So I can't really tell what your line of thought was exactly, but from my perspective it looked pretty much like you literally retold what I had already stated and presented it as some counterarguement to me.
Actually, whatever. No matter how, but in the end we seem to agree on both Void Dash needing a rework and DE's presented rework of it being bad. So I don't think there's anything left for us to disagree on.
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How it is best reworked is a whole other topic. I've seen multiple suggestions to make it controllable like the Cloud Walker which is what I personally also lean toward. Maybe there are better options, feel free to suggest.
I don't really like current Void Dash, it was kind of a lazy way to traverse enviorments. Sure it's easy to use, but it's not very engaging as a mechanic, a good part of Warframe is the parkour, and dash kinda invalidates the thinking part of Parkouring.
The changes in my opinion are for the better, although we can't really say what it will play like until we actually get it. Although I did like how the new void dash maintains momentum after dashing, which has potential to have various outcomes depending on the initial inputs, however that's my speculation.
Of the shown Unairu abilities, I dont think I liked the one where you can transfer your Warframe to your Operator's position when the Operator "dies", considering Vazarin, Magus Husk, Magus Replenish, Magus Vigor... it will be a niche ability even if you just use the Vazarin Waybound.
Even if dash spamming was removed entirely the only effect it would have is Eidolon speedrunning (something only a small fraction of the playerbase does) and adding a few seconds to regular mission rushing. Meanwhile we'll be gaining the new interactions both with the ease of transferring back and forth plus all the other changes to the system.
But ultimately nobodies opinions on the change matters until we get to see the full scope of changes and how it'll impact the roll of Operators as a whole. Having a kneejerk reaction to one aspect of a whole system update is just silly.
We agree on the second part - but not the first. I don't see why it needs a rework. What is it so broken about it that it needs that level of change? I don't think I've ever seen complaints about it until DE said they were reworking it the other day, and I don't see any specific issues being brought up other than "it's clunky". But what part is so clunky - outside of the client-side Transference lag which is a separate issue that's being fixed? What "weird workaround" are you talking about? And just to be sure, I re-read everything you've posted in this thread and no you don't elaborate. Can you? Like I said, I don't experience any of the things you're talking about.
Even through the Derelict it's really quick, accurate, and reliable. Faster than I could do with parkour. And I haven't played more than an hour or two every two weeks recently, so I'm rusty! Yet still no issues in a pretty rough tileset.
Could any of this be improved? Yeah, sure, anything can be improved. But is this unusable for some reason? It's fine. More than that, it's good. I don't see why Void Dash is the devil all of a sudden.
Even looking at the footage you've given. Notice how a significant portion of your dashes end with you bumping your head into a wall after which you need to do a quick step in the opposite direction to readjust. That's what is clunky with it. The fixed length which gets too large with its upgrades. Larger that most of the geometry we have in closed tilesets.
So the first one is what someone else mentioned in this thread, I believe. Suppose you want to do a short horizontal dash. You can't. Instead you need to jump with your operator (which involves becoming visible and vulnerable) and then quickly dash toward the floor bumping into it, thus ending the dash early. That is clearly an unintended way of using it, as not only it interrupts the flow of operator gameplay by having to briefly leave Void Mode, it also again uses level geometry to cut itself short.
The second one is similar, but if you want to do a short vertical dash. Again, you can't, but you need it often, as its dustance is most of the time greater than the height of various balconies and ramps we have in the tilesets. And if you dash too high, you will often fly into a reset zone. So you need to do two dashes in almost opposite directions somewhere to the side to actually end up covering the intended distance. Not only is this nausea inducing (for me), but it also costs you twice the energy of a single dash even though it ends up covering less distance.
And just to be as clear as possible. I'm not argueing against it being any of this. I use it myself constantly. And it is quick and accurate and reliable (mostly). What it isn't is convenient. It is annoying to use, even though it gets the job done. It is the equivalent of strapping a jet engine to a bicycle. You can get somewhere like that, and it will be faster than walking, but it wouldn't be a pleasant experience.
No, it isn't unusable. I use it all the time. But no, it isn't fine. And you can tell it isn't fine because DE themselves are trying to address the same issues I've listed by trying to make its distance controllable. Their solution is bad, but the fact that they're trying to do something with it tells us that it has problems.
tbh I place more blame on outdated tilesets and map designs than on Void Dash. Yeah both of them could be improved, but it's obvious which one needs more work. We have tilesets that haven't been touched in years while DE introduced void dash. Hell the infested tileset predates mobility 2.0. It's obviously a lot more work to remaster old tilesets but if there's something warranting hefty "rework" I'd say it was the maps rather than void dash.
Lol, your entire paragraph is a fallacy and you dare point finger at people for "using fallacy"? Come on.
You very well know that when people ask for difficulty it doesn't mean "make the commands more clunky and annoying to use". Nobody asked for that kind of "difficulty" which is really more about annoyance than challenge.
As far as I recall, didn't DE want to overall the operator stuff, so they can be used in missions WITHOUT a Warframe?, ever sense the came out, I am quite sure that people wanted that, as the main combat of it, minor powers but still powerful and strong, but not to the point where you can 4th everything.
tbh I place more blame on outdated tilesets and map designs than on Void Dash. Yeah both of them could be improved, but it's obvious which one needs more work. We have tilesets that haven't been touched in years while DE introduced void dash. Hell the infested tileset predates mobility 2.0. It's obviously a lot more work to remaster old tilesets but if there's something warranting hefty "rework" I'd say it was the maps rather than void dash
That is a problem, no doubt, but hell, you can't expect them to change all the tilesets so that Void Dash feels better. At this rate it is a lot easier to change the dash. Tilesets themselves are quite a pain in the A, even for bullet jumping, but it seems they're here to remain for a long time.
Those corpus ones look great but are just awful to play on imo. Some rooms are just too big, too much open empty space with not enough entrances so spawns are all wonky. Then weird smaller rooms with too many levels and stuff to get stuck on. Enemies don't path through the map well. The marker for extract takes you on the most round about way to get to where you actually want to go. I can't even begin to explain how bad that corpus defense map is. Like it was purposely designed to make each wave take twice as long as it should.
You very well know that when people ask for difficulty it doesn't mean "make the commands more clunky and annoying to use". Nobody asked for that kind of "difficulty" which is really more about annoyance than challenge.
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