MechaTails Posted August 27, 2014 Share Posted August 27, 2014 (edited) Hopefully these are interesting/game changing effects. If they're not, go ahead and suggest how to make them have more of an impact.I'm sure these would need play testing to balance properly. ========================================================= These are my favorite mods: Bladed Coil[Whips] Legendary 12[+X%] damage to Finishers; [+X Meters] to Finisher Range "Finisher Range" means the distance you can be from an enemy and still perform a finisher. For example, currently you can only perform a ground finisher or stealth attack on a enemy if you're near them, with this mod you can be [X Meters] away from the target and still perform the finisher. This would require a simple animation where the whip outstretches to smack them, possibly recycle the Guided Claw animation from Burning Wasp. Banshee with a Lecta would be awesome with this mod. Commanding Claw [Whips] Rare 7 While in Melee Mode, Hold E to launch and attach the Whip's head to an object up to [X Meters] away. Aim crosshairs where you'd like to throw the object, press E to execute the throw. Enemies hit by the thrown object take [X] Impact damage and are either staggered or knocked down. Objects that can be gripped include things like barrels, grate covers, and even small enemies, making the environmental objects more than just rusty scenery. Equipping these two mods onto a whip indirectly lowers its damage since you'd sacrifice 2 mod slots, but the utility it gets is amazing. This would make Whips stand out in their own way, instead of being overshadowed by the long reach of things like the Orthos Prime. ================================================== Warframe Ability Mods These modify specific abilities. Target Practice[Vauban] RareEnemies launched by Bounce take [10%] increased damage for 5 seconds. Metal Scream[banshee] LegendaryUsing Sonic Boom grants [+10%] melee damage for 5 seconds. Using Sonic Boom before the timer expires resets it. Maybe the damage boost maxes out at 60%; The duration at 10 seconds. Overdrive[banshee] RareSound Quake's damage is increased by the same percentage as your Energy boost and Stamina boost combined. For example, [10% + 10%] = 20% damage boost.Reverb[banshee] UncommonEnemies hit with Sonic Boom take [75%] more damage from Sonic Boom the next time they're hit by it. This damage boost stacks. I'm setting the boost high to start with because SB isn't that strong anyway. Warframe Mods These are general purpose or Warframe-specific mods. March of Flames[Ember] UncommonEvery 50 meters traveled, Ember emits a wave of flame that panics enemies within [X] meters.Electric Slide[Volt] Uncommon[10%] chance to trigger an electric stun when sliding into an enemy.Path of Thorns[Warframe] UncommonSliding causes you to drop [X] caltrops that stagger enemies when stepped on.Chemical Burn[Ember] Legendary[10%] of Burn damage you inflict on enemies bypasses armor and shields to damage their health directly.Parasitic Poison[saryn] LegendaryDamage done to enemies by Venom heals Saryn for [5%] of the damage dealt.Battery Packs[Volt] LegendaryAmmo pickups no longer replenish ammo, they replenish Volt's shield and energy instead.Power Shot[Warframe] UncommonEnergy Orbs replenish Ammo instead of Energy.Fine Tuning[Warframe] RarePicking up an Energy Orb grants [+5%] Power Strength; [-5%] Health.Picking up a Health Orb grants [+5%] Health / [-5%] Power Strength.The effects can stack up to 3 times, to either extreme. Picking up 1 kind of energy negates 1 stack of the other.Infernal Crown[Ember] LegendaryEmber's armor becomes 0. Enemies take [75%] of damage dealt to Ember as Fire damage.Anti-Gimp[Warframe] Common100% chance to immediately smash an Ancient Infested into mush when they try to poison, grapple, or even look at you funny.Resonance[banshee] RareSuccessfully blocking an attack causes a shockwave with a [10%] chance to proc Impact on enemies within [3m]. Every attack/bullet blocked within 3 seconds of the previous attack raises the proc chance and range in increments of 2%/2m. (Example: First shockwave is 10%/3m, next shockwave is 12%/5m, etc. Increasing mod rank increases this bonus, maybe maxing out at +5%/+5m per block. I think this would be a cool mod visually.) Weapon Mods Unbroken[Channeling] Uncommon[-10%] damage taken from status effects. You can't be killed by status effect damage while Channeling, when taking lethal damage from a status effect, health stays at 5 instead. Blink [Channeling] Legendary Attacking with melee causes a dash to the enemy closest to your crosshair (similar to Archwing melee). Higher rank increases the range of the dash. Amped Up[Weapon] UncommonCorpus weapons deal an additional [+X%] Electric damage to other factions. Shooting a Corpus unit quickly recharges their shields. Metal Hurlant[Rifle] Nightmare Legendary[+5%] Multishot; [+5%] Reload Speed; [+5%] Fire RateI think the bonuses should max out at like 20%. Flint[Melee] RareBlocking has a [X%] chance to blind the attacker for 2 seconds. Bird of Prey[Kestrel] RareWhen thrown, the Kestrel homes in on the nearest target then ricochets towards [X] other targets before returning. Punch Through mods have no effect while using this mod. Iron Rain[bows] Nightmare Rare[+10%] Multishot; [+10%] Fire Rate Steel Sinew[Melee] RareBlocking an attack raises your armor by [X%] for 3 seconds. Successive blocks add 1 second to the duration, up to a maximum of 10 seconds. Fists of Thunder[Fists] Uncommon[10%] chance to cause [X%] electric splash damage on hit.Hammer Heart[Fists, Sparring, Maces, Staves, Polearms] Rare[+0.5%] chance per hit to instantly explode target and stagger nearby enemies. The percentage continues to stack until the explode proc happens, then the chance resets to 0%. Raising rank raises the chance per hit, maybe maxing out at 5%. (At max, 5% + 5% +5%, etc.) Abominable Snowman Shot [shotguns] Rare 60% Damage; 60% Ice Virulent Ooze [shotguns] Rare 60% Damage; 60% Toxic Electrocutor [shotguns] Rare 60% damage; 60% Electric Electroburn [shotguns] Rare 60% Electric; 60% Fire ======================IDEAS BY OTHER POSTERS(I may have named or tweaked them) Return to the Deep[Hydroid] LegendaryUndertow steals health from enemies trapped in it.[Ash] LegendaryKilling an enemy stunned by Teleport restores the energy spent by it.(This sounds too OP to me since Teleport doesn't have a cooldown. Maybe restoring like 60% of the energy spent would be more reasonable to prevent the permanent abuse of this skill)[Excalibur] LegendaryKilling an enemy by blocking its bullets causes Excalibur to have unlimited stamina for 10 seconds. Every additional kill by blocking increases this by 1 second.[Frost] LegendaryAll enemies within 5m of Frost are slowed by 50%Loki: Cloaks for four seconds after taking health damage (fifteen second cooldown).Mag: Enemies Mag melee's fly around the room, similar to enemies hit with bows or Boltor bolts.Mirage: Enemies damaged by anything in Sleight of Hand will damage other enemies with their drops when they die (but those drops will still be available).Nekros: When Nekros revives a teammate, he gains +5 energy for 15 seconds from killing enemies. Edited February 12, 2015 by DarkTails Link to comment Share on other sites More sharing options...
Mastikator2 Posted August 27, 2014 Share Posted August 27, 2014 What about rarity, drop location, initial affinity cost and number of levels? Link to comment Share on other sites More sharing options...
MechaTails Posted August 27, 2014 Author Share Posted August 27, 2014 If these are popular enough that others want to add all that info, then that's cool. It's 4am and I dont feel doing it if no one even likes them lol Link to comment Share on other sites More sharing options...
XenosInfinity Posted August 27, 2014 Share Posted August 27, 2014 I very much like the idea of Iron Rain as a Nightmare mod, but some of the others seem a little overpowered. Especially March of Flames. That's basically a zero-cost World on Fire for running around the defense pod a few times. Link to comment Share on other sites More sharing options...
MechaTails Posted August 27, 2014 Author Share Posted August 27, 2014 Rofl good point. What if it just panics enemies? Would be useful since Ember is squishy Also, added rarities Link to comment Share on other sites More sharing options...
GinKenshin Posted August 27, 2014 Share Posted August 27, 2014 "world" on fire should no just randomly create flames randomly and hope one of them kills the target u want, this is how it should be:every flame it makes should always hit a target and make him dust, the player can move while using it, but it's not like if there's 5 enemies it'll kill them all at once, it should kill 1 at a time.because world on fire is mehh compared to other warframe's abilities and I like the "iron rain" idea btw Link to comment Share on other sites More sharing options...
Thyriell Posted August 27, 2014 Share Posted August 27, 2014 Metal Scream. Please, for the name! Link to comment Share on other sites More sharing options...
Kashiki Posted August 27, 2014 Share Posted August 27, 2014 With Steel Sinew: is this effect going to stack? Because, I can see this becoming extremely overpowered when faced with rapid-fire enemies. Using the mechanics you state, and factoring in that it raises it for three seconds, and at 50% per block, blocking the entirety of a Heavy Gunner's magazine would yield 270 seconds of +4500% armor. For a Valkyr running max armor in a melee build for maxed out Stamina, that's 4.5 minutes of 57,960 Armor. I would love a mod like this, but let's lower those values by a lot. Perhaps Steel Sinew yields only a +5% with a max of 50% for 3 seconds per block. At the moment the armor raise caps, the amount of time you gain from blocking caps as well. So, that means that you'll have 30 seconds of +50% armor. That's enough time for you to get things done. For Max SF Valkyr, that's 1,890 Armor for 30 seconds. Beyond that, I would freaking love Iron Rain. Considering that bows are my primary weapons of choice, there is nothing about this mod I don't like. However, it would be a little overpowered if you can get three arrows out, considering that most arrows do far upwards of 20k damage per yellow crit. If you have a Dread, and say that all three get a red crit, you'll be doing about 60k per arrow. So, that's 180k damage per hit for every enemy. Alongside that, you have the draw speed of a hyped up Loki, so... yeah. Link to comment Share on other sites More sharing options...
Nkomo-Sama Posted August 27, 2014 Share Posted August 27, 2014 These are quite good. You sad more mod ideas? Where are the others? I like these. Link to comment Share on other sites More sharing options...
MechaTails Posted August 27, 2014 Author Share Posted August 27, 2014 (edited) With Steel Sinew: is this effect going to stack? Stacking the armor effect wasnt the plan, but now that you mention it, having the armor stack up to a certain point would make it a very useful mod for fighting high level enemies. My plan for using it was simply to give you an edge when using melee to take out mobs. You block a few times as you run at the mob to stack a few seconds of armor, that way you dont get shredded as much while you focus on a target. Maybe the armor boost could be a fixed number like +200%, or whatever is acceptable, and every block could add a second to the duration. These are quite good. You sad more mod ideas? Where are the others? I like these. People post mod ideas all the time, just browse the forum :p I could try to invent more though Edited August 27, 2014 by DarkTails Link to comment Share on other sites More sharing options...
MechaTails Posted August 28, 2014 Author Share Posted August 28, 2014 (edited) Added Chemical Burn, Bird of Prey, Unbroken, Flint Edited August 28, 2014 by DarkTails Link to comment Share on other sites More sharing options...
violetstreak Posted August 28, 2014 Share Posted August 28, 2014 I like the idea of frame-specific, passive ability mods. It would add a little more flavor to builds. Link to comment Share on other sites More sharing options...
TwiceDead Posted August 28, 2014 Share Posted August 28, 2014 Bows are already powerful enough. Don't see the point in giving them a chance to fire 3 arrows at once.Just increase Split Chamber to 100% and be done with it. Link to comment Share on other sites More sharing options...
MechaTails Posted August 28, 2014 Author Share Posted August 28, 2014 I like the idea of frame-specific, passive ability mods. It would add a little more flavor to builds. It's all about the flavor, baby! lol Bows are already powerful enough. Don't see the point in giving them a chance to fire 3 arrows at once. Then you're really gonna hate that it's +30% multishot; +30% fire rate at max rank rofl Link to comment Share on other sites More sharing options...
TwiceDead Posted August 28, 2014 Share Posted August 28, 2014 (edited) Then you're really gonna hate that it's +30% multishot; +30% fire rate at max rank rofl Not going to say I hate it, will say it's kind of unnecessary. I can think of other weapons more in-need of useful mods than bows. Still want a 100% Split Chamber though. Edited August 28, 2014 by TwiceDead Link to comment Share on other sites More sharing options...
MechaTails Posted August 28, 2014 Author Share Posted August 28, 2014 Yeah I agree, I only toyed with bows and they were pretty damn strong. Added another mod Link to comment Share on other sites More sharing options...
MechaTails Posted August 29, 2014 Author Share Posted August 29, 2014 Added some more Link to comment Share on other sites More sharing options...
MechaTails Posted August 30, 2014 Author Share Posted August 30, 2014 Added a quickie Link to comment Share on other sites More sharing options...
MechaTails Posted September 1, 2014 Author Share Posted September 1, 2014 Moar mods for the mod god Link to comment Share on other sites More sharing options...
(PSN)WiiConquered Posted September 20, 2014 Share Posted September 20, 2014 Maybe every Warframe could have a Legendary* mod to add to their skillset (I'm not going to name them because you're better at it). Here's half of them: Ash: Killing an enemy you stun with Teleport refunds your energy used by it. Excalibur: Killing an enemy by blocking its bullets causes Excalibur to have unlimited stamina for 10 seconds. Every additional kill by blocking increases this by 1 second. Frost: Frost slows all enemies within 5 meters of him by 50%. Hydroid: Hydroid lifesteals from enemies while in puddle. Loki: Cloaks for four seconds after taking health damage (fifteen second cooldown). Mag: Enemies Mag melee's fly around the room, similar to enemies hit with bows or Boltor bolts. Mirage: Enemies damaged by anything in Sleight of Hand will damage other enemies with their drops when they die (but those drops will still be available). Nekros: When Nekros revives a teammate, he gains +5 energy for 15 seconds from killing enemies. And I'm too lazy to finish. *How hard would it be to fuse legendary mods? That could be a problem. Link to comment Share on other sites More sharing options...
ArgonTheFox Posted September 20, 2014 Share Posted September 20, 2014 Hurricane (Zephyr) - Causes Zephyr's Tornadoes to spit out assorted junk (Trees, cars, old ladies on bicycles, etc) that cause AOE impact damage upon hitting a surface. Link to comment Share on other sites More sharing options...
MechaTails Posted September 20, 2014 Author Share Posted September 20, 2014 (edited) Maybe every Warframe could have a Legendary* mod to add to their skillset (I'm not going to name them because you're better at it). Here's half of them: I don't use those warframes so I'm not sure what would be fitting names, I'll give it a try though Hurricane (Zephyr) - Causes Zephyr's Tornadoes to spit out assorted junk (Trees, cars, old ladies on bicycles, etc) that cause AOE impact damage upon hitting a surface. lol EDIT: Added Target Practice and a section for posters' ideas Edited September 20, 2014 by DarkTails Link to comment Share on other sites More sharing options...
MechaTails Posted October 1, 2014 Author Share Posted October 1, 2014 (edited) Added a mod and tweaked older mods to be less OP. Also added brackets around the numbers that are modified by ranking up, as well as notes if needed. Edited October 1, 2014 by DarkTails Link to comment Share on other sites More sharing options...
MechaTails Posted October 17, 2014 Author Share Posted October 17, 2014 (edited) I'm happy to hear we'll be getting "Ability Modifier Mods" in the future, so some of these mod ideas have a very real chance of being added to the game. I take that back, almost all these ideas have an uncertain future because we don't know exactly how the new system will work lol Edited October 21, 2014 by DarkTails Link to comment Share on other sites More sharing options...
MechaTails Posted October 21, 2014 Author Share Posted October 21, 2014 I separated the mods into Ability Mods, Warframe Mods, and Weapon Mods sections. Ability Mods tweak how abilities function. Warframe Mods are general purpose or Warframe-specific mods. Weapon Mods are general purpose or weapon-specific mods. Link to comment Share on other sites More sharing options...
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