#Buffing on the move

1 messages · Page 1 of 1 (latest)

silk crest
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Maybe it's done so for balance reasons but something I noticed while playing more melee lately is the amount of time being spent stopping and locked in camera for the buffs.

What I've noticed in group combat with my partner is that by the time I've buffed with my abilities and run into melee range most of the stuff is already dead to her ranged attacks. Being able to continue moving while using the Tethren and other pact abilities that do this may help alleviate that gap closing into range and lead to more flowing and fluid melee combat.

Community thoughts?

safe barn
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+1 this game is 'slow' enough without making us come to a full stop to cast whatever buffs we have. Especially on tethren, since I think all three of its abilities (just the first two maybe?) are buffs.

topaz mango
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I am neither voting up or down, but you know it will just be used by the ranged users and not solve anything at all.

If anything, it will convince you to use ranged instead, as they have for some forsaken reason given up and made the writing include any sources when it was a MELEE only buff. It was a BUG letting you use ranged with Tethren.

high garden
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honestly i feel almost every if not all abilities should not lock you and you should be able to move while casting. i feel they should be instant if anything.

vital scaffold
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I can understand some like Oscelda's healing flower needing to stop though because you're planting an aoe heal flower (and it's pretty strong healing imo), Oscelda's 1 (the petrify ability) is also fine with stopping me in my tracks I feel bcs it petrifies the horde of enemies running towards my squishy mage self

I haven't played any other pacts (was stuck and demotivated trying to grind out for the other starter pacts and the gossamer for rood) but at least that's my view on Oscelda's abilities rooting me in place

frail kindle
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+1 Tethren is indeed the biggest loser with this. All of its abilities are buffs that players are expected to continuously apply in battle, yet all the movement lock does is break the flow of melee combat (the very thing Tethren is supposed to focus on) and leave the player vulnerable to enemy attacks (which you're already at high risk of when in melee).

I agree that movement locking may be necessary for balance reasons, but it needs to be applied on a case-to-case basis not a blanket implementation.

supple terrace
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de could add the janky option of letting you cast some abilities while jumping

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like jump and then cast while your moving forwards in the air

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im pretty sure thats a thing you can do in warframe to avoid getting stopped by some ability animations