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번역 관련 문제 보고
But there are a bunch of other things I would much rather the devs spend time on. Operator mode is a gimmick like archwing --- if they want to mature it, its not going to be via melee weapons and if they want to abandon it, we don't need melee weapons.
Originally I would agree but it does, with every new questline, seem to be taking more of a role then are actual warframes. Outside of Eidelon hunts, which of course is it's primary used for, it still lacks enough mechanics to make it as fun as some of the warframes.
...will agree that Archwings are gimmicky, outside of being used in the POE, which they are quite good when you can actually use good weapons and don't have small areas to fly in.
A one hand melee weapon that mutates the functionality of void blast and does fnishers, that could work well. You'd want to stick to the same controls, which probably means only two inputs; tapping and holding E. You could have a Void Star throwing weapon that teleports back to your hand, or a Void Lash that knocks down and pulls mobs. Maybe holding E would block attacks with a Voidsaber, or slice through any defense with a Void Axe.
Void walk and dash could be changed with some accessory. These could be anything you would wear or carry, for variety's sake. A circlet, a bangle, an armband, a small jewel in your pocket, anything that thematically fits. These baubles could change void walk to high aggro stationary invunerability move that reflects increased damage as the Void Anchor, allow slow invisible flight as the Void Phantom, summon Void Horrors to attack enemies while your remain hidden as Void Summoner, or heal allies by channeling a Void Spring. Void dash could mutate into the Void Jump blink power, the explosive Void Meteor, or leave debilitating rifts in the wake of your Void Warp.
Of course, a lot of this stuff is already part of the focus schools, so those abilities would have to be reworked and consolidated. Doing a quest for new customizable weapon is a lot more fun than grinding affinity and eidolon bits anyway, though, so it's probably worth the trouble. The important thing is that these abilities are suppliments to warframe ability sets, not replacements. You don't need some ninety pound kid to swing a galatine through a crowd of angry grineer. That kind of thing, as Ordus says, is WHY you bring a warframe.
Honestly, I think my biggest problem with Operators is just HOW heavily dependent they are on their two energy bars. Everything from shooting to melee to basic mobility draws on some semi-limited resource, which heavily restricts what they can actually do. I get that Operators aren't meant to rival Warframes - it's why we HAVE Warframes in the storyline. But making them feel a bit less constricted might be nice.
My own personal suggestion would be "specral weapons" - the ability to conjure up Void constructs in the shape of various weapons with their own attack animations, but without the weight restrictions of physical weapons. That gets around the issue of weight and momentun for what is ostensibly a little kid while drawing on their innate void powers, just in a different way.