It's pretty fun, but I wonder what will make me return to it after the clan event ends. I managed to naturally drop all the blueprints I needed, so now I'm just stacking up the Arcanes. Once I have everything, it feels pretty unlikely I'd return. The "overwhelming Eximus" at the top were nerfed, so it's not a good Affinity farm. The mission itself is pretty long, so even if it gets added as an Omnia fissure, I'm probably not going to choose it for relic cracking. It feels like another Tyvar Pass, where even though I really like the gameplay, I'm just never going to come back after running it 150-200 times.
It would be nice if they would add some of the new game modes to the sortie rotation. It's nice that they've done that they've added some of the new missions from Zaramin/Sanctum to the steel path rotation and Omnia Fissures though.
It takes most random squads more than six minutes. Consensus is about 8 on average. Also, yes. For a non-endurance mission, when the other options are captures, exterminates, sabotages, etc. where the lower bound is ~2 minutes and the highest is maybe 6 minutes with an incompetent team, 8 minutes on average is extraordinarily long.
This isn't even considering that pickups are hell on Ascension. Sure, reactant will be marked, but chasing it down vertically? In a coordinated effort, it might not be too bad, but surely it's more trouble than it's worth.
I like it, though it REALLY seems to me DE tweaked how enemies respond to Pull—making it less useful. But maybe I just haven’t spent a lot of time below enemies, pulling them off ledges before this game mode.
Jade Light eximus make Banshee relevant, and it’s glorious to jump in to one of the side spawn spots in the hall at the end as Banshee and wail away.
CC could be a little more usable on eximus in general, I wish they got the Sentient/boss nerf to CC abilities where the abilities just have diminished effectiveness rather than it either works or it doesn't.
I've been running around with a resonance Banshee a lot for this event, it's nice seeing lots of highlighted enemies spreading the debuff around. I don't think Silence makes that much of a difference when you can out walk the beams of death, their damage still seems bugged to me though, Covenant shows almost 2M damage prevented if I stand still for the duration of one of the beams. I don't think it can damage objectives though.
I am really enjoying it, i think it's missing some kind of tutorial/description of the Boosted ionic charges vs the regular ones, i think even a voiceline from Ordis would be enough for that gap, but otherwise it's really fun and i want more
The dev shorts today mentioned something about a hot fix possibly today which should have some general QOL fixes for the game mode and they did mention elevator speed/charges, so hopefully that get's better communicated to players in-game.
Overall, I think the game mode is pretty fun/relaxed. It doesn't feel like there's a meta loadout being enforced, and for the most part, you have the freedom to bring whatever you want to the mission.
There doesn't really seem to be any failure condition either (other than maybe the first objective, but I've never managed to fail there).
The pity system is also nice to have for anyone who doesn't have the time to farm or has terrible luck and the event cosmetics also look really nice.
It felt great and a bit overwhelming in the beginning, but most times I run it now — it's kind of empty and boring for me. I guess it's because of updates? No idea
I like it but I find with a good team you end up with all the charges on the elevator halfway up and then its just a waiting game. Would be nice if DE allowed regular charges to boost the elevators speed by overfilling the guage or something so we'd have an incentive to play more actively.