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ZiKi1705

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Posts posted by ZiKi1705

  1. I like how you all act high and mighty like i asked for "buffs". 
    I asked for Less random grind and more stable stuff. From being 2% to costing Vitus essence. Actual cost doesn't matter at all.

    5 minutes ago, Voltage said:

    So the solution to this "issue" is playing the game less? 

    I feel the drop rate is fine. We have almost 40 unique Warframes. You don't need this Forma on all of them, and you aren't supposed to get 40 in a few days. It's expensive because of what it does, and it's rare because of what it does. I don't think it needs any changes at all.

    But this! Playing game or game mode less is not the idea. this fix this but enabling aura forma to be used on melee stances. You cannot say that is OP or a buff. Its just a quality of life thing. I sometimes like to swap stances but some have different polarities and cant use them since i have to reforma the slot. 

    Build cost can stay the way it is that doesnt really matter as well.

    Most important is Drop location and uses. 

  2. Aura forma has very low drop chance (1.5%~2.5%) for its build requirements (100Kcreds, 1Argon, 4Forma, 10Nitain). I kinda get it. Limited amount of frames makes this a short term investment.
    But there is a way to grind these AND make them useful OUTSIDE frames.

    First: Name change - OMEGA FORMA instead of Aura forma... much more cooler 😛
    Second: Abysmal drop rate changed for cost at arbitration market dude. 10-15 Vitus essence for one Blueprint should be good enough but price at the moment doesn't matter. Drop location does.
    Third: Small change to build requirements (100Kcreds, 1Argon, 3Forma, 5Nitain) mainly because there's a 3Forma bundle and 5Nitain bundle.
    Fourth and MOST IMPORTANT: Allow usage on MELEE STANCE slots. That way you will FOR SURE have players grinding arbitration to get AS MUCH we can.

    What do you think?

    • Like 1
  3. On 2019-04-21 at 2:16 PM, Birdframe_Prime said:

    The real problem lies in the fact that the Abilities in themselves don't actually have enough potential to be worth Augmenting.

    A great example is Mesa's Ballistic Battery. The ability is incredibly limited in itself, but the Augment, which grants Status chance on top of the base damage, is a straight buff to it. Unfortunately due to the nature of Ballistic Battery, the Augment's buff is literally not worth costing an entire mod slot.

    Another example is Trinity's Well of Life, an ability immediately eclipsed by Blessing from the second you unlock it. Pool of Life dropping Health Orbs is a straight up buff. It plays into other mods, it plays into Arcanes, and it allows players that weren't there to take advantage of the actual cast still have drops they can pick up to gain healing even after Trinity moves on to another location. But it's still not an ability that's worth Augmenting, because it still doesn't make Well of Life a better cast over Blessing.

    So, the long and short of the entire thing is... The abilities need to be worth augmenting first then suddenly you'll find that a mod slot is a very justified cost of an Augment mod.

    THIS! This is the reason i thought new system is needed! 
    There are sooo many augments now, that make some abilities interesting.. some different.. but isn't worth a mod slot.. 

    But the new MODLESS (not costless btw, it can or should cost points or smth else... maybe Helminth can play into this a bit, he has been idle enough) would fix some of this issues. AT LEAST it would make you TRY the augment.

  4. 1 minute ago, Nakrast said:

    About the idea, i will go with no.
    I think augments should have their own slow (i know DE already denied this, but i think it's still stupid for an augment slot to not be in game), they have an energy cost, and the power creep isn't really a factor, because most of the augments don't make those abilities broken, but just different.

    sir... but you basically saying what i am... except the ability points... but i can see why and why not.. thats not the issue... 
    Having extra mod slots, or having a thing on the side to equip them is bascially the same.. why would you go No then?

     

  5. Hi, adding augments to your build as mods is kinda lame imo. So I'm gonna suggest a new one, but first small talk about augments in general

    I really despise augments that just give a buff, augments should be treated like corrupted mods, you gain something, but you lose something else. Or the benefits are so meh that you don't need a negative stat. Good augment is 120?cb=20171007155047 because you gain something but you lose other functionality. Augments like these should CHANGE how the ability works almost completely.

    When this is done to all augments and you tweak strong augments, example 120?cb=20171007145311 , but crit chance of exhalted blade reduced to 0%, augments should be equippable like Arcanes are right now...  max 2 at the same time, on the LEFT side, when you right click the ability AND PLEASE MAKE THE ABILITY CALCULATE THE AUGMENT xD (how many time, you gonna look how much armor would 120?cb=20171007154429 remove but its not written?)

     

    so there... my idea... pls   giphy.gif

     

    Edit: My bad sirs... its Ability not spell

    Edit2: added gif of my idea. pls ignore bad editing and not removing the actual mod from the build xD

  6. 1) K-Drive jets (side things) do NOT save color and revert back to default color scheme.

    2) Frost Harka Deluxe skin metalics are bound to Tertiary instead of Accents, thus cannot be combined properly with other helmets like Frost prime.

    3) Attachments that are frame specific and come with it (like Oberon Prime shoulder pads) use color from warframe color scheme instead of attachments.

  7. 5 minutes ago, Gawizard said:

    With this line, would it be possible to use like 2 90% elementals to create the same damage type the derived elemental mod is
    E.g using PCR (Primed Cryo Rounds) and Infected Clip along with the derived elemental mod you just described (Lets call it Caustic Rifling) for more viral damage.

    My original idea was yes you can. you just cant equip more than one of these (lets call them Combo) mods. so you CAN add 2 x 90% and Combo mod and get either more Viral or "impossible" combo of combos 😄 like Corrosive + Viral or Corrosive + Radiation. i think the cost penalty, the wierd polarity type and lower dmg than actual combo justifies not restricting it more.

    i edited it a bit after conversation with Datam4ss. You cannot equip it with regular elementals. NO restriction on stacking with regular single elemental mods. 

  8. 3 minutes ago, Datam4ss said:

    The mod is pretty much too underpowered to make it reasonable for any build. Clearing one mod slot but locking out all other elementals with no other benefit is a large decrease in damage and would pretty much means they would end up as oddities for collection or used only for memes.

    Would be more reasonable if you made them at 120% damage, cost 16 pts and not have restrictions - saving one slot at the cost of so much damage would pretty much just leave it unused.

    Also, there is literally no point in these if it wasn't to get "impossible combinations" like Corrosive + Magnetic.

    QoL mods are never choices you can make - they are either completely unnecessary or compulsory (such as Vile Accel for base Opticor).

    Dude the hate I've been getting on Reddit is too strong for my weak heart 😞 i made them unstackable cause of the hate xD 
    iI' very much open to suggestion. I would really like to make this happen

  9. 1 minute ago, peterc3 said:

    What, exactly, is the use case for this mod? Seems like a lot of busy work just to clear a single slot and be unable to slot more elementals.

    Freeing up a slot for QoL mods (quality of life) like +reload speed +fire rate +mag capacity etc. or those conditional mods what were all the rage for a month or two... remember Argon Scope? or Hydraulic Crosshairs? a lot of possibilities at a cost of damage.. 50% of damage to be exact (or MORE if you're using one of Primed elementals like P.Heated Charge or P.Fever Strike). Some of us just want that bloody Combo Counter to fit there with certain build. as i said... Lots of possibilities... or if you're not interested.. at least a decent alternative.

    More choices is better! 😄

  10. 3 minutes ago, Ragingwasabi said:

    I like this idea just for my lex/aklex prime. i dont have space on it to make a secondary element unless i use a riven...

    to make a second elemental combo? you wouldn't be able to here as well

    but if you said you dont have a slot to put your second elemental in to create an elemental combo thus using only 1 basic element. then yes. this would fix your problem

    Edit: and yes. this would be a rivenless fix to put some quality of life mod in (reload speed or smth else).

  11. Hi there fellow Tenno!
    I'm about to give you my idea on 6 new mods per weapon class (primary incl. shotguns, secondary and melee).

    Before you read please don't just shut down the idea, try to comment on how to balance it or give out your perks.

    I am thinking on COMBO ELEMENTAL mods. One single mod that gives e.g. +RADIATION damage.
    But I'm aware that this would make people stack corrosive + radiation or corrosive + viral thus an easy fix: You cannot stack them.
    You cannot equip it with regular elementals. NO restriction on stacking with regular single elemental mods. 

    How much damage should it give?
    Well... stacking 2x 11 elementals will give you +180%, 2x dual stat mods give 120%, so my thinking is even less. 
    90% like regular 11 elementals.

    How much should it cost (mod points)?
    Stacking 2x 11 elementals costs 22 points, so... two thirds... 15 points maxed, starts at 10. Has same scaling like 11 point elementals.

    What polarity should it be?
    Defiantly Unairu (the r one) so you have to commit if you want to use them.

    What type of mod should it be (common, uncommon, rare, legendary)?
    Probably legendary. It is only 5 lvls but it should milk some extra credits or endo.

    Acquisition?
    I don't know about this one.. maybe DE has something in store for us soon. New quest, enemy or a boss. Doesn't matter at this point.

    test.png

    TLDR: Combo elemental mod
    Upside: Mod slot
    Downside: -50% dmg, +1 Forma per build, committed build, only one elemental combo can be equipped at a time,
    requires more endo and creds to level it to max than regular rare mod, probably some silly grind too.

    • Like 1
  12. 1) K-Drive jets do NOT save color and revert back to default.

    2) Frost Harka Deluxe skin metalics are bound to Tertiary instead of Accent, thus colors cannot be combined properly

    3) Fluctus head orientation is 90 degrees off

     

     

     

    This shouldn't be a problem fixing i hope

  13. 1) K-Drive jets do NOT save color and revert back to default

    2) Frost Harka Deluxe skin metalics are bound to Tertiary instead of Accent, thus cannot combine colors properly with helmets like Frost prime.

     

     

    I will add more if i find some.

    [ps. boost Niduses energy pool from 150 at lvl 30 to 200 pls. <3] 

  14. Hi. Firequake is a beauty of an augment. but can we make it more.. augmenty? like.. WoF modified has NO damage but RANGE doesnt shrink in addition to augments stats atm.

    Can we make this happen?

    Edit: or screw it just make that her default WoF with power strength determinating fire status %

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