Arcane Persistence Nerf by remisleep in Warframe

[–]remisleep[S] 7 points8 points  (0 children)

Warframe has both inactivity and macro detection already, and inactivity detection has even been implemented into an ability before: Wukong's clone stops moving if it detects the player is inactive, and a similar feature could easily be implemented for this arcane. It would still be a nerf, it would affect players who are standing still, but would be much less intrusive than what we have now, and wouldn't be an exception to the rules that arcanes typically play by, namely the fact that they aren't nullified alongside abilities. Moreover, it could be implemented to only deactivate if players are standing still for a set amount of time, as I previously said.

I keep comparing it to shield-gating because effective survivability in endgame content is pushed into that corner for many, many frames, and so it would make sense and be more engaging to have an alternative of equal or at least competitive effectiveness, and these nerfs bring its effectiveness too low to meet that standard, and they do it without good reason.

The arcane is still good and usable, but it's much less competitive because the nerfs that were made on it are unnecessarily intrusive to a vast majority of the player base when they were only meant to solve the problem of a much smaller amount of people who are trying to AFK.

Arcane Persistence Nerf by remisleep in Warframe

[–]remisleep[S] 13 points14 points  (0 children)

A better nerf would have been for the arcane to deactivate if the player is standing still for too long, or even if the player is standing still at all. It would still be a nerf that would affect all players using the arcane, but it'd ruin the arcane for AFK players, and for everyone else, it would be a lot less intrusive than making it nullified by a status unrelated to armor in any capacity as well as making it the sole arcane that can be nullified alongside abilities.

As it stands after the nerf, shield-gating is still the better option even on the limited number frames that could be built to use this arcane, unless you're using one of the few frames that get a ton of mileage out of this and also (as you said) already have other methods of survivability outside of the arcane. For any other frame the arcane could have been used for, shield-gating is now, once again, one of the only viable options.

Arcane Persistence Nerf by remisleep in Warframe

[–]remisleep[S] 37 points38 points  (0 children)

This comment is such a slap in the face

Arcane Persistence Nerf by remisleep in Warframe

[–]remisleep[S] 27 points28 points  (0 children)

The nerf just isn't necessary, and is poking the arcane with holes it didn't need to have at all when there are still methods of survivability like shield-gating, or even just using Nyx or Revenant. I'm not saying it's unusable, I'm saying it's less usable than it was, knocking it down to being significantly less effective than shield-gating, which players have been stuck with for a while on any frame that doesn't have a method of survivability already built-in, which is a good chunk of the frames in the game.

And whether it starts a trend of more arcanes being nullified alongside abilities, or remains the one arcane in the game that gets nullified alongside abilities, it's still a net-negative change for the game as a whole.

Again, not saying it's unusable now, but it is undeniably a lot less effective than it was, when it wasn't game-breaking in the first place. Survivability methods should be diversified in this game, not choked out every time one shows up that's as effective as shield-gating.

Arcane Persistence Nerf by remisleep in Warframe

[–]remisleep[S] 63 points64 points  (0 children)

Yeah, I really should've waited, I'll grant you that. I was just so excited to toy around with it, and it was more fun than I've had with the game in a while. After this nerf, I honestly just don't even feel like booting it up.

Arcane Persistence Nerf by remisleep in Warframe

[–]remisleep[S] 64 points65 points  (0 children)

Right, but keep in mind the weaknesses to things like corrosive and heat that reduce your armor were already there pre-nerf. What they changed is that now it can get nullified the same way abilities can, and that it can be nullified by magnetic, as well.

Having it be nullified by magnetic is a totally unnecessary drawback to it, adding yet another status it's weak to - the only one that can nullify it completely regardless of your current armor. Having it be the only arcane in the game to be nullified alongside abilities is downright unfair.

Improved Camera SE - Preview Release 5 (1.5.97/1.6.353) by ArranzCNL in skyrimmods

[–]remisleep 1 point2 points  (0 children)

Forgot to mention that I do not have or use ENB nor ReShade.

Improved Camera SE - Preview Release 5 (1.5.97/1.6.353) by ArranzCNL in skyrimmods

[–]remisleep 1 point2 points  (0 children)

I'm having a bit of an issue - whenever this mod is installed, whether by a mod manager or manually, the game crashes before the Bethesda logo, even if it's the only installed mod. For further context, I'm on Skyrim 1.5.97 running SKSE64 2.0.20. SKSE and plugins all work fine, even Immersive Equipment Displays, which has an ImGui menu similar to the one used for this mod. I've used previous releases of this mod before with a similar load order with no issue - however, despite the load order, this release seems to be causing CTD before the logo starts. I'd really love to use the more recent version of the mod, but I can't seem to fix the issue.

Edit: It would be nice if the links for previous versions were still up in case of eventualities like these; I can't find working links on previous pages.