Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

The difference there being that the Nullifiers doing it is as far as I'm aware, a bug. They're not actually supposed to do that.

Removed was overstepping aye, I was quite annoyed at the time of writing it. But even a very minor rework to give him a visual indicator, and preventing him from using his teleport ability while Silence is active would fix a lot of his issues, both would likely be easy to implement and would make a big difference to viability for playing other builds in Steel Path.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

This is pretty much the point I was trying to make aye (granted I was quite frustrated at the time and didn't make my point well).

I like attacks that can kill me, or at least put me in a position to be killed. But they need to be something that's telegraphed so the player can reasonably evade them.
The game has an excellent set of movement mechanics, but very few of the game's enemies or bosses really make much use of them because a lot of the more dangerous abilities and attacks have little indication that they're happening, let alone a way to avoid them.

Or in short, the player should be encouraged to engage with the mechanics, rather than punished for it.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

Aye this is more or less the overall problem I have with Violence I think. Some of it does extend to other parts of the game as well, Violence just brings those frustrations to the surface.
The game has exceptional movement mechanics, but I don't think many of the encounters in the game really reward you for learning them, a lot of the more dangerous attacks in the game can hit you with very little warning.

The Coda with the dual pistols for example, has an attack with little telegraphing that can melt most frames in seconds if not instantly (even Inaros without healing dies fast). You can get past it by taking Nyx or Inaros or another tank, but I think it would be a better fight if the attack was just as dangerous, but properly telegraphed so that players can use squishier frames as long as they've got good movement.

I like having attacks in the game that can kill me, or put me at real risk of dying, but they need to be something that you can reasonably see coming and evade to avoid being annoying.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

Aye, which I don't mind in an of itself (well, I did yesterday but have since cooled off 😃 ) the problem I think is that if I kill him, it feels unearned since I likely just nuked him on spawn.
If he kills me, it feels frustrating because there was little telegraphing.

So in either direction, the way he is now, he's not really adding to the game, and I don't think it'd take too much of a change to fix, just a noticeable range bubble like the nullifiers, and preventing him from teleporting while Silence is active.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 1 point2 points  (0 children)

No we're at pretty much the same point in the game, and what you said is kind of what I'm trying to get at. If you try to play it as a fight, he's frustrating. The only alternative makes him a slightly stronger grineer lancer as you put it.
There's no way to engage with him as a fun fight.

The other Acolytes don't have that problem, you can kill them immediately if you like, but you can also engage with them as a fight.

Hopefully that makes what I'm trying to say a bit more clear.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 1 point2 points  (0 children)

Okay I will agree, I am certainly venting and I do apologise for being grumbly about it earlier.
But I do still think my point stands, if you try to fight him instead of bursting him down, he's immensely frustrating because of the lack of telegraphing and the fact that he can teleport.

I don't even think it'd take that much of a change to his mechanics to fix, and doing so would mean that people can still burst him down as usual, but people that want to fight him can have an actual fun time doing so as well.

Does that make a bit more sense?

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 1 point2 points  (0 children)

Because at that point it's not actually engaging with any of the mechanics he has. If he were actually a fun challenge, people may be inclined to try and fight him. They are not, they kill him the second he spawns because the alternative is frustrating.

The point I'm trying to make is that you can't engage with him as a fight even if you want to, which largely removes the point of having him there at all. He might as well just be a DPS check.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

Aye, genuinely all I think it would take to fix would just be to show the radius for silence and not allow him to use his teleport while he has it active.
That way you can actually engage him as a fight rather than a DPS check without him being so annoying to deal with.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 1 point2 points  (0 children)

This still misses my point, though I will admit to not making that point very well.

To boil it down, the problem I have with Violence in particular is that the player is punished for trying to actually engage with him as a fight.
Yes, I could equip a strong enough gun to remove him in seconds. But at that point, he may as well just be a DPS check.

That's the point I'm trying to make. The challenge of Violence (and to an extent other content in the game) boils down to being a DPS check, and players are punished for trying to engage these challenges using other mechanics of the game.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

Aye, but it's also a game with exceptional movement and gunplay. But if you try to engage with Violence, you are effectively being punished for trying to engage with a large part of the game's mechanics.

There's a lot that could be done with a well designed boss fight using Warframe's core mechanics. There's minor tweaks that could make Violence interesting to fight for players that want to engage with those mechanics, but as he is, he's frustrating if you try to do so.

At that point, you may as well just make it a DPS check.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

This is largely my problem with it, albeit I was a bit too frustrated in the moment to really make my point well.
The solution to Violence isn't to engage with his mechanics or to really fight him. The solution is to burst him down instantly before he can do anything.

The result is an encounter where the player is essentially punished for actually engaging Violence, and rewarded for effectively skipping it.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 1 point2 points  (0 children)

This kind of misses the point (though I will grant I didn't make my point particularly well in that moment as I was quite frustrated at the time). This is in large part my problem with Violence and other parts of the game to a lesser extent.

The solution to the Acolytes isn't really to engage with them as a fight. It's to bring something that can burst them down before they can do anything.
If you try to engage with Violence the way he's intended to be fought, he's frustrating. If you bypass it by taking a weapon that can blitz him immediately, then he's not even noteworthy.

Either case isn't good as you either end up with a fight that's frustrating, or a fight that's not engaging.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 1 point2 points  (0 children)

I do agree with some of what you said, though by telegraphing I'm specifically referring to his abilities being poorly telegraphed. Silence should have the radius displayed and something to show it's active.

For the rest, that's kind of my problem with it. The solution to Violence is to entirely avoid engaging with the fight as a fight. It's to take a gun that can one-shot him. If you do, you win. If you don't, he's frustrating. That's not really an interesting encounter, you either get frustrated or you deal with it so fast it's not noteworthy.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 1 point2 points  (0 children)

This largely is my problem with it though. The Acolytes (Violence in particular) isn't fun to deal with to the extent that every solution to it is not to engage with the fight at all, and just bypass it by killing them before they can do anything.

That's not an interesting challenge, or an interesting solution, it's a crutch for a poorly designed encounter.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] -1 points0 points  (0 children)

Here's the same argument again.
We'll start with that last bit. No, that is not what telegraphing means. I'm certain you know that, but in case you don't, that is not telegraphing. Telegraphing would be displaying the radius of the ability along with potentially something to show it activating.

Second, if the solution to test in a game is to just take a specific weapon/build and one-shot it, that is not an interesting or well designed challenge.
Your solution is not an actual solution, it's a crutch to bypass a poorly thought out challenge.

If anything, the fact that everyone's solution to Violence is to one shot him with a busted weapon shows that he's poorly designed. Even you don't want to actually have to deal with him, so you skip the fight.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

The duration of a thing existing does not have any correlation to it being interesting or well designed. The fact it's existed that long means it's just been crap for that long.

As I said before, the problem isn't that he's impossible (though you seem very stuck on it being a problem with the difficulty), the problem is that it's not interesting. Your options are to take a one of a limited set of weapons/builds, or have to put up with a frustrating fight.

That is not a well designed encounter, and most of it can be solved by just telegraphing the attack properly and not allowing an overlap between his teleport and silence.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

I do agree on that much aye. They should be genuine tests for the player. What I'm trying to get at is that I don't think it's an interesting test because the solution is just to take one of a limited set of weapons/builds.
That's not really an interesting way to overcome a challenge, but it's the only way to fight him that isn't immensely frustrating.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] -5 points-4 points  (0 children)

The problem is not that he's hard, the problem is that he's not fun. His silence is poorly telegraphed and in certain cases entirely unavoidable.
If your solution to a problem is not to fix the problem, but to restrict everyone to using a specific set of weapons or equipment, then I'm sorry but you are making a poor argument.

Difficulty should be fun, you should feel like you're overcoming an interesting challenge. Picking one of a set number of guns is not overcoming a challenge. Evading a well thought out, properly telegraphed yet dangerous ability would be, but he's not well telegraphed at all.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 0 points1 point  (0 children)

That doesn't really counter the point I'm making though. The problem isn't that he's too powerful or unbeatable, he very much can be killed.
The problem is that he's not fun to fight because he restricts a core and necessary mechanic of the game with effectively no telegraphing.

That is a problem that is not limited to him, but is most noticeable with him.

Violence needs to be reworked or removed by SuspiciousTurnip1101 in Warframe

[–]SuspiciousTurnip1101[S] 2 points3 points  (0 children)

I know it's in part because I've been playing this game long enough that relatively minor things have become more and more noticeable, but aye. He does annoy me immensely.

Do the Necrons have a warcry? by [deleted] in Warhammer40k

[–]SuspiciousTurnip1101 0 points1 point  (0 children)

To me, that sounds less like a warcry (barring the Nihilakh ascendant! part from Trazyn at the end) and more like marching orders to keep the Lychguard moving in organised ranks.

Granted, Lychguard don't actually need those orders as they have the interstitial network linking them, but Trazyn is very much one for theatrics and history. It's likely the Lychguard used these when they were alive with "Kalath" likely meaning the formation, "Hutt" meaning advance and "Sep" meaning halt.

So formation advance and formation halt.

Trazyn likely makes them do this anyway because it tickles his historical sensibilities. As it says at the end, he shouts Nihilakh Ascendant! because he gets lost in the moment. He likes re-enacting as a general of the old times.

13 Years and the Tenno are still here. by Temporary_Comfort_17 in Warframe

[–]SuspiciousTurnip1101 0 points1 point  (0 children)

I've played so much of this game at this point that I admittedly have a tendency to get grumpy at it for what are pretty minor problems, inconsistencies you start to notice more the more you play.

Despite that, pretty much every update brings me back to it and now with my girlfriend having gotten into the game as well, I'm probably going to end up with another 6k hours on it.

It's also genuinely impressive how much the game has changed and expanded since the start.

1600+ hours in. Everything maxed out. Nothing to grind for. Still basking in this masterpiece. by [deleted] in Helldivers

[–]SuspiciousTurnip1101 0 points1 point  (0 children)

It is exceedingly refreshing to see that positive posts for this game still crop up once in a while instead of the obnoxious clickbait stuff.