![]() They should dramatically affect how you approach the fight. Speaking of which, quirks shouldn't just trigger specific voice lines. This adds incentive to use weaknesses and quirks to your advantage. ![]() you all other players may die from collateral damage but your Lich wants YOU dead) So in this hypothetical situation, how would one fail a fight? Simple: But wait, you can't currently fail a Lich fight in Warframe. Sure you could slog through Lich fights the old fashioned way, but you run the risk of failing the fight. Quirks should be exploitable, have significant gameplay impact, and feel necessary to get your Lich on the defensive and finish them off quickly and with finality. You should feel the need to analyze your Lich's stats so that you must take advantage of their weaknesses and avoid clashing against their strengths.įurthermore, quirks are where Liches could really shine. Knowing this, resistances should have more weight. The worst part about this system is that at higher MRs, you can completely ignore resistances until your Lich is level 4-5. Damage resistances are already a step in the right direction but are currently little more than a quick loadout check. So that leaves us with something we can improve - gameplay diversity. That's just how it is when your budget is spread so thin across a massive game like Warframe. But they will repeat the same tired jokes and bland drudgery until you want to want to want to drive your fist straight through their rotten gobs. They may have cool (but limited) designs. These Liches won't become your best mate or worst enemy by their character traits alone. The Lich system is never going to be able to offer Liches with unique personalities. So why even bring it up? I think it's important to understand what the Lich system can't do so we can focus on what it can. That's just part of the deal with F2P games. DE needs to focus on entertaining gameplay loops to continue making money. Warframe was never intended to have a diverse personality system for its Liches and it never will. Point is, ain't nobody got time for that, especially not DE. In order for DE to breath the same level of personality and life into each Lich, they would need years and years to record voice lines and perfect the generation engine. And these legendary Uruks? They were a challenge - a concept Warframe has been struggling with for the past few years. They ranged from being immune to certain sources of damage to being deathly afraid of beasts (sound familiar?) Uruks could range from being a lazy, pushover to a Legendary Turk Slayer, capable of lopping off your head in a single swipe. ![]() They were well defined and often tied into their personalities. Gameplay - Each Uruk had its own strengths and weaknesses. It was a fun take on character building that few other games had attempted at the time. Additionally, the ways Uruks reacted to your encounters and "remembered" things about your battles made you feel like you were building a complex (albeit unhealthy & abusive) relationship. This diversified Uruks in two key ways.Ĭharacter - Each Uruk's voice clips and character quirks were usually entertaining and pertained directly to their quirk, some moreso than others. Shadow of Mordor/War's nemesis system utilizes a randomly generated selection of character traits so that no two Uruks are the same. If you want an explanation, you can read above to see my train of thought. If you don't feel like reading, skip to the TLDR in each section and peruse my main points. Lastly, this is intended as an essay of sorts. I may talk about the Lich system's positives in another post but if I can be honest, that post would be significantly shorter. I've done my time and while I have enjoyed some aspects of the Lich system, this post is intended to be critical. That said, I'd like to use this post as an opportunity to compare and constrast SoW with Warframe on these three main points, each of which factored into the fun I experienced in SoW:įor each category, I'll discuss how Shadow of War did it well, and how DE can use its example to improve Warframe.Īs background, I've obtained every possible weapon the Kuva Lich system has to offer and 4 out of 7 of its ephemeras. After playing Shadow of War again after some time away, I feel I can better express what makes its nemesis system so damn satisfying. But the point here isn't to highlight a small change/fix, but rather, to propose a complete rework of the Kuva Lich system into something that's inherently fun for the players.įirst, it's important to highlight what makes a nemesis system fun. If it does, just let me know and I'll move it. I don't think this belongs in the Kuva Lich megathread.
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