I think if DE took another pass at what the different elemental status effects do (for example, if you stacked enough cold procs on an enemy they would freeze, and frozen enemies passively take a lot more damage), we would see an increase in the range of build types that are fun to use in high-level scenarios.Īt the moment, a well-modded gun completely overpowers the base game to an extent that playing those missions is completely unstimulating for a high-level player, but only a minority subset of weapons, even when well-modded, are enjoyable to use in Steel Path because they scale well, unless you really deep dive into Rivens for a chosen favored weapon.Įnemies are kind of dumb, but the spawn rate being pinned to an assumed 4-player party in Steel Path made that a lot less of an issue. I experience joy when I come across a weapon whose best polarization choices are not clear-cut. I forma a lot of guns 6 of the mod slots are already spoken for on most of the game's guns. The game really wants you to prioritize either raw damage output, armor stripping, or some combination of the two for dealing with high level enemies (or use slash to cheese stuff), so mods that boost damage output are king, when coupled with whatever else you need to include on your build to get heat and/or viral. My biggest technical issue is a general lack of variety in build possibilities, and I think a lot of that comes down to DE not taking full advantage of the good systems they've included in the game. Still, they’d receive backlash from a sizable part of the community. If DE could find ways to be more particular and strategic in standard gameplay, even with just bosses, that would be amazing. I know players who have welcomed mechanics that pull you out of DPS. Many aren’t interested in ‘strategy bosses’. ![]() Have to do specific aiming and throwing? Dodge jumps? Special moves or positioning? To the DPS player, these are just ‘slowdown gates’. ![]() If you can, it’s fun once, assuming you aren’t far over the barrier.Ģ: It’s ingrained this focus so deeply into the game that players react poorly to bosses or situations that do not focus on DPS. and though I have only played a couple rounds I think I'm gonna dig it.ġ: It’s focused so heavily on DPS that there is just a divide between those who can meet the required DPS and those who can’t. Some of my best early memories in the game was getting grouped with people my level and actually playing the game as intended. I didn't get to learn to use my frame abilities. I didn't get to learn the layouts or the fight mechanics. map after map was just a struggle to keep up with all the parkour and perhaps catch a glimpse of some MR20 vaporizing a whole room of baddies before speeding off. I didn't even know how to change it to solo. I think the biggest negative for me in the beginning was the high level party members obliterating all the level 5 mobs in every public group. with some stuff like the Nightwave missions if they do try to push you in a direction they offer a little in game guidance. There is a lot of unexplained stuff in the game, but at least the game doesn't try to pressure you into doing it. The game allows you to explore your own interests and not get railroaded into a typical progression. but I just didn't feel the need to get involved initially. it was clear to me that there was some interesting stuff going on here. as a new player I visited Cetus and poked around a little and then left for a week. ![]() but as a plus the game doesn't pressure you into trying to grind rep right off the bat. I've only been playing for 3 weeks, but I think my biggest complaint is just how much of the information is buried in the wiki. Ĭredit goes to /u/1st_transit_of_venus for the bot!
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