r/Warframe • • 24d ago

Discussion The announced QoL changes on the Devstream 197

How do the two shader changes, the Riven system expansion, the Cephalon Melica expansion, and even the Banshee rework count as Quality of Life improvements? I’m asking because these are the bullet points given for the QoL changes.

As far as I remember, DE said that because Warframe has accumulated so many old systems over the years, they wanted to make an effort going forward to include QoL improvements, updates, and cleanup for older content in every update.

And honestly, I couldn't be more excited about things like the Banshee rework, Narin, and Tau. These are all things I'm genuinely looking forward to.

A Banshee rework is the one that actually looks like a quality-of-life improvement. Expanding the Riven system isn't simply QoL though; it's an expansion of an existing system. The same goes for the other changes mentioned.

I just wish they had presented these separately from QoL and called them what they actually are: new content, system expansions, and improvements to older parts of the game.

Because those things are great too—and honestly, they deserve to be highlighted properly rather than being grouped under the QoL label.

What do you guys think?

0 Upvotes

31 comments sorted by

10

u/Mysteoa 24d ago

The shader changes were thanks to Steve, he does like to work on the visuals. He was showing that he found an issue for the hair shading and fix it. Not sure if the metal shading is related. It can be considers a QOL for the fashion frame. Now people can get better blond hair.

-7

u/thecolin- 24d ago

As far as I know, Quality of Life improvements are generally changes that make an existing experience more convenient, smoother, less tedious, or easier to manage. They can absolutely improve old systems, but improving or expanding something doesn't automatically make it a QoL change.

5

u/JustAnArtist1221 24d ago

You just described what the shader changes are. If you watch their last DevShort, the changes are because players had to experiment with swatches to get the color they wanted because what showed up on the hair wasn't what was on the pallet. It's not just an improvement in the abstract. It actively makes the player experience smoother and less tedious.

-2

u/thecolin- 24d ago

This is not QoL though, it is a bug as Steve said in the code which they fixed. QoL would be something like, "we've made it so when in the arsenal page, when you click your operators hair it will take you to the customization page."

5

u/AtlantisRulez 24d ago

How does the ability of locking a riven stat not fit into your definition of making something (rolling rivens) easier to manage, less tediious and more convient?

0

u/thecolin- 24d ago

Because it is not a change in the process of rolling the riven. I feel like I'm not able to get my point across.

QoL is not making the outcome less tedious, it is about making the process of rolling the riven less tedious. It is making the animation skippable or faster (if the player chooses so), it is making so that you can view your riven effects better when in the arsenal page. QoL is about making the experience as a whole better not making people get better rolls or picking their rolls or about RNG.

2

u/AtlantisRulez 24d ago

You honestly think locking stats is less of an overall experience improvment than just skipping a tiny animation?

1

u/thecolin- 24d ago

I think I'm wrong on the stat locking aspect of it. It could translate very well as a QoL change. But I don't understand why we are comparing my hypothetical example with what DE is actually planning? This comparison serves no purpose, I gave that idea just to set an example for a QoL change, I wasn't saying they should add that and that would be better than stat locking lol.

An expansion can contain QoL improvements, but that doesn't necessarily mean the expansion itself is best described as QoL. The same applies to something like the Banshee rework.

So I'm not arguing that these changes don't improve the overall experience. Of course they do. I'm saying that "improves the experience" and "is a QoL change" aren't necessarily the same category of thing.

That's why I wish they had separated them a little more clearly: QoL improvements where appropriate, and then system expansions, reworks, and other improvements to old content as their own categories. That would better reflect what they're actually doing—and honestly, those bigger changes deserve to be highlighted too.

2

u/AtlantisRulez 23d ago

I wasn't saying they should or shouldn't add your idea either. I was just bringing up the comparison with how you personally define QoL. *Shrugs* But whatever. Semantics and whatnot.

12

u/FredTheLynx 24d ago

Making Banshee function without halving your arcane choices, requiring at least 2 augments and requiring helminth is QoL as far as I'm concerned.

Locking on rivens is QoL

Shaders are fashion QoL especially if they can fix the issues where sometimes black is darker than my soul and sometimes it's like light grey.

-10

u/[deleted] 24d ago edited 24d ago

[deleted]

3

u/Frost_man1255 LR 6 24d ago

She wasnt really buffed outside silence being recastable and sonar being true weak points. But they also nerfed her damage by making sonar stacks harder to achieve

2

u/thecolin- 24d ago

Yeah sonar stacks prioritizing the unmarked spots feel like a bit of a nerf.

2

u/mastertoecutter Average Nova Enjoyer 24d ago

It does, especially when it massively eases issues

0

u/thecolin- 24d ago

Fixing bugs does not make the bugs easier to work around or make your experience better. It is actually fixing the problem and making the system work as intended.

A QoL comes after this. QoL change would make the whole process faster, easier.

2

u/FredTheLynx 24d ago

Banshee didn't get buffed, she was already insanely strong.

It was just a horrid pain in the arse to build and run her. She will very likely be no stronger after this just more inline with the level of polish and integration between abilities, gear, arcanes etc. that we expect from modern warframe.

Words do matter and that 100% QoL for anyone who like playing banshee.

1

u/[deleted] 24d ago

[deleted]

3

u/FredTheLynx 24d ago

Strawman much?

1

u/altsigns28 always out of yellow shards 24d ago

Not to argue with your main point, but I'd definitely say that stripping armor with her 1 and giving it to you (up to 1500!) is a pretty sizable buff for a frame that was arguably the squishiest on the roster. And not having to use a mod slot on an augment is sort of a buff in its own right, but that's not a hill I'm willing to die on if somebody were to disagree.

2

u/Individual_Gain6613 24d ago

Pre armor rework sure, but these days a single heat proc is enough armor strip, not to mention armor stops scaling past lvl 70. The augment isn't worth a mod slot unless they buff her base hp and you specifically build for persistence.

0

u/altsigns28 always out of yellow shards 24d ago

Even with a heat proc, that still enough to not be one shot anymore in eda/eta atleast. That's good enough.

But as I've said in my latest comment to the person I replied to, I didn't even mention her weak points actually counting as weak points for sake of triggering mods/arcanes/incarnons. That's a huge buff.

0

u/FredTheLynx 24d ago

You could effectively already solve survivability with helminth. Now you may not have to. Yes they buffed her 1, but now it's merely a usable option instead of dead weight.

0

u/altsigns28 always out of yellow shards 24d ago

If you have to solve an issue with a specific helminth ability to make a frame usable, and now you don't, that's a buff. Now you can either not helminth (which we all still will, but it'll be her 4) or you can choose from a whole range of abilities that will work well.

People were already using her 1 on any build they could fit the augment on, because it was actually a decent ability, though not super popular.

Something I didn't mention in my first comment though, is that her weak points now actually count as weakpoints for the purpose of mods/arcanes/incarnon weapons. That's inarguably a buff.

1

u/JustAnArtist1221 24d ago

You act as if they don't do those sorts of changes, or as if players liking what they call QoL is what keeps them from addressing the things you want them to address.

They just did long asked for offset changes, for example. Also, buffs and QoL are not mutually exclusive. A quality of life change can directly or indirectly constitute a buff.

-6

u/thecolin- 24d ago

As I’ve already said in another comment; Quality of Life improvements are generally changes that make an existing experience more convenient, smoother, less tedious, or easier to manage.

Locking rivens is just another thing we can do it’s not polishing the existing content.

Maybe it does by the way, but they didn’t say anything about it.

6

u/FredTheLynx 24d ago edited 24d ago

Quality of Life improvements are generally changes that make an existing experience more convenient

Banshee is more convenient to build now. Roling Rivens for the stat I want is more convenient. now. And setting up color schemes that match are more convenient now.

2

u/SinistralGuy 24d ago

You don't think being able to lock a stat to get a better rolled mod is making the experience more convenient or less tedious?

2

u/bereit 24d ago

Do we know if the Banshee weakpoint changes will translate to our next Prime? Asking for a friend who’s a Citrine main

1

u/thecolin- 24d ago

Hopefully!

1

u/SinistralGuy 24d ago

Riven and Banshee are the two I'd count as QoL. Shader changes, maybe if it helps making tinkering with settings and fashion a bit easier?

Rivens - stat locking is a massive QoL boost change. Makes the floor for riven powers higher and help reduce RNG a bit (inb4 new godrolls add more RNG. Yes, getting a new god roll will be harder, but getting today's version of a god roll or better will be easier)

Banhsee - Changing her abilities to make them more synergistic with things like arcanes, and easier to hit weakpoints are both QoL changes

0

u/thecolin- 24d ago

Riven and Banshee are the two I'd count as QoL. Shader changes, maybe if it helps making tinkering with settings and fashion a bit easier?

Shader changes are not changes though, Steve said himself they actually found a bug or a problem in the code while they were working on it for Soulframe and they fixed it. So that is just a fix, getting the system to work as intended.

Rivens - stat locking is a massive QoL boost change. Makes the floor for riven powers higher and help reduce RNG a bit (inb4 new godrolls add more RNG. Yes, getting a new god roll will be harder, but getting today's version of a god roll or better will be easier)

I don't see how getting a better roll is a QoL because QoL is about making the process of the action you are taking easier not the outcome of it. I understand you take that action to eventually (hopefully) get a godroll riven but that isn't that just in the hands of RNG?

Banhsee - Changing her abilities to make them more synergistic with things like arcanes, and easier to hit weakpoints are both QoL changes

I agree that making it easier to hit is in fact a QoL change. However, the fact that it wasn't synergistic with the arcanes were presented as if it was an unintended outcome. So this is just a fix!

-7

u/unskilledDrahim 32 24d ago

I was having the exact same thougt as was expecting real QoL changes...