Azamagon Posted July 6, 2014 Share Posted July 6, 2014 (edited) Yes, this is a huge thread, so brace yourself. It's also not 100% completed (as there are a lot of things to consider) There are some baselines and basic ideas I've used to rebalance the mods: * Most damageboosting weaponmods have been heavily nerfed which does several things: 1) The damageboosting mods are not as necessary, but still nice (indirectly great for the newbies and drop-unlucky) which in turn also makes DE's idea of having mutliple tiers of the same mod an unnecessary thing to do. 2) Enemy health/armor/shieldscaling doesn't have to be as crazy 3) Abilities focused on damage indirectly (due to #2) also last way longer in scaling * The basic thought behind Nightmare mods is that the two bonuses it provides are always lesser (or max one being equal per rank-basis, but with fewer number of ranks) than the basic counterpart, but due to having two bonuses it is still OVERALL better (even if just slightly so) * Nightmare mods don't affect elemental damage, only basic non-elemental bonuses (otherwise there is a bias towards certain elements, which doesn't promote modding variety) * The basic thought behind Corrupted mods are one of two different structures: 1) The power they provide are more or less the same as the basic counterpart mod, but then costs much less in modpoints, and of course has a penalty, although, not an extreme one or 2) The power they provide is more are more powerful than the basic counterpart mods, but then it costs a bit more in modpoints, and of course has its penalty, which in this case is quite high too. * Auras should have far less niched benefits (such as Dead Eye ONLY being for Snipers) so that most players can benefit from them regardless * All numbers are of course subject to change, but I think my numbers a good guesstimates of where they more or less should be, for the sake of overall balance. There will be some changes to some of the core mechanics, but I will either mention them in their categories, or I will link to other threads when necessary so I don't have to repeat myself so much. Some quick terminology and writing help: * When something is overlined it means it is changed or renamed into something else * When talking about modpoints, you will see stuff like 2+5, where the first number tells you what the basic cost of the mod is and the second number tells how many additional ranks there are (and thus how much more the mod can cost on top of the basecost). The number 2+5 is, for example, how most Auras are made right currently (they "cost" 2 points at base, then have 5 additional ranks on top of that). So, let's get down to all the mods and their rebalancing! AURAS Some aura mechanics I think are necessary to change: * Auras no longer stack with your teammates' auras, however, what auras they are using should also be displayed better in the UI and stuff (so you can switch more easily). I feel this is necessary for aura diversity, at the very least so when playing coop. * All auras have 6 ranks, from rank 0 to rank 5 (no more inconsistency!), and they all provide the same amount of modpoints (2+5) * Laser Deflection Elemental Deflection Polarity: D (changed from NO polarity!) Effect/rank: 0,3 Radiation resist 5% Elemental (yes, ALL non-physical elements!) damage resistance (Max 30%) Note: This of course includes a resistance to elemental traps and hazards, ALSO including to resist a bit against the shieldpenalty of cold hazards! * Electrical Resistance Metal Guard Polarity: D (changed from NO polarity!) Effect/rank: 0,3 Electic resist 3% Physical (Impact, Puncture Slash) damage resistance (Max 18%) * Fire Resistance Barrier Polarity: D (changed from NO polarity!) Effect/rank: 0,3 Heat resist 5% Total (not just base!) shield capacity boost and 5% faster shield regen speed (Max 30% on both) Note: This is made as an shield-equivalent to Physique (which in turn is also changed a bit) * Frost Insulation Resilience Polarity: D (Just mentioning this, in case you didn't know its polarity, considering it is an unreleased aura) Effect/rank: ? Frost resist 5% timereduction for ANY status effect (Max 30%) Note: By timereduction, I simply mean that debuffs will last a shorter duration on you and your allies. This includes making you stand up faster from Knockdowns! * Toxic Resistance Unbreakable Polarity: D (Just mentioning this, in case you didn't know its polarity, considering it is an unreleased aura) Effect/rank: 0,3 Toxic resist 5% chance to resist ANY status effect (Max 30%) Note: This includes resisting being Knocked down! * EMP Aura Juxtaposition Polarity: D (Just mentioning this, in case you didn't know its polarity, considering it is an unreleased aura) Effect/rank: 10% 5% decreased accuracy from Robotics ALL ENEMIES (Max 30%) Note: This could maybe also make Infested miss their attacks somehow? * Physique Effect/rank: 2,5% 5% Total (not just base!) health capacity boost AND 5% total armor boost (Max 30% on both) Note: This and the new Barrier aura could potentially become Nightmare Auras, due to both having 2 bonuses! * Rejuvenation Unchanged! * Energy Siphon Unchanged! Note: However, due to auras not stacking anymore, I think that all Warframes should have a little bit of innate energy regen (like 0,5 energy regen or so?). That makes this aura still good to have, but less the "end all, be all" aura. While the energy system could need an overhaul (like this one for example), I think this at least would be a great start, both for too toning down energy a bit (since you can't stack 4 energy siphons anymore with my suggested aura changes) and for a better overall aura balance! * Sprint Boost Effect/rank: 2,5% 4% sprint speed boost (Max 24%) Note: This aura only had 4 ranks, and thus only a max total bonus of 10%, but it could be stacked to 40% with 4 Sprint Boost auras. With auras not stacking anymore, plus all auras having 6 ranks, this can now be boosted like this with less problems. If still in need of buffing/nerfing, it is far easier to do so as well now. * Affinity Amp Polarity: - (Just mentioning this, in case you didn't know its polarity, considering it is an unreleased aura) Effect/rank: 2% 3,5% affinity bonus (Max 21%) * Enemy Radar Unchanged! * Loot Detector Unchanged! * Rifle Scavenger Scavenger Effect/rank: 25% PRIMARY ammo bonus (Max 150%) Note: If people don't know this already, but this was changed from an "ammotype-chance-to-drop-bonus", to an "amount-of-ammo-picked-up-per-ammo-drop", making it quite a bit better than before! However, the fact that you need to swap this aura depending on your primary weapon of choice makes it annoying to use + It is also possibly useless for your teammates if they are using different types of primary weapons. Thus this logical merge * Shotgun Scavenger and Sniper Scavenger are turned into Scavenger.Note: So, if you had the above 2 mods, they are turned into the Scavenger aura! * Pistol Scavenger Vulture Only a namechange, otherwise unchanged (Just so the Primary and Secondary equivalents are more verbally distinct) * Speed Holster No longer an aura, but instead a general Warframe mod (plus, it is also changed) * Infested Impedence Impeding Presence Polarity: V (instead of D) Effect/rank: 5% slowdown for Infested ALL enemy units (Max 30%) * Shield Disruption Disrupting Presence Polarity: V (instead of -) Effect/rank: 3% Enemy shield reduction 6% reduction to enemy defenses, such as health regen (Infested), armor (Grineer / Bosses) and shields (Corpus / Bosses) (Max 36%) Note: This would require that all infested gets innate health regen, which I think would be cool as their special faction-unique defense! * Corrosive Projection Deadly Presence Polarity: V (instead of -) Effect/rank: 5% Enemy armor reduction ALL enemies suffer 2% more damage from all allied damage sources (Max 12%) Note: While this aura gives a damageboost towards EVERYTHING from ALL your damagesources (Weapons, Abilities, Sentinels etc), it does not do so as powerfully as the other damageboosting auras (which, on the other hand, are more niched)... * Pistol Amp Sidearm Specialist Effect/rank: 10% 4% Pistol damage increase (Max 24%) Note: This increases TOTAL damage of Pistols, not just base damage * Rifle Amp Heavy Duty Effect/rank: 4,5% Rifle 4% PRIMARY damage increase (Max 24%) Note: This counts for all primaries: Rifles, Shotguns, Snipers, Bows and Launchers! :) Note 2: This increases TOTAL damage of Primaries, not just base damage * Steel Charge Effect/rank: 10% 7% Melee damage increase (Max 42%) Note: Still kept very high as Melee weapons are the hardest weapons to use Note 2: This increases TOTAL damage of Melee weapons, not just base damage * Dead Eye Elemental Empowerment Effect/rank: 5% Sniper 3,5% ALL ELEMENTAL damage increase (Max 21%) Note: This means all elemental damage, including that from abilities :) * Shotgun Amp Metal Rampage Effect/rank: 10% Shotgun 5% ALL PHYSICAL damage increase (Max 30%) Note: This means all physical damage, including that from abilities :) Note 2: This doesn't indirectly boost your mod-added elemental damage of your weapons by boosting your weapons' base damage, it just increases the FINAL physical damage dealt, nothing else WARFRAMES I would love to split up all Warframe mods into 4 groups: 1) Auras (which we already have) 2) Abilities (which we sorta have now, but they compete with the generic Warframe mods) 3) Combat 4) Utility Something similar to what this guy did here Each one of these categories could have their seperate slots and modpoints etc. But since that requires a big revamp, I have tried my best to at least make each of the generic Warframe mods better. I still would at least like some seperate Utilityslots (and Utilitypoints) for the most lackluster mods that no ones uses, but that's for future changes I guess *shrugs* Also, I have a whole bunch of ideas on how to changes Stamina so it becomes a more interesting resource to handle (and thus more interesting to mod for it), such as: 1) Sprinting and regular melee attacks cost NO stamina (read on please...) 2) Channeling costs STAMINA rather than energy. 3) Blocking still costs stamina of course 4) Rolling as well as evading (the stuff you can do while aiming) should still cost stamina, but could provide you with a brief, but high, damagereduction so they actually serve a purpose 5) Wallrunning could still also cost stamina, but if so, then it should make enemies more prone to miss you 6) Adding "Handspringing" - Pressing Jump while knocked down while get you up very fast (in a handspring fashion), but this costs a big chunk of stamina That way, you use Stamina only for two purposes: Defense (block/roll/evade/wallrun/handpsring) or Melee enhancement (channeling). Thus, the Stamina-related mods need some changes as well. Now, on to the mods and their balance! * Fast Deflection Unchanged! * Redirection Ranks: 4+10 Effect/rank: 40% 25% Shield boost (Max 275%) Note: Just like the player's damagescaling is nerfed, so is the enemy damagescaling. Thus, a nerf in these defenseboosters are in order, which also makes them less "necessary" (but still very good of course) * Vitality Ranks: 2+10 Effect/rank: 40% 25% Health boost (Max 275%) Note: Just like the player's damagescaling is nerfed, so is the enemy damagescaling. Thus, a nerf in these defenseboosters are in order, which also makes them less "necessary" (but still very good of course) * Steel Fiber Ranks: 2+10 2+5 Effect/rank: 10% 20% Shield boost (Max 120%) Note: Armor is generally not such a good thing to increase (due to low base armor of most Warframes), so making this cheaper to rank up is in order imo. Compensation with Legendary Core for highrank Steel Fiber I guess is fine? * Vigor Ranks: 6+5 Effect/rank: 20% 15% boost for both Shields and Health (Max 90%) Note: I made changes to Fortitude and Constitution so that the 3 Nightmare mods fit more neatly into three distinct archetypes a bit better: 1) Vigor = Warrior / Tank 2) Fortitude = Rogue / Agility 3) Constitution = Mage / Caster * Fortitude Ranks: 6+3 Effect/rank: 5% Knockdown resistance and 15% shield regen 5% chance to resist ANY STATUS and 20% increased Stamina capacity (Max 20% and 80%) Note: This status-resist includes resisting being Knocked down! * Constitution Polarity: V (instead of -) Ranks: 10+3 6+3 Effect/rank: 10% Knockdown recovery and 7% Power duration 5% timereduction for ANY status effect and 25% increased Energy capacity (Max 20% and 100%) Note: By timereduction, I simply mean that debuffs will last a shorter duration on you. This includes making you stand up faster from Knockdowns! * Continuity Unchanged! * Stretch Polarity: V (instead of -) Ranks: 4+5 2+5 (Maybe?) Effects: 7,5% 5% Power Range boost (Max 30%) * Intensify Ranks: 6+5 4+5 (Maybe?) Effects: Unchanged! * Streamline Unchanged - Possibly change its ranks to 4+5 (instead of 6+5) due to the following change I'd like to do: I'd like to change the efficiency formula back to what it used to be, a divisional one like all other mods in the game, instead of the current multiplicative one. This would GREATLY balance the Streamline and Fleeting Expertise mods. Quick comparison: Current - 75% efficiency (cap) = 100 * (1 - 0,75) = 25 energy cost on an ultimate Old formula - 75% efficiency = 100 / (1 + 0,75) = 57 energy cost on an ultimate Old formula - 105% efficiency (30% Streamline + 60% Fleeting + 15% Essence/Chorus helmets = 48,8 energy cost on an ultimate Thus no need for even an efficiency cap! * Flow Unchanged! * Narrow Minded Polarity: V (instead of D) Ranks: 6+10 6+5 Effects: 9% 10% Power Duration bonus and 6% 5% Power Range penalty (Max 60% and 30%) Note: Compensation with Legendary Core for highrank Narrow Minded I guess is fine? * Overextended Polarity: V (instead of D) Ranks: 6+5 Effects: 15% 10% Power Range bonus and 10% 5% Power Strength penalty (Max 60% and 30%) * Blind Rage Ranks: 6+10 6+5 Effects: 9% 10% Power Strength bonus and 5% Power Efficiency penalty (Max 60% and 30%) Note: Compensation with Legendary Core for highrank Blind Rage I guess is fine? * Fleeting Expertise Ranks: 6+5 Effects: 10% Power Efficiency bonus and 10% 5% Power Duration penalty (Max 60% and 30%) Note: The reason for buffing this mod is because I'd change the efficiency formula back to what it used to be, a divisional one (Cost / (1 + Efficiency)) like all other mods in the game, instead of the current multiplicative one (Cost * (1 - Efficiency)). This would GREATLY balance the Streamline and Fleeting Expertise mods. Quick comparison: Current - 75% efficiency (cap) = 100 * (1 - 0,75) = 25 energy cost on an ultimate Old formula - 75% efficiency = 100 / (1 + 0,75) = 57 energy cost on an ultimate Old formula - 105% efficiency (30% Streamline + 60% Fleeting + 15% Essence/Chorus helmets = 48,8 energy cost on an ultimate Thus no need for even an efficiency cap! * Diamond Skin Ranks: 4+5 2+5 Effects: 7,5% Radiation resist 3% Physical (Impact, Puncture, Slash) damage resistance (Max 18%) * Flame Repellant Hazard Suit (or something fitting for anti-elemental) Ranks: 4+5 2+5 Effects: 10% Heat resist 5% Elemental (yes, ALL non-physical elements!) damage resistance (Max 30%)Note: This of course includes a resistance to elemental traps and hazards, ALSO including to resist a bit against the shieldpenalty of cold hazards! * Lightning Rod and Antitoxin are turned into Diamond Skin Note: So, if you had any of the above 2 mods, they are turned into the Diamond Skin mod! * Warm Coat and Insulation are turned into Hazard Suit Note: So, if you had any of the above 2 mods, they are turned into the Hazard Suit mod! * Sure Footed Bullheaded Ranks: 6+3 4+3 Effects: 15% Knockdown resist 5% chance to resist ANY status effect (Max 30%)Note: This includes resisting being Knocked down! * Shock Absorbers Ranks: 4+3 Effect/rank: 5% damage reduction while Knocked down 5% timereduction for ANY status effect (Max 30%) Note: By timereduction, I simply mean that debuffs will last a shorter duration on you. This includes making you stand up faster from Knockdowns! * Handspring is turned into Bullheaded Note: So, if you had the above mod, it is turned into the Bullheaded mod instead! * Resilient Focus (the useless and uber-rare "damage reduction while stunned" mod) is turned Shock Absorbers Note: So, if you had the above mod, it is turned into the Shock Absorbers mod instead! * Undying Will Ranks: 2+5 2+3 Effect/rank: 7% 10% longer bleedout duration (Max 40%) Note: This would be a better mod if: 1) Making a bunch of kills while downed gave you the ability to possibly be self-resurrected (which should be harder and harder to achieve for each "down" you suffer, reset upon actual death+revive) 2) Playing solo made you DOWNED rather than KILLED, upon reaching 0 health. * Provoked Ranks: 4+10 2+3 Effect/rank: 10% damage boost during bleedout (Max 40%) Note: This would be a better mod if: 1) Making a bunch of kills while downed gave you the ability to possibly be self-resurrected (which should be harder and harder to achieve for each "down" you suffer, reset upon actual death+revive) 2) Playing solo made you DOWNED rather than KILLED, upon reaching 0 health. * Marathon Ranks: 2+5 Effect/rank: 25% 20% stamina capacity boost (Max 120%) Note: Due to the Stamina changes suggested, I think it needs a slight nerf in regard to those. * Quick Rest Ranks: 4+5 Effect/rank: 30% 15% stamina regen bonus (Max 90%) Note: Due to the Stamina changes suggested, I think it needs a nerf in regard to those. * Acrobat Ranks: 4+5 Effect/rank: 10% 7% stamina efficiency for Wallrunning, ROLLING, EVADING (those you can do while aiming) and HANDSPRINGING (the suggested anti-knockdown recovery-tool mentioned in the Stamina changes part). (Max 42%) Note: Due to the Stamina changes suggested, I think this mod has quite the potential, if it was to be changed like this! * Rush Unchanged! * Maglev Ranks: 6+5 4+5 Effect/rank: Unchanged! * Reflection No longer an aura, but instead a Melee mod (imo) * Reflex Guard Ranks: 4+10 Effect/rank: 5% 3% autoparry chance (Max 33%) Note: While this nerf seems unjustified, I'd also like to change how it works - Instead of interrupting your actions, when Reflex Guard procs, the blocking-animation is done with a blurry effect (like if you were so fast it almost looked like you briefly summoned a copy of yourself to protect you!), which doesn't interrupt your actions whatsoever + make this proc cost NO stamina (which makes it useful even when you are manually blocking) * Quick Thinking Unchanged! (Maybe reduce its cost to 8+5 instead of the current 10+5?) * Retribution Ranks: 6+3 Effect/rank: 15% 5% chance to counter-electrocute ANY enemy attacks done to your shields, if the attack is made within a radius of 2 meters. Melee attacks have triple the chance to trigger and don't have a range-limitation either (Max 20% and 8 meters against ranged attacks, and 60% and unlimited range against melee attacks) Note: Made more generally useful by being triggerable by ANY attack done to you, as long as the enemy attacking your shields is within the triggering limit (up to 8 meters in radius). Melee attacks are more likely to trigger the counter though (same chance as before) * Rage Unchanged! * Shield Flux Unchanged... I guess? It would be more useful now when stamina is only used for Wallrunning, Rolling, Evading, Blocking and Channeling. Considering I'd like Blocking to be useable even in Gunmode (although, less stamina-efficient), you could then use Stamina (or Shields with Shield Flux) to block dangerous CC-attacks etc. I guess I could buff this mod somehow, but I'll leave it as it is for now. I see potential if all other things are considered... * Heavy Impact Polarity: V (instead of -) Ranks: 4+5 Effect/rank: High falls triggers an aoe-explosion with 50 base dmg in a 1 meter radius. Also, upon a melee slam attack, at least half of the base damage (but with full base radius?) is ALWAYS triggered, regardless of falling height! (Max 300 damage and 6 meter radius). Note: Having half the basepower autotrigger on slamattacks would make this mod useful in far more situations. Yes, higher falls still triggers a far better scaling shockwave, but this gives you a decent bonus if you cannot reach higher heights (which is few and far between unless using specific Warframes). Note: Reducing the trigger height a bit would also be nice of course. * Intruder Ranks: 2+5 2+3 Effect/rank: Increases hacking time by 1 2 seconds AND ALSO provides you and your Sentinel with 2 seconds of invisibility (starting from the moment you start hacking) (Max 8 seconds for both bonuses) Note: This is STILL heavily limited as a mod. It either needs more of a revamp and/or we need those Utility slots I talked about... * Enemy Radar Unchanged! * Thief's Wit Unchanged! Another one of those that would benefit from having Utility slots (even if this one actually has its uses here and there) * Master Thief Ranks: 10+3 6+3 Effect/rank: 10% chance to unlock locked lockers (hehe, always makes me giggle :P) (Max 40%) Note: Another one of those that would benefit from having Utility slots (even if this one actually has its uses here and there). At least reducing its cost would go a long way to making it more useful. Note 2: If lockers actually had a chance to give you MODS, its uses would increase dramatically too! But it would STILL fit better as a Utility mod... * Natural Talent Unchanged! * Speed Holster - Now a Warframe mod, instead of being an aura! I have 2 revamp ideas for this modcard: Revamp 1: Magazine Feeder Polarity: - Ranks: 2+3 4+3 Effect/rank: Each kill with your Primary reloads your Secondary by 2,5% of its magazine, and vice versa. Every kill with a melee weapon reloads BOTH your Primary and Secondary by the same amount at once! (Max 10%) Revamp 2: Bullet Catcher Polarity: - Ranks: 2+3 6+3 Effect/rank: Everytime you parry a ranged attack, your Primary and Secondary weapons each get back 1% of their total ammo. (Max 4%) Cooldown of 10/8/6/4 seconds. Note: Regardless of revamp, Speed Holster at least is no longer an aura, but now a generic Warframe mod instead + Weapon swapping should be WAAAY faster baseline, thus allowing it to be revamped in the first place. Note 2: Both revamps could be added too of course, if they are deemed interesting enough :) Edited July 7, 2014 by Azamagon Link to comment Share on other sites More sharing options...
Azamagon Posted July 6, 2014 Author Share Posted July 6, 2014 (edited) SENTINELS Just like suggested on Warframes, I'd like to split all its mods into 4 categories: 1) Attack Pattern (equivalent to Warframe Auras) 2) Precepts (equivalent to Warframe Abilities) 3) Combat 4) Utility Each one with its set of points etc (just like mentioned on Warframes). Sentinels don't have that many mods to choose from though, so splitting the passive mods up between Combat and Utility, as well as seperating Precepts to its own pool is very low priority, but it has good future potential. REGARDLESS I still STRONGLY would like to suggest the Attack Pattern split up, the Aura-equivalent to Sentinels. The reason for this is to drastically increase modding variety of Sentinels + adding a huge amount of flexibility to Sentinels. Let me explain all this, please read this thoroughly: 1) Sentinels now have 3 attack modes: Aggressive, Defensive and Passive. These can be changed on the fly, midmission! This is so you can adapt to combat-situations (aka, go guns blazing, be stealthy, you wanna scan targets etc). This is what each mode does: * Aggressive mode makes the Sentinel, well, aggressive. But HOW it is aggressive depends on the new "aura" you install in it, the Attack Pattern. More details to those later. * Defensive makes the Sentinel defensive, acting like Shade with Revenge installed * Passive makes the Sentinel harmless, not attacking enemies at all (similarly to how it behaves when you don't mod its attack-card) 2) As mentioned above, each different Attack Pattern mod changes HOW the Sentinel attacks enemies when put in Aggressive mode. But ranking up the Attack Pattern mod also grants more benefits for the Sentinel * It grants more modpoints (like Auras for Warframes) * It increases its attackrange (Always by 15% per rank, and they all have a ranking of 2+5, thus a max range-increase of 90%). This attackrange increase also benefits its attackrange when in Defensive mode. 3) Due to the Attack Pattern mod also increases the attackrange of the Sentinel, what determines the BASE range of the Sentinel is now dependant on the WEAPON! (Which would be very, very easy to balance) 4) All Attack Patterns (previously the regular attackmods, such as Thumper, Striker, Warrioer etc) are interchangeable among each Sentinel, since the Attack Patterns change how they shoot and all that. So, yeah, this adds a whole new level of modding depth and a huge increase of battlefield flexibility for the Sentinels. Since I've talked so much about the Attack Pattern mods, let's go into each one in detail: ----- ATTACK PATTERN (aka, the Sentinel aggressive behaviour "auras") ----- Note: I have not designated any polarities for any of these as I think they shouldn't have any (so you can alter their behaviours more flexibly) * Striker Ranks: 2+5 Effect: When in Aggressive mode, the Sentinel will target the enemy within range with the highest amount of health first. Increases the Sentinel's attackrange (for both Aggressive and Defensive mode) by 15%. (Max 90%) * Revenge Opportunist Ranks: 2+5 Effect: When in Aggressive mode, the Sentinel will target the enemy within range with the least amount of health first. Increases the Sentinel's attackrange (for both Aggressive and Defensive mode) by 15%. (Max 90%) * Targetting Receptor Brawler Ranks: 2+5 Effect: When in Aggressive mode, the Sentinel will target the enemy within range which is the closest to the Sentinel. Increases the Sentinel's attackrange (for both Aggressive and Defensive mode) by 15%. (Max 90%) * Thumper Ranks: 2+5 Effect: When in Aggressive mode, the Sentinel will target the enemy within range which is the furthest away from the Sentinel. Increases the Sentinel's attackrange (for both Aggressive and Defensive mode) by 15%. (Max 90%) * Warrior Ranks: 2+5 Effect: When in Aggressive mode, the Sentinel will target enemies within range at random. Changes target upon each Sentinel reload, or if the target dies. Increases the Sentinel's attackrange (for both Aggressive and Defensive mode) by 15%. (Max 90%) * Swift Deth Focus Fire Ranks: 2+5 Effect: When in Aggressive mode, the Sentinel will attack the same target as the Sentinel's owner targetted last, or, if the owner hasn't attacked someone, chooses the closest target within range. Only changes target upon the target's death (or if it gets out of targetting range). Increases the Sentinel's attackrange (for both Aggressive and Defensive mode) by 15%. (Max 90%) ----- SENTINEL MODS (aka, the Sentinel passive mods) ----- * Fast Deflection Unchanged! * Redirection Unchanged! * Vitality Ranks: 2+10 Effect/rank: 20% 25% Health boost (Max 275%) Note: To make it equal to Redirection * Steel Fiber Ranks: 2+10 2+5 Effect/rank: 10% 20% Shield boost (Max 120%) Note: Armor is generally not such a good thing to increase (due to low base armor of Sentinels), so making this cheaper to rank up is in order imo. Compensation with Legendary Core for highrank Steel Fiber I guess is fine? * Fired Up Unchanged! * Self Destruct Unchanged! One of the mods that would benefit from having Utility slots * Spare Parts Unchanged! Another one of the mods that would benefit from having Utility slots NEW SENTINEL MOD-IDEAS! * Clockwork Polarity: - Ranks: 4+5 Effect/rank: 5% Precept cooldown reduction (Max 30%) Note: This is pretty much the equivalent to Warframe power efficiency, since Sentinels only way to alter "casting frequency" is with the cooldowns * Powerload Polarity: V Ranks: 4+5 Effect/rank: 5% Precept strength boost (Max 30%) * Conduction Polarity: V Ranks: 4+5 Effect/rank: 5% Precept duration boost (Max 30%) * Receptor Polarity: - or V Ranks: 4+5 Effect/rank: 5% Precept range boost (Max 30%) ----- PRECEPTS (aka, the Sentinel abilities) ----- * Regen Unchanged! * Guardian Unchanged! Note: This is how it would be affected by the suggested Precept modifiers though: * Cooldown is affected by Precept cooldown reduction * Sanctuary Polarity: 1- (< That's the precept polarity. Changed to 1- instead of having the inconsistent D polarity) Ranks: 6+3 Effect/rank: Creates a shield on its master with 100/150/200/250 shieldhealth, when the master heals fallen allies AND when hacking consoles AND when activating lifesupport Note: Added the hacking+lifesupport bonuses so it has a broader range of use + To make it useful in the first place for solo players... Note 2: This is how it would be affected by the suggested Precept modifiers: * Shieldhealth is boosted by Precept strength * Shieldsize is boosted by Precept range * Cooldown from shield destruction is affected by Precept cooldown reduction * Coolant Leak Ranks: 4+0 4+3 Effect/rank: Slows down nearby enemies by 5% within a radius of 3 meters (Max 20% - I don't think the radius needs to be increaseable. If so, max +1 meter for each additional rank, thus a max range of 6 meters) Note: Only had 1 rank before... Note 2: This is how it would be affected by the suggested Precept modifiers: * Shieldhealth is boosted by Precept strength * Shieldsize is boosted by Precept range * Cooldown from shield destruction is affected by Precept cooldown reduction * Looter Ranks: 2+5 Effect/rank: Shoots and breaks loot containers with a silent energy-jolt within a radius of 5m (Max 30m). Cooldown of 2 seconds. Note: Changed from unknown values Note 2: This is how it would be affected by the suggested Precept modifiers: * Shooting range is affected by Precept range * Cooldown is affected by Precept cooldown reduction * Sacrifice Unchanged! Although, I'd maybe change it so that its sacrifice-death can be nullified once if you also have Regen installed... * Vacuum Made into a GENERAL precept, instead of being Carrier's unique ability! Of course, Carrier would get a replacement ability. Note: This is how it would be affected by the suggested Precept modifiers: * Looting range is boosted by Precept range * Cooldown (if any?) is affected by Precept cooldown reduction * Investigator Made into a GENERAL precept, instead of being Helios's unique ability! Of course, Helios would get a replacement ability. Note: This is how it would be affected by the suggested Precept modifiers: * Scanning speed is affected by precept strength and/or precept duration * Scanning range is affected by precept range * Scanning cooldown (if any?) is affected by precept cooldown reduction * Cure Uniqueness: Only for Carrier! Just a quickly suggested replacement ability Polarity: 1- Ranks: 2+5 Effects: Heals all allies (including Carrier itself) within 20/22/24/26/28/30 meters for 10 health (or shields if health is full) every 10/9/8/7/6/5 seconds. Also, if an ally suffers from a debuff, if that ally comes/is within 20/22/24/26/28/30 meters range of the Carrier, it is cleansed from all debuffs as well as makes it immune to debuffs for 1,5 / 1,75 / 2 / 2,25 / 2,5 / 3 seconds. Cleansing has a 20/19/18/17/16/15 second cooldown. Notes: This is how it would be affected by the suggested Precept modifiers! * Healing and cleanse ranges are affected by precept range * Healing amount is affected by precept strength * Cleanse debuff immunity is affected by precept duration * Healing and cleanse cooldowns are affected by precept cooldown reduction * Solar Blades Uniqueness: Only for Helios! Just a quickly suggested replacement ability Polarity: 1- Ranks: 2+5 Effects: Whenever an enemy comes within 2,5 meters of Helios, Helios strikes out with 5/6/7/8/9/10 long and quite wide fire"blades" around it, within a range greater than its triggering range (3,3 / 3,6 / 4 / 4,3 / 4,6 / 5 meters). Targets are attacked randomly and each "blade" strike can cut through several units at once. Each bladestrike deals 40 Heat damage, staggers and debuffs the affected targets so they suffer more 10/20/30/40/50/60% damage taken from melee attacks and Sentinel weapons for 6/7/8/9/10/12. This ability has a cooldown of 15/14/13/12/11/10 seconds. Note: This is how it would be affected by the suggested Precept modifiers: * Strikedamage and weakness debuff potency is affected by precept strength * Weakness debuff duration is affected by precept duration * Attackrange is affected by precept range * Cooldown is affected by precept cooldown reduction Special note: This ability, Solar Blades, could also be remade into Helios' weapon (like a simple firewhip of sorts), while its current Deconstructor "glaives" could instead be turned into its unique precept for Helios (with a similar debuff suggested here). Solar Blades could then also be a weapon equippable by ANY Sentinel too! :) * Ghost Uniqueness: Only for Shade! Effects/rank: On top of its proximity stealth, here are 2 potential additions to improve it (mainly to make it affected by all the different Precept modifiers): 1) When the condition to stay in stealth fades, you and the Sentinel gets a brief afterstealth (indicated by a "blinking" effect). Afterstealth lasts 1,25 / 1,5 / 1,75 / 2 / 2,25 / 2,5 seconds 2) When completely out of stealth (and afterstealth), Shade gets a 40/80/120/160/200/240% damagebonus for 8 seconds. Note: This is how it would be affected by the suggested Precept modifiers: * Shade's damagebonus is affected by precept strength * Afterstealth and Shade's damagebonus durations are affected by precept duration * Stealth triggering range is affected by precept range * Cooldown is affected by precept cooldown reduction * Vaporize Uniqueness: Only for Deth Cube! Effects/rank: Rebalanced its numbers a bit: 1) Cooldown is now 30/28/26/24/22/20 seconds (buff from a constant 30 seconds) 2) Stun duration is now 3 / 3,2 / 3,4 / 3,6 / 3,8 / 4 seconds (changed from an unknown value) 3) Range and damage remains unchanged Note: This is how it would be affected by the suggested Precept modifiers: * Damage is affected by precept strength * Stun duration is affected by precept duration * Attackrange is affected by precept range * Cooldown is affected by precept cooldown reduction * Crowd Dispersion Uniqueness: Only for Wyrm! Effects/rank: Rebalanced its numbers a bit: 1) Cooldown is now 17/16/15/14/13/12 seconds (changed from a constant 15 seconds) 2) Range is now 5/6/7/8/9/10 meters (changed from random intervals between 6 and 10 meters) 3) Damage is now 50/65/80/105/120/135 Magnetic damage (buffed from meager 6 to 10 damage!) Note: This is how it would be affected by the suggested Precept modifiers: * Damage is affected by precept strength * Attackrange is affected by precept range * Cooldown is affected by precept cooldown reduction * It would be neat if there was some effect on it which was affected by precept duration... * Fatal Attraction Mystical Attraction Uniqueness: Only for Djinn! Effects/rank: Gets a pretty big revamp (somewhat similar though): When X (4?) alerted enemies get within a range of 20/22/24/26/28/30 meters to Djinn, or if Djinn's owner is attacked by an enemy within the same range, it activates this precept. Upon activation, Djinn creates an aura which causes all enemies within 22/24/26/28/30/32 meters of Djinn to get increased aggro towards Djinn, while Djinn also shields itself with a powerful shield (the same visual effect it has now). This shield not only makes Djinn invulnerable for the duration, it also HEALS Djinn for 1/2/3/4/5/6% of the damage dealt towards Djinn during the shielding! The shield and aura lasts for 2,5 / 3 / 3,5 / 4 / 4,5 / 5 seconds. This precept has a cooldown of 30/29/28/27/26/25 seconds. Note: This is how it would be affected by the suggested Precept modifiers: * Healing (the damage-absorbtion) is affected by precept strength * Activation range and aura radius are affected by precept range * Aura and shield durations are affected by precept duration * Cooldown is affected by precept cooldown reduction RIFLES Similar to what I suggested on Warframes, I'd also like to split weaponmods into (at least) 2 categories: 1) Combat 2) Utility Each one with its set of points etc (just like mentioned on Warframes). However, as I realize that would require a lot of time and effort, that's more of a future change. Instead, as I mentioned in the start of the thread, nerfing damageincreasing mods for weapons have a lot of benefits (all mentioned in the first post). It also has ANOTHER positive impact: It also makes the "utility"-mods far more viable options! Anyway, here's the suggested balancenumbers for Rifles: * Piercing Hit Ranks: 4+5 Effects/rank: 5% 6% Puncture damage bonus Note: The way physical should be boosted is now treated the same way as elemental damage, meaning, the boost is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Rupture Blunt Force (or something similar) Ranks: 4+5 Effects/rank: 5% 6% Impact damage bonus (Max 36%) Note: The way physical damagetypes should be boosted by mods is now treated the same way as elemental damage is, meaning, the bonus is based on the TOTAL basedamage, it doesn't just increase the physical type in question. Note 2: Changed the name here, because it is so unintuitive * Sawtooth Clip Rupture Ranks: 4+5 Effects/rank: 5% 6% Slash damage bonus (Max 36%) Note: The way physical damagetypes should be boosted by mods is now treated the same way as elemental damage is, meaning, the bonus is based on the TOTAL basedamage, it doesn't just increase the physical type in question. Note 2: Changed the name here, because it is so unintuitive * Stormbringer Ranks: 6+5 Effects/rank: 15% 6% Electrical damage bonus (Max 36%) * Hellfire Ranks: 6+5 Effects/rank: 15% 6% Heat damage bonus (Max 36%) * Infected Clip Ranks: 6+5 Effects/rank: 15% 6% Toxic damage bonus (Max 36%) * Cryo Rounds Ranks: 4+5 6+5 Effects/rank: 15% 6% Cold damage bonus (Max 36%) * Split Chamber Ranks: 10+5 8+5 Effects/rank: 15% 7% Multishot bonus (Max 42%) Note: This is kept a bit higher, since it is chancebased and not a guaranteed effect. Numbers can of course still be changed, but I think something along these lines is ok. * Serration Ranks: 4+10 Effects/rank: 15% 5% Damage bonus (Max 55%) * Point Strike Ranks: 4+5 Effects/rank: 25% 15% Critical hit chance bonus (Max 90%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) * Vital Sense Ranks: 4+5 Effects/rank: 20% 15% Critical hit damage bonus (Max 90%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) * Speed Trigger Ranks: 4+5 Effects/rank: 10% 7,5% Rate of fire bonus (Max 45%) Note: This is kept quite high, since it doesn't affect ammo economy, just DPS. Numbers can of course still be changed, but I think something along these lines is ok. Note 2: This is a borderline mod of which actually could be a Utility mod, since it only affects DPS, but not ammoeconomy like the damage-increasing mods do. If considered Utility, then I'd lower the RoF bonus to just 5% per rank though (Max 30%). * Heavy Caliber Ranks: 6+10 4+5 Effects/rank: 15% 10% Damage bonus and 5% 6% Accuracy penalty (Max 60% and 36%) Note: This makes it more worthy to be called a Corrupted mod - You get more or less the same power as on Serration and it also costs less modpoints, but comes with an accuracypenalty. THAT is a fair tradeoff! * Critical Delay Ranks: 4+5 Effects/rank: 8% 20% Critical hit chance bonus and 6% Rate of fire penalty (Max 120% and 36%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) Note 2: Please note that Point Strike has been nerfed a bit though. For comparison, they now cost the same amount of modpoints, but Critical Delay gives more of a bonus but has a penalty too, while Point Strike doesn't have a penalty but doesn't provide as much of a bonus either. THAT is a fair tradeoff! * Vile Precision Vile Distortion Polarity: D (instead of -) Ranks: 6+5 4+5 Effects/rank: 10% Recoil reduction and a 6% Rate of fire penalty 10% Status chance bonus and 3% Critical hit chance penalty (Max 60% and 18%) Note: Got a complete revamp because Stabilizer makes its old bonus obsolete + It already has the same type of penalty on Critical Delay. Note 2: Honestly, this is one of the few mods I'd rather SCRAP entirely (or convert it into Heavy Caliber or something), as it is completely obsolete (I'm not all too satisfied with its current revamp either) * Tainted Mag Uniqueness: Rifles (Instead of just ASSAULT Rifles! So that means weapons like Snipers can also benefit!) Ranks: 4+10 4+3 Effects/rank: 6% 15% Magsize increase and 3% 6% Reloadspeed penalty (Max 60% and 24%) Note: This is a good example of a mod that would fit being a Utility mod. Yes, a CORRUPTED Utility mod! * Wildfire Ranks: 6+3 6+5 Effects/rank: 5% Magsize increase and 15% Heat damage 4% Multishotbonus (Max 30% and 24%) Note: Like I mentioned in the beginning, no Nightmare mod should have elemental bonuses, because that just leads to elemental bias + upsets the elemental balances etc * Hammershot Ranks: 6+3 Effects/rank: 15% 10% Critical hit damage bonus and 10% 7,5% Status chance bonus (Max 40% and 30%) Note: Like I mentioned in the beginning, no Nightmare mod should have elemental bonuses, because that just leads to elemental bias + upsets the elemental balances etc * Shred Ranks: 6+5 Effects/rank: 5% 3,5% Rate of fire bonus and 0,2m Punchthrough bonus (Max 21% and 1,2m) * Malignant Force Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Toxic damage bonus (Max 30% and 20%) * High Voltage Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Electric damage bonus (Max 30% and 20%) * Thermite Rounds Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Heat damage bonus (Max 30% and 20%) * Fast Hands Ranks: 2+5 Effects/rank: 5% 8% Reload speed bonus (Max 48%) Note: Another potential rebalance is having ranks being 2+3, the effect be 10% per rank, and thus max effect 40%. Note 2: This is a good example of a mod that would fit being a Utility mod * Ammo Drum Polarity: D (instead of -) Ranks: 2+5 2+3 Effects/rank: 5% 10% Ammo capacity bonus (Max 40%) Note: This is a good example of a mod that would fit being a Utility mod * Ammo Mutator (Rifle + Sniper + Arrow) Polarity: D (instead of -) Ranks: 4+3 Effects/rank: Rifle Mutator remains the same, but Sniper+Arrow Mutator = Converts ALL types of ammo to just 1/2/3/4 Sniper/Arrow ammo (instead of 1/3/4/5 from Pistol+Rifle and 3/5/8/10 from Shotgun). It doesn't need that huge of an ammoreturn. Note: This is a good example of a mod that would fit being a Utility mod * Magazine Warp Ranks: 4+5 2+3 Effects/rank: 5% 10% Magsize increase (Max 40%) Note: This is a good example of a mod that would fit being a Utility mod * Rifle Aptitude Ranks: 4+5 2+5 Effects/rank: 2,5% 7,5% Status chance bonus (Max 45%) * Bane of Corpus + Grineer + Infested Ranks: 4+5 2+5 Effects/rank: 5% Faction damage bonus (Max 30%) * Metal Auger Ranks: 10+5 6+5 or 8+5 Effects/rank: 0,35m Punchthrough (Max 2,1m) * Stabilizer Ranks: 6+3 4+3 Effects/rank: 15% Recoil reduction (Max 60%) Note: This is a good example of a mod that would fit being a Utility mod (Special note: If this DID turn out to be a Utility-mod, I'd change its polarity to V, so there are more Utility mods with the V-polarity) * Eagle Eye Ranks: 4+3 2+3 Effects/rank: 10% Zoom (Max 40%) Note: This is a good example of a mod that would fit being a Utility mod * Hush Ranks: 2+3 Effects/rank: 25% Noise reduction (Max 100%) Note: This is a good example of a mod that would fit being a Utility mod * Charged Chamber Unchanged! Only one thing I would (maybe) change: Make this work on ANY Rifle, not just Snipers! * Primed Chamber Unchanged! (I'd maybe tone down the power to maybe 15% per rank though (Max 60%) But not less) This one remains for ONLY Snipers though, unlike my change to Charged Chamber * Firestorm Ranks: 6+3 (Maybe 4+3?) Effects/rank: 6% AoE increase AND RANGEINCREASE for ANY WEAPON with AoE-effects and/or limited range! (Max 24%) Note: This means that weapons like Flux Rifle, Synapse and other similar range-limited weapons can use this to extend their range! Also, this mod should work for ANY weapon with an AoE-effect or limited range. So, this mod now benefits these weapons (but are not just limited to): * Ogris (AoE) * Penta (AoE) * Torid (AoE) * Flux Rifle (Range) * Synapse (Range) * Amprex (Range) * Ignis (AoE and Range) * And other similar weapons that I might've missed :) * Thunderbolt Ranks: 6+3 Effects/rank: 7,5% chance to trigger a 250 Blast-damage explosion in a 10m radius Upon the arrow's first collision, 7,5% of its damage is also dealt in a 6m radius (Max 30%. Range does not scale) Note: This damage does NOT harm yourself Note 2: This explosion could be a more energy-like one, instead of a generic classic explosion. This could also explain why it doesn't hurt yourself! Note 3: If the explosion is made into an energy-like one, the explosion could even remain silent! Note 3: This damage does NOT increase your single target DPS, as the explosion simply doesn't affect the main target Note 4: Due to its changes it is a far more viable mod to pick, because it not only scales but it is also a reliable bonus (no longer dependant on RNG) NEW RIFLE-MOD IDEAS! * Dead Eye (Using this name since I revamped the aura + renamed it) Polarity: V Ranks: 4+3 Effects/rank: 5% Accuracy bonus (Max 20%) * Ricochet Polarity: - Ranks: 4+3 Effects/rank: +1 Bounce (Max +4) Note: Good for Miter, and could be a nice choice for those that would like Penta grenades to bounce further forward. Who knows, it could also be good for whatever future weapon might be added (Anti-moa "Shockgrenade" Launcher anyone?) * Stick Around (Or some other punny name :P) Polarity: - or D Ranks: 4+3 Effects/rank: -1 Bounce (Max -4) Note: Good for Penta grenades to attach very fast. Or for those that, for some reason, don't like Miter blades bouncing around *shrugs* Who knows, it could also be good for whatever future weapon might be added (Anti-moa "Shockgrenade" Launcher anyone?) * Jet Polarity: - or V Ranks: 4+3 or 2+3 Effects/rank: 25% projectile speed increase (Max 100%, which means the projectile is twice as fast) Note: Good for any projectile weapon (Bows, Boltor, Ogris etc) SHOTGUNS Similar to what I suggested on Warframes, I'd also like to split weaponmods into (at least) 2 categories: 1) Combat 2) Utility Each one with its set of points etc (just like mentioned on Warframes). However, as I realize that would require a lot of time and effort, that's more of a future change. Instead, as I mentioned in the start of the thread, nerfing damageincreasing mods for weapons have a lot of benefits (all mentioned in the first post). It also has ANOTHER positive impact: It also makes the "utility"-mods far more viable options! Anyway, here's the suggested balancenumbers for Shotguns: * Flechette Ranks: 4+5 Effects/rank: 5% 6% Puncture damage bonus Note: The way physical should be boosted is now treated the same way as elemental damage, meaning, the boost is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Disruptor Ranks: 4+5 Effects/rank: 5% 6% Impact damage bonus (Max 36%) Note: The way physical damagetypes should be boosted by mods is now treated the same way as elemental damage is, meaning, the bonus is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Shredder Ranks: 4+5 Effects/rank: 5% 6% Slash damage bonus (Max 36%) Note: The way physical damagetypes should be boosted by mods is now treated the same way as elemental damage is, meaning, the bonus is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Charged Shell Ranks: 6+5 Effects/rank: 15% 6% Electrical damage bonus (Max 36%) * Incendiary Coat Ranks: 6+5 Effects/rank: 15% 6% Heat damage bonus (Max 36%) * Contagious Spread Ranks: 6+5 Effects/rank: 15% 6% Toxic damage bonus (Max 36%) * Chilling Grasp Ranks: 4+5 6+5 Effects/rank: 15% 6% Cold damage bonus (Max 36%) * Hell's Chamber Ranks: 10+5 8+5 Effects/rank: 15% 7% Multishot bonus (Max 42%) Note: While this has a more direct benefit compared to Rifles and Pistols (it increases the amount of pellets, it is not reliant on RNG) I still think it can be just as high, to be consistent and fair. After all, Shotguns have enough downsides already... * Point Blank Ranks: 4+5 4+10 Effects/rank: 15% 5% Damage bonus (Max 55%) * Blunderbuss Unchanged! Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) * Ravage Ranks: 4+5 Effects/rank: 10% 15% Critical hit damage bonus (Max 90%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) * Shotgun Spazz Ranks: 4+5 Effects/rank: 15% 7,5% Rate of fire bonus (Max 45%) Note: This is kept quite high, since it doesn't affect ammo economy, just DPS. Numbers can of course still be changed, but I think something along these lines is ok. Note 2: This is a borderline mod of which actually could be a Utility mod, since it only affects DPS, but not ammoeconomy like the damage-increasing mods do. If considered Utility, then I'd lower the RoF bonus to just 5% per rank though (Max 30%). * Vicious Spread Ranks: 4+5 Effects/rank: 15% 10% Damage bonus and 10% 8% Accuracy penalty (Max 60% and 48%) Note: This makes it more worthy to be called a Corrupted mod - You get more or less the same power as on Point Blank and it also costs less modpoints, but comes with an spreadpenalty, ie less accuracy. THAT is a fair tradeoff! * Tainted Shell Creeping Shell Ranks: 4+10 4+5 Effects/rank: 7% Accuracy bonus (less pellet spread) 20% Critical hit chance bonus and 6% Rate of fire penalty (Max 120% and 36%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) Note 2: I renamed it as the other 2 "Tainted" mods (Tainted Mag and Tainted Clip) deals with Magsize+Reloadspeed, making this name inconsistently confusing. Note 3: Those who might be mad at the loss of an accuracy booster for shotguns, don't worry, that is suggested further down as a new standalone mod! * Burdened Magazine (Or possible named Tainted Shells, now when that name has been "freed") Ranks: 6+5 4+3 Effects/rank: 6% 15% Magsize increase and 3% 6% Reloadspeed penalty (Max 60% and 24%) Note: This is a good example of a mod that would fit being a Utility mod. Yes, a CORRUPTED Utility mod! * Blaze Brutal Barrage Polarity: D (instead of V... maybe?) Ranks: 6+3 6+5 Effects/rank: 15% Heat damage and 15% Damage bonus 5% Status chance bonus and 4% Multishotbonus (Max 30% and 24%) Note: Like I mentioned in the beginning, no Nightmare mod should have elemental bonuses, because that just leads to elemental bias + upsets the elemental balances etc Note 2: I don't like that Shotguns have ANOTHER plain damagebooster (I mean, why?!). So I changed it to Multishot, which is at least a bit more interesting, imo (and makes all weapontypes have a Nightmare mod related to Multishot: Wildfire, this one and Lethal Torrent) * Accelerated Blast Onslaught Ranks: 6+3 4+3 Effects/rank: 15% 7,5% Rate of fire bonus and 15% Puncture damage bonus 7% Reloadspeed bonus (Max 30% and 28%) Note: Like I mentioned in the beginning, no Nightmare mod should have elemental (or in this case, physical) bonuses, because that just leads to elemental (or physical) bias + upsets the elemental (or physical) balances etc * Toxic Barrage Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Toxic damage bonus (Max 30% and 20%) * Shell Shock Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Electric damage bonus (Max 30% and 20%) * Scattering Inferno Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Heat damage bonus (Max 30% and 20%) * Tactical Pump Ranks: 2+5 Effects/rank: 5% 8% Reload speed bonus (Max 48%) Note: Another potential rebalance is having ranks being 2+3, the effect be 10% per rank, and thus max effect 40%. Note 2: This is a good example of a mod that would fit being a Utility mod * Shell Compression Polarity: D (instead of -) Ranks: 2+5 2+3 Effects/rank: 5% 10% Ammo capacity bonus (Max 40%) Note: This is a good example of a mod that would fit being a Utility mod * Shotgun Ammo Mutator Polarity: D (instead of -) Otherwise unchanged! Note: This is a good example of a mod that would fit being a Utility mod * Ammo Stock Ranks: 2+5 2+3 Effects/rank: 5% 10% Magsize increase (Max 40%) Note: This is a good example of a mod that would fit being a Utility mod * Shotgun Savvy Ranks: 4+5 2+5 Effects/rank: 5% 7,5% Status chance bonus (Max 45%) * Cleanse Corpus + Grineer + Infested Ranks: 4+5 2+5 Effects/rank: 5% Faction damage bonus (Max 30%) * Seeking Force Ranks: 10+5 6+5 or 8+5 Effects/rank: 0,35m Punchthrough (Max 2,1m) NEW SHOTGUN-MOD IDEAS! * Barrel Choke Polarity: V Ranks: 4+3 Effects/rank: 7,5% Accuracy (less spread) bonus (Max 30%) * Aerodynamics (Or something like it) Polarity: - Ranks: 4+3 Effects/rank: 7,5% Rangeincrease before damagefalloff starts (Max 30%) Note: Has a special effect on Phage (and any future similar Shotguns) - It increases its range! Note 2: This could potentially also be a mod that increases projectile-speed. That so, because there is just ONE Shotgun with projectiles which have traveltime, the Drakgoon. So making a projectile-speed-increaser-mod for Shotguns would feel like it wold be too much work for so little benefit. Unless there are more Shotguns to be added that are non-hitscan of course. * Lockstock (Or some other punny name :P) Ranks: 4+3 Effects/rank: 15% Recoil reduction (Max 60%) Note: This is a good example of a mod that would fit being a Utility mod (Special note: If this DID turn out to be a Utility-mod, I'd change its polarity to V, so there are more Utility mods with the V-polarity) * Pellet Packer (Or something more fitting) Polarity: V Ranks: 6+3 Effects/rank: 10% Damage bonus for the first shot of the magazine (Max 40%) Note: Yes this is an equivalent to Charged Chamber, but for shotguns. I think this one would be a really good and fun option for the smallmagazined shotguns like Hek and Tigris(!) Edited July 10, 2014 by Azamagon Link to comment Share on other sites More sharing options...
Azamagon Posted July 6, 2014 Author Share Posted July 6, 2014 (edited) PISTOLS Similar to what I suggested on Warframes, I'd also like to split weaponmods into (at least) 2 categories: 1) Combat 2) Utility Each one with its set of points etc (just like mentioned on Warframes). However, as I realize that would require a lot of time and effort, that's more of a future change. Instead, as I mentioned in the start of the thread, nerfing damageincreasing mods for weapons have a lot of benefits (all mentioned in the first post). It also has ANOTHER positive impact: It also makes the "utility"-mods far more viable options! Anyway, here's the suggested balancenumbers for Pistols: * No Return Ranks: 2+5 4+5 Effects/rank: 5% 6% Puncture damage bonus Note: The way physical should be boosted is now treated the same way as elemental damage, meaning, the boost is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Concussion Rounds Ranks: 2+5 4+5 Effects/rank: 5% 6% Impact damage bonus (Max 36%) Note: The way physical damagetypes should be boosted by mods is now treated the same way as elemental damage is, meaning, the bonus is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Razor Shot Ranks: 2+5 4+5 Effects/rank: 5% 6% Slash damage bonus (Max 36%) Note: The way physical damagetypes should be boosted by mods is now treated the same way as elemental damage is, meaning, the bonus is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Convulsion Ranks: 6+5 Effects/rank: 15% 6% Electrical damage bonus (Max 36%) * Heated Charge Ranks: 6+5 Effects/rank: 15% 6% Heat damage bonus (Max 36%) * Pathogen Rounds Ranks: 6+5 Effects/rank: 15% 6% Toxic damage bonus (Max 36%) * Deep Freeze Ranks: 4+5 6+5 Effects/rank: 10% 6% Cold damage bonus (Max 36%) * Barrel Diffusion Ranks: 6+5 8+5 Effects/rank: 20% 7% Multishot bonus (Max 42%) Note: This is kept a bit higher, since it is chancebased and not a guaranteed effect. Numbers can of course still be changed, but I think something along these lines is ok. * Hornet Strike Ranks: 4+10 Effects/rank: 20% 5% Damage bonus (Max 55%) * Pistol Gambit Ranks: 4+5 Effects/rank: 20% 15% Critical hit chance bonus (Max 90%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) * Target Cracker Ranks: 4+5 Effects/rank: 20% 15% Critical hit damage bonus (Max 90%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) * Gunslinger Ranks: 4+5 Effects/rank: 12% 7,5% Rate of fire bonus (Max 45%) Note: This is kept quite high, since it doesn't affect ammo economy, just DPS. Numbers can of course still be changed, but I think something along these lines is ok. Note 2: This is a borderline mod of which actually could be a Utility mod, since it only affects DPS, but not ammoeconomy like the damage-increasing mods do. If considered Utility, then I'd lower the RoF bonus to just 5% per rank though (Max 30%). * Magnum Force Ranks: 4+10 4+5 Effects/rank: 6% 10% Damage bonus and 3% 6% Accuracy penalty (Max 60% and 36%) Note: This makes it more worthy to be called a Corrupted mod - You get more or less the same power as on Hornet Strike and it also costs less modpoints, but comes with an accuracypenalty. THAT is a fair tradeoff! * Hollow Point Ranks: 4+5 Effects/rank: 10% Critical hit damage bonus and 2,5% Damage penalty 20% Critical hit chance (or Critical hit damage is still fine?) bonus and 6% Rate of fire penalty (Max 120% and 36%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) Note: The old version of Hollow Point was HORRIBLY balanced as it in most cases made you LOSE overall damage! * Tainted Clip Ranks: 6+5 4+3 Effects/rank: 10% 15% Magsize increase and 5% 6% Reloadspeed penalty (Max 60% and 24%) Note: This is a good example of a mod that would fit being a Utility mod. Yes, a CORRUPTED Utility mod! * Lethal Torrent Ranks: 6+5 Effects/rank: 10% 5% Rate of Fire bonus and 15% 4% Multishotbonus (Max 30% and 24%) * Stunning Speed Ranks: 6+3 4+3 Effects/rank: 10% 7,5% Reload speed bonus and 2,5% 7,5% Status chance bonus (Max 30% on both) * Ice Storm Bulletstorm Ranks: 4+3 6+5 Effects/rank: 10% Cold damage bonus 0,2m Punchthrough bonus and 10% 5% Magsize increase (Max 1,2m and 30%) Note: Like I mentioned in the beginning, no Nightmare mod should have elemental bonuses, because that just leads to elemental bias + upsets the elemental balances etc * Pistol Pestilence Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Toxic damage bonus (Max 30% and 20%) * Jolt Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Electric damage bonus (Max 30% and 20%) * Scorch Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Heat damage bonus (Max 30% and 20%) * Quickdraw Unchanged! (Ranks 2+5 and 8% Reloadspeed per rank, thus a max of 48%) Note: Another potential rebalance is having ranks being 2+3, the effect be 10% per rank, and thus max effect 40%. Note 2: This is a good example of a mod that would fit being a Utility mod * Trick Mag Polarity: D (instead of -) Ranks: 2+5 2+3 Effects/rank: 15% 10-20% Ammo capacity bonus (Max 40%-80%) Note: I'm unsure what values to give this mod. Giving it higher than 10% makes it better in direct value than other weapons' Ammocap-mods. But on the other hand, Pistol ammo is generally more scarce than that of other weapontypes... Note: This is a good example of a mod that would fit being a Utility mod * Pistol Ammo Mutator Polarity: D (instead of -) Otherwise unchanged! Note: This is a good example of a mod that would fit being a Utility mod * Slip Magazine Ranks: 4+5 2+3 Effects/rank: 5% 10% Magsize increase (Max 40%) Note: This is a good example of a mod that would fit being a Utility mod * Sure Shot Ranks: 2+5 Effects/rank: 2,5% 7,5% Status chance bonus (Max 45%) * Expel Corpus + Grineer + Infested Ranks: 4+5 2+5 Effects/rank: 5% Faction damage bonus (Max 30%) * Seeker Ranks: 10+5 6+5 or 8+5 Effects/rank: 0,35m Punchthrough (Max 2,1m) * Steady Hands Ranks: 6+3 4+3 Effects/rank: 15% Recoil reduction (Max 60%) Note: This is a good example of a mod that would fit being a Utility mod (Special note: If this DID turn out to be a Utility-mod, I'd change its polarity to V, so there are more Utility mods with the V-polarity) * Hawk Eye Ranks: 4+3 2+3 Effects/rank: 10% Zoom (Max 40%) Note: This is a good example of a mod that would fit being a Utility mod * Suppress Ranks: 2+3 Effects/rank: 25% Noise reduction (Max 100%) Note: This is a good example of a mod that would fit being a Utility mod NEW PISTOL-MOD IDEAS! * Dilate Polarity: V Ranks: 6+3 (Maybe 4+3?) Effects/rank: 6% AoE increase and Rangeincrease for any weapon with AoE-effects and/or limited range! (Max 24%) Note: Similar to the buff I did to Firestorm for Rifles, this mod increases the AoE-size of all AoE-pistols (such as Embolist, Stug, Angstrum, Castanas etc) and increases the range of weapons like Spectra, Embolist and other similar range-limited weapons This mod benefits these weapons (but are not just limited to): * Embolist (AoE and Range) * Stug (AoE) * Angstrum (AoE) * Castanas (AoE) * Spectra (Range) * And other similar weapons that I might've missed :) * Bullseye / Pistol Marksman (Whatever fitting name it could get) Polarity: V Ranks: 4+3 Effects/rank: 5% Accuracy bonus (Max 20%) * Rapid Flight Polarity: - or V Ranks: 4+3 or 2+3 Effects/rank: 25% projectile speed increase (Max 100%, which means the projectile is twice as fast) Note: Good for any projectile weapon (Bolto(s), Stug, Ballistica, Kunai etc) MELEE Similar to what I suggested on Warframes, I'd also like to split weaponmods into (at least) more categories, 3 for Melee weapons: 1) Combat 2) Utility 3) Stances (Which we already have) Each one with its set of points etc (just like mentioned on Warframes). However, as I realize that would require a lot of time and effort, that's more of a future change. Instead, as I mentioned in the start of the thread, nerfing damageincreasing mods for weapons have a lot of benefits (all mentioned in the first post). It also has ANOTHER positive impact: It also makes the "utility"-mods far more viable options! For FAR more Melee mechanics I'd like to fix, please check here!. I might mention some of those things here, but only very briefly. Some quick mentions: * Channeling now costs STAMINA, not Energy! (More Staminachanges are mentioned in the Warframes section) * Blocking can be done in Gunmode, albeit less Stamina-efficiently * All 3 Finisher types (Ground, Stealth and Counter) make you invulnerable during their animations. * Stealth and Counter Finishers always knocks the target affected And lots more! Anyway, here's the suggested balancenumbers for Melee: * Sundering Strike Ranks: 2+5 4+5 Effects/rank: 5% 6% Puncture damage bonus Note: The way physical should be boosted is now treated the same way as elemental damage, meaning, the boost is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Heavy Trauma Ranks: 2+5 4+5 Effects/rank: 5% 6% Impact damage bonus (Max 36%) Note: The way physical damagetypes should be boosted by mods is now treated the same way as elemental damage is, meaning, the bonus is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Jagged Edge Ranks: 2+5 4+5 Effects/rank: 5% 6% Slash damage bonus (Max 36%) Note: The way physical damagetypes should be boosted by mods is now treated the same way as elemental damage is, meaning, the bonus is based on the TOTAL basedamage, it doesn't just increase the physical type in question. * Shocking Touch Ranks: 6+5 Effects/rank: 10% 6% Electrical damage bonus (Max 36%) * Molten Impact Ranks: 6+5 Effects/rank: 15% 6% Heat damage bonus (Max 36%) * Fever Strike Ranks: 6+5 Effects/rank: 15% 6% Toxic damage bonus (Max 36%) * North Wind Ranks: 6+5 Effects/rank: 10% 6% Cold damage bonus (Max 36%) * Killing Blow Ranks: 6+5 Effects/rank: 20% Channeling damage bonus (Max 120%) Note: Normally, now your Channeled strikes do 50% more TOTAL damage. With maxed Killing Blow installed, your Channeled strikes deal 95% ((50 * 1,2) + 50) more TOTAL damage. I dunno if that is how it works right now, but it should at least work very similar to that imo. Thus Channeling is a VERY strong damagebooster * Pressure Point Ranks: 4+5 4+10 Effects/rank: 20% 5% Damage bonus (Max 55%) * Reflex Coil (Or maybe renamed to "Chakra"?) Ranks: 2+5 4+3 Effects/rank: 5% 10% Channeling efficiency (Max 40%) Note: This is potentially a mod fitting to be a Utility mod. * True Steel Ranks: 4+5 Effects/rank: 10% 15% Critical hit chance bonus (Max 90%) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) * Organ Shatter Unchanged! Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming) * Berserker Ranks: 4+5 (Or 2+5?) Effects/rank: 5% Attack speed bonus for 4 seconds after a critical hit (Max 30% and 24 seconds). Stacks 3 times (I think?) Alternative effect: 1% Attack speed bonus for 10 seconds for each melee hit done (Max 6%. Time is unaffected by ranks). I dunno how many stacks would be allowed (At least 5, max 10?) Note: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming). Note 2: Regardless of scrapping critical hits or not, I think the alternative might overall be more interesting (as it would be of to use on any weapon, even if it has some more biasm to multihitting or fast weapons). * Fury Unchanged! * Spoiled Strike Ranks: 4+3 4+5 Effects/rank: 25% 10% Damage bonus and 5% 2% Attack speed penalty (Max 60% and 12%) Note: This makes it more worthy to be called a Corrupted mod - You get more or less the same power as on Pressure Point and it also costs less modpoints, but comes with an attackspeedpenalty. THAT is a fair tradeoff! * Corrupt Charge Ranks: 4+3 4+5 Effects/rank: 25% Channeling damage bonus and 10% 5% Channeling efficiency penalty (Max 150% and 30%) Note: Normally, now your Channeled strikes do 50% more TOTAL damage. With maxed Corrupt Charge installed, your Channeled strikes deal 125% ((50 * 1,5) + 50) more TOTAL damage. I dunno if that is how it works right now, but it should at least work very similar to that imo. Thus Channeling is a VERY strong damagebooster Note 2: Channeling now "only" costs Stamina, instead of Energy, so the efficiency penalty can be increased a little bit if the penalty is too little. Note 3: This makes it more worthy to be called a Corrupted mod - You get a little bit more power than on Killing Blow and it also costs less modpoints, but comes with a channeling penalty. THAT is a fair tradeoff! * Rending Strike Deathwind Ranks: 6+3 6+5 Effects/rank: 15% Slash damage bonus and 20% Puncture damage bonus 10% Critical hit chance increase and 5% Status chance bonus (Max 60% and 30%) Note: Like I mentioned in the beginning, no Nightmare mod should have elemental (or in this case, physical) bonuses, because that just leads to elemental (or physical) bias + upsets the elemental (or physical) balances etc Note 2: Personally I think critical hits should be scrapped entirely, but more to some of those thoughts in the last section (Called Brainstorming). Regardless, I find it interesting enough as a quick replacement of the physical damage bonuses. * Focus Energy Inner Peace Ranks: 6+3 4+3 Effects/rank: 10% 7,5% Channeling efficiency and 15% Electrical damage bonus 5% Blocking efficiency (Max 30% and 20%) Note: Like I mentioned in the beginning, no Nightmare mod should have elemental (or in this case, physical) bonuses, because that just leads to elemental (or physical) bias + upsets the elemental (or physical) balances etc Note 2: Instead of having both bonuses being about efficiency (even though I kinda think that's cool and fitting, especially with the new name I gave it), which I guess some people probably finds very boring, the Blocking efficiency could always be changed to something like a Status bonus instead. Note 3: Blocking efficiency is simply that blocking gets more stamina-efficient. * Virulent Scourge Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Toxic damage bonus (Max 30% and 20%) * Voltaic Strike Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Electric damage bonus (Max 30% and 20%) * Volcanic Edge Ranks: 4+3 Effects/rank: 15% 7,5% Status bonus and 15% 5% Heat damage bonus (Max 30% and 20%) * Melee Prowess Ranks: 2+5 Effects/rank: 2,5% 7,5% Status chance bonus (Max 45%) * Smite Corpus + Grineer + Infested Ranks: 4+5 2+5 Effects/rank: 5% Faction damage bonus (Max 30%) * Whirlwind Ranks: 4+5 2+5 (Maybe?) Effects/rank: 30% Thrown weapon flightspeed (Max 180%) Note: This is a good example of a mod that would fit being a Utility mod * Quick Return Unchanged! Note: This is a good example of a mod that would fit being a Utility mod * Rebound Unchanged! Note: This is a good example of a mod that would fit being a Utility mod * Power Throw Ranks: 4+5 Effects/rank: 0,1m 0,3m Thrown weapon punchthrough (Max 1,8m) * Energy Channel Ranks: 4+3 Effects/rank: 50% of Energy used is stored as bonus damage, up to a 50 damage bonus. (Max 200% and 200 energy) Note: I'd change this effect to make it more useful though: This bonus damage is a seperate TRUE (Finisher) damage EXPLOSION in a 8 (or so) meter AoE or so, which melee-staggers all enemies caught in the explosion! So yeah, this would make it far more damaging against groups of enemies! Note 2: Another potential buff for this mod would be that it should NOT consider Power efficiency mods, but rather the BASE costs of your abilities. That might make it too strong though *shrugs* * Finishing Touch Ranks: 2+3 Effects/rank: 15% Ground Finisher ALL Finishers (Ground, Stealth and Counter) TOTAL (not just base) damage bonus (Max 60%) * Reach Ranks: 4+3 2+3 Effects/rank: 15% Melee range increase (Max 60%) Note: This is a good example of a mod that would fit being a Utility mod * Parry Ranks: 2+5 Effects/rank: 16% increased chance to get the counterstun upon blocking 5% Blocking efficiency (Max 30%) Note: I think blocking and counterstunning should simply be: If you block a melee attack, the counterstun is guaranteed 100% of the time. No RNG, no timing. Why not even timing? 2 reasons: 1) Lag issues 2) When running up to an enemy, you are probably already blocking. To then get a counterstun, you'd need to let go of blocking and then block right away again after... that just makes it a hassle and a pointless mechanic. Add lag to that and it'd be too buggy, I bet. Note: This is a good example of a mod that would fit being a Utility mod * Reflection (No longer a Warframe mod, but a Melee one instead!) Other than not being a Warframe mod, it is unchanged. Note: This is a good example of a mod that would fit being a Utility mod * Second Wind Ranks: 2+5 Effects/rank: 5 Stamina regained upon Channeling ANY melee kill and a 10% Channeling efficiency penalty (Max 30 Stamina) Note: Not at ALL related to Channeling anymore, it is pretty much just reverted back to what it used to be: Meleekill = Stamina Note 2: A max of 30 Stamina regained per kill is maybe a tad on the high side, but I leave it as it is for now. Note 3: This is a good example of a mod that would fit being a Utility mod * Warrior's Grip Ranks: 4+3 2+3 Effects/rank: 5% chance while blocking that the blocked attack costs no Stamina! (Max 20%) Note: Not at ALL related to Channeling anymore. The revamp was necessary due to the Channeling changes (related to Stamina now, not Energy anymore) Note 2: While actively blocking, the chance of this or Reflex Guard triggering (consider my revamp of it please) could potentially be additive to one another! (Thus 33 + 20% = 53% chance while actively blocking that the block done costs no Stamina). Note 3: This is a good example of a mod that would fit being a Utility mod * Life Strike Ranks: 4+3 Effects/rank: While channeling, 5% 1% of damage done is granted back as health and a 35% Channeling efficiency penalty (Max 4%) Note: Heavily nerfed, as it is quite over the top in the healing it does. Unranked, it is already strong enough... Note 2: Channeling penalty is removed, as you are already sacrificing a modslot for it AND it is not a Corrupted mod from the Orokin Vaults (so, a penalty just makes it inconsistent) Note 3: This is a good example of a mod that would fit being a Utility mod * True Punishment Ranks: 4+3 Effects/rank: While channeling, you get a 10% 25% Critical hit chance bonus and a 15% Channeling efficiency penalty (Max 100%) Note: Channeling penalty is removed, as you are already sacrificing a modslot for it AND it is not a Corrupted mod from the Orokin Vaults (so, a penalty just makes it inconsistent) * Enduring Strike Ranks: 4+3 Effects/rank: While channeling, you get a 15% Status chance bonus and a 10% Channeling efficiency penalty (Max 60%) Note: Channeling penalty is removed, as you are already sacrificing a modslot for it AND it is not a Corrupted mod from the Orokin Vaults (so, a penalty just makes it inconsistent) * Quickening Ranks: 6+3 Effects/rank: While channeling, you get a 5% 10% Attackspeed bonus and a 20% Channeling efficiency penalty (Max 40%) Note: Channeling penalty is removed, as you are already sacrificing a modslot for it AND it is not a Corrupted mod from the Orokin Vaults (so, a penalty just makes it inconsistent) NEW MELEE-MOD IDEAS! * Energy Thief Polarity: - or V Ranks: 4+3 Effects/rank: 1 Energy regained upon ANY melee kill (Max 4 Energy) Note: Considering the Energy efficiency nerfs I did (changing its formula back to its old one), I think this mod would have its place. Note 2: This is a good example of a mod that would fit being a Utility mod * Bloodbath Polarity: Any I guess? Ranks: 4+3 Effects/rank: 3 Health regained upon ANY melee kill (Max 12 Health) Note: This mod is NOT related to Channeling, in contrast to Life Strike Note 2: This is a good example of a mod that would fit being a Utility mod * Combo Killer Polarity: - Ranks: 4+3 Effects/rank: Increases the combo counter's expiration timer by 1 second (Max 4 seconds) Note 2: This is a good example of a mod that would fit being a Utility mod BRAINSTORMING This is a section dedicated to some new ideas/rebalancing of mechanics, which would heavily affect how modding works. Critical hits: In old games, the whole point of having critical hit chances was to simulate stuff like headshots or attacks on the enemies weakpoints. In a FPS game like Warframe, we are in control of where we aim, thus, critical hit chances seems quite... redundant. So, why not scrap Critical hits and its RNG, and revamp it with something SKILLBASED - Rewarding that we aim (and mod) for weakspots? :) That would affect a whole bunch of mods though, and thus here are my alternative versions of them RIFLES: * Point Strike (or Dead Eye, since the name is unused now) Polarity: V Ranks: 4+5 4+3 Effects/rank: Critstuff 5% Accuracy bonus (Max 20%) * Vital Sense Polarity: V Ranks: 4+5 Effects/rank: Critstuff 10% Weakspot damage bonus (Max 60%) * Critical Delay Ranks: 4+5 Effects/rank: Critstuff 15% Weakspot damage bonus and 6% Rate of fire penalty (Max 90% and 36%) * Hammershot Ranks: 6+3 Effects/rank: Critstuff 10% Weakspot damage bonus and 10% 7,5% Status chance bonus (Max 40% and 30%) * Vile Precision Vile Distortion Polarity: D (instead of -) Ranks: 6+5 4+5 Effects/rank: 10% Recoil reduction and a 6% Rate of fire penalty 10% Status chance bonus and 5% Weakspot damage penalty (Max 60% and 30%) SHOTGUNS: * Blunderbuss Barrel Choke Polarity: V Ranks: 4+5 4+3 Effects/rank: Critstuff 7,5% Accuracy bonus (Max 30%) * Blunderbuss (New mod! Name now available to be called like this!) Polarity: V Ranks: 4+3 Effects/rank: 10% Damage bonus for the first shot of the magazine (Max 40%) Note: The old Blunderbuss mod could also be converted into this mod, but, for consistency, I'd rather revamp the old Blunderbuss mod into an accuracy bonus mod. * Ravage Polarity: V Ranks: 4+5 Effects/rank: Critstuff 10% Weakspot damage bonus (Max 60%) * Tainted Shell Creeping Shell Ranks: 4+5 Effects/rank: Accuracy/Critstuff 15% Weakspot damage bonus and 6% Rate of fire penalty (Max 90% and 36%) PISTOLS: * Pistol Gambit Polarity: V Ranks: 4+5 4+3 Effects/rank: Critstuff 5% Accuracy bonus (Max 20%) * Target Cracker Polarity: V Ranks: 4+5 Effects/rank: Critstuff 10% Weakspot damage bonus (Max 60%) * Hollow Point Ranks: 4+5 Effects/rank: Damage/Critstuff 15% Weakspot damage bonus and 6% Rate of fire penalty (Max 90% and 36%) MELEE: * True Steel (Name revamp would be in order?) Polarity: V Ranks: 4+5 8+5 Effects/rank: Critstuff 7% Multistrike bonus (Max 42%) Note: Made into a melee equivalent of Multishot! * Organ Shatter Polarity: V Ranks: 4+5 Effects/rank: Critstuff 10% Weakspot damage bonus (Max 60%) Note: This mod would require another "revamp" - The ability to aim up/down with melee weapons. Otherwise, this mod would be incredibly lackluster and a potentially scrappable/totally revampable mod * Berserker Ranks: 4+5 Effects/rank: Critstuff 1% Attack speed bonus for 10 seconds for each melee hit done (Max 6%. Time is unaffected by ranks). I dunno how many stacks would be allowed (At least 5, max 10?) * Rending Strike Deathwind Ranks: 6+3 6+5 Effects/rank: Physical/Critstuff 4% Multistrike bonus and 5% Status chance bonus (Max 24% and 30%) Note: Made into having a melee equivalent of Multishot in it (Which also makes it similar to the other Nightmare mods; Lethal Torrent and my revamps of Wildfire and Blaze!) * True Punishment (Name revamp would be in order?) Ranks: 4+3 6+3 Effects/rank: Critstuff While channeling, you get a 10% Multistrike bonus and a 15% Channeling efficiency penalty (Max 40%) Note: Channeling penalty is removed, as you are already sacrificing a modslot for it AND it is not a Corrupted mod from the Orokin Vaults (so, a penalty just makes it inconsistent) Interesting thing of note is that the Corrupted mods with a weakspot bonus (Critical Delay, Hollow Point and Tainted Shell Creeping Shell) also all have a penalty on rate of fire. That penalty can be considered a partially synergetic BONUS, as a lower rate of fire makes your attacks a bit more controllable, thus, allows you to aim for weakspots a bit more easily! That's quite neat, isn't it? :) Edited July 10, 2014 by Azamagon Link to comment Share on other sites More sharing options...
Azamagon Posted July 7, 2014 Author Share Posted July 7, 2014 Bump! Added Sentinel mods, which contains quite a bit of changes... Link to comment Share on other sites More sharing options...
jjpdn Posted July 8, 2014 Share Posted July 8, 2014 (edited) I don't like how you can't stack auras. Stacking auras are probably one the only things that you can plan before hand. And please give Eagle Eye a boost. Edited July 8, 2014 by jjpdn Link to comment Share on other sites More sharing options...
SirSlayer Posted July 8, 2014 Share Posted July 8, 2014 Total overhaul? who are you kidding? Also total balance isn't needed and I'd even disagree that it's desirable, aiming at your "all elements should be evenly distributed", I like the fact that you have to choose. Example wildfire, do I take some more magazine capacity and a little fire damage or just plain more fire damage. <- That is choice. Link to comment Share on other sites More sharing options...
jjpdn Posted July 8, 2014 Share Posted July 8, 2014 Total overhaul? who are you kidding? Also total balance isn't needed and I'd even disagree that it's desirable, aiming at your "all elements should be evenly distributed", I like the fact that you have to choose. Example wildfire, do I take some more magazine capacity and a little fire damage or just plain more fire damage. <- That is choice. Agreed. Just needs some changes with mod effectiveness and type (change weapon speed aura mod and eagle eye). Link to comment Share on other sites More sharing options...
Azamagon Posted July 9, 2014 Author Share Posted July 9, 2014 (edited) Bump! Added Rifles and Shotguns I don't like how you can't stack auras. Stacking auras are probably one the only things that you can plan before hand. And please give Eagle Eye a boost. I don't understand why you dislike the inability to stack auras: Currently: Stacking auras requires planning My suggestion: Making sure to NOT stack auras also requires planning So, both version still requires planning (if you want to) If anything, my version benefits planning more than the current one: If you DON'T plan, you might take similar auras and thus have one aura go to waste + It adds up more aura-variety as a bonus! For Eagle Eye, well, there is not much I could do to it besides reducing its modcost. It already gives you increased accuracy (both directly and indirectly). Since I have nerfed the damagemods heavily, sacrificing ONE damagemod for Eagle Eye, if you like it so much, it wouldn't matter to lose out on that damagemod's bonus as much as it currently does. Besides, if we got dedicated Utilityslots etc (as explained in the spoilers), then Eagle Eye would be a PERFECT example of a mod that would be considered a Utilitymod, so it doesn't have to compete with damagemods in the first place! :) Total overhaul? who are you kidding? Also total balance isn't needed and I'd even disagree that it's desirable, aiming at your "all elements should be evenly distributed", I like the fact that you have to choose. Example wildfire, do I take some more magazine capacity and a little fire damage or just plain more fire damage. <- That is choice. Total overhaul, not so much, but a balancing that takes "the big picture" in mind. Total balance, to the dot, is not needed no. But you can't really say with a straight face that the "balance" we have now is exactly in a good spot. Numbers are not only imbalanced, but also highly inconsistent, which is another big problem (and something I've tried to fix) Wildfire contra Hellfire is not much of a choice if you have max 9 modpoints to use though. Wildfire is ALWAYS better than Hellfire, unless you want more damage (which, yes, would be a choice indeed). What I don't like about mods like Wildfire is that they mess up the Elemental damagebalance. What I mean: Rifles = Heavily biased towards Heat, because it has 3 powerful heatincreasers; Wildfire, Hellfire and Thermite Rounds Shotguns = Even MORE heavily biased towards Heat, because it has 3 really powerful heatincreasers; Blaze, Incendiary Coat and Scattering Inferno So, anything with Heat (base or combined) is ALWAYS gonna be potentially better on Shotguns and Rifles Then you have the opposite spectrum: Pistols = Weak in terms of Cold, since you need both Deep Freeze AND Ice Storm to get close to what ONE Cold mod for Rifle or Shotgun does. So, you have to waste an extra slot to get close to other weapontypes' potential with the Cold element Melee = Very weak in terms of Cold, since it not only just has ONE mod for Cold (North Wind), it is also weaker than regular mods (60% instead of 90%). In terms of Electricity, you also have 3 mediumstrong mods: Shocking Touch, Focus Energy and Voltaic Strike. You only need TWO mods of other damagetypes to get close to what those 3 combined gets. So yeah, very messy to balance due to all those things. And changing Nightmare mods to not have bias towards any element (or physical) damagetype, you can get a much cleaner and consistent balance. Agreed. Just needs some changes with mod effectiveness and type (change weapon speed aura mod and eagle eye). *sigh* See, this is something that is simply not thought through enough. If you simply swapped Eagle Eye and Speed Holster in being aura or weapon/warframemod you'd get a very annoying problem which is out of players' control: If you equip the Eagle Eye "aura", you'd increase the Zoom of all your teammates, which I bet not everyone is really gonna take very nicely... EDIT: Spelling Edited July 10, 2014 by Azamagon Link to comment Share on other sites More sharing options...
Azamagon Posted July 10, 2014 Author Share Posted July 10, 2014 BUMP! I'd consider my thread mostly done now, as I've added Pistols, Melee and the Brainstorming section, with the subcategory discussing critical hits and a revamp of those (and the related mods) More subcategories in the Brainstorming section might be added later :) Link to comment Share on other sites More sharing options...
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