Talk:Profit-Taker Orb/@comment-26631230-20181222182011/@comment-96.55.213.62-20181224054640

Agreed. A few reasons why: 1. The same problem with Eidolons: a bullet hell leading to getting downed from nowhere. 2. Poorly explained shield mechanics that players, especially in a team, can't really play against. We can't mod for every single element, so we have to wait or cycle through - which has a cooldown, according to this page. Cycling through has the added problem that, without a stupendous level of coordination, players with different primary elemental outputs are going to want to change the shield to different vulnerabilities. Or, if it's someone new, they'll shoot at it with an Amp and cycle away from a target vulnerability. Either way, it's a case of constantly tripping over each other. So outside of sitting down with a pre-built team and coordinating a few primary elements for the team to cycle to (with that 10 sec delay and having to do so multiple times), or trying to solo the thing, the best thing to do is wait. Waiting is not only not very engaging, it's counter-intuitive in Warframe, especially when there's a timer ticking down. The next worst "waiting style" thing I can think of is Lech Krill. The difference is, aside from the lack of bullet hell that makes reading into anything a complete mess (one can't exactly analyse a boss's behaviours if one is too busy focusing on not dying from everywhere else), his vulnerability phase is not only obvious (it shuts down all his offence), it's relatively easy to figure out how to bait him into slamming his hammer. I.e., you don't have to just wait, you still have something to do to continue the encounter. (And I wager most players still don't like Krill for that reason...) 3. Archgun deploy times. I don't think using Archguns at all is that much of a problem—it helps expand parts of the game. The issue is it's probably a solid 5 to 10 seconds to deploy an Archgun and start using it. Besides it being stupendously sluggish, in that timeframe, assuming you don't happen to deploy it in some hefty cover, you can get downed without much trouble.

Point 1 is kind of par the course for big boss fights like Eidolons (even if it really shouldn't be), but 2 and 3 are completely contrary to the fast-paced action present elsewhere in the game.

If they vastly hastened Archgun weapon deploy times and had Void damage add a weakness rather than cycle them (and add those to the enemy healthbar like Sentient adaptation so facing the thing isn't required, mind), it'd probably be more bearable and less counter-intuitive.