for years. Every decision you make was a good decision to me. Seriously, I love you guys.

But making Operator abilities so situational seems like a mistake for me. Why turn something that every single player loves and uses into a situational-never using ability?

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3 minutes ago, DreamsmithJane said:

Wait, does this mean that Transference is locked behind a cooldown, in the same way that active Focus powers are currently? If not, then doesn't that mean players can simply call out their operator as soon as the mission starts, instantly gaining access to these Residuals? In that case, wouldn't it make more sense for them to simply be in effect at all times, and not require the arbitrary extra button press?

I was wondering something in the same vein. It sounds like these would ideally just be always on passives. Additionally, I like Appollyon's earlier suggestion for void dash to take the place of rolling as currently operators don't have an equivalent.

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Just now, NightBlitz said:

so what? you want it to go the way of archwing and be almost unplayed because it doesn't benefit standard gameplay and is essential its own thing? (tho, we're FINALLY getting a decent use for aw with PoE, thank the devs!) time and time again its been shown that if it doesn't add directly to the standard gameplay, a lot of players ignore the fact that it even exists, simply because they have no reason to touch it.

Eh... 

It's already Archwing. 

Now they can either force it on everything, while still making it redundant and pointless with all we have already available, or make it their own thing - and unlike Archwing, actually making it fun. 

People don't play Archwing because it's "separate". They don't play it because it's atrocious, and utterly devoid of content. 

Not simply because it's separate. 

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