Talk:Orvius/@comment-107.188.195.1-20161211222047/@comment-99.198.66.0-20161223080818

Honestly, the problem isn't a lack of "buttons" on the controllers, but rather that certain things could be better by having context sensitive control options, such as "hold this button to switch the controls to a second set temporarily". PC games with an abundance of controls can be ported to console without any losses, but few developers have really nailed it, (Final Fantasy XIV is the only one I've seen to get it done perfectly, in my opinion). The default controls for Warframe in particular were really bad when I first started playing a couple of years ago on PS4, though by now I've sorted them out to where my only issue is a lack of responsiveness with the touch pad at times. Still, I'll applaud DE for at least letting us have full customization of the controller, unlike most developers who seem to think that letting console players have options is a bad thing......

On to the topic of the nerf at hand, personally, I much prefered it with the old method of the delay rather than the swing first. If I'm using a weapon that has an alt fire with it's charged attack, then when I have it out as my primary attack, I'm mostly using the charge. Now though, it makes those special weapons considerably less powerful unless they're built with a high innate damage to compensate. For comparison, the basic Glaive which I got almost immediately after starting playing, (I am a big Dark Sector fan), is still my most used weapon by a large margine, even though I sold it and upgraded to a Glaive Prime quite a while back. It was both a lot more powerful because you could use the power attack quicker, and generally just a lot more fun to use. My solution would be to leave the charge attacks as they are for most weapons, but change it back to the old version for the weapons who's primary call is the charge based abilities. At the same time, also leave it as is when you have a primary or secondary out, and are just using the quick melee......