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TheDarkZonePilot

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Posts posted by TheDarkZonePilot

  1. On 3/2/2018 at 12:51 PM, Almighty_Jado said:

    Not a terrible idea, however it might be better to not use the arcane system and thereby the term "arcanes". IMO, for clarity's sake I think the arcane system and additionally the term "arcane" be kept detached from this.
    This is simply because the Arcanes are supposed to be additional passive abilities that you can give to your Warframe as opposed to just raw statistical increases. That being said, I don't think creating an "Infused Mod slot" would be an appropriate solution, as it would just add more visual clutter to the upgrade menu on a Warframe anyways.

    TLDR: Arcanes are conditional effects only, not straight stat increases

    arcanes is just a placeholder name, i said that in the beginning 

  2. First of all thank you for taking the time to read this, and I would appreciate any and all Respectful feedback. I have an idea that'll hopefully give people something worth farming for, and give DE more flexibility for releasing more challenging and fun mechanics driven content. Also my goal in this is to re-introduce the feeling of worth while leveling outside of the forma grind. The feeling of progression into an endgame tier that I feel the game is missing.

     

    -Endgame

     

    Yes, we have plenty of weapons that can take down Level 100+ enemies, but the issue is they can kill you far quicker, which leads to playing only certain Warframes at those levels. The result is crowd control mostly, spin to win or you avoid it all together as there's not many reasons to do it. And if you look at the content we have, there's not many reasons to get stronger mods than what we have. However, the removal of Raids and the rewards sent to the Eidolons suggest DE wants more accessible endgame content, which is understandable.

    I guess the easiest solution would be to create new stronger mods and up everything to level 100 for star chart stuff, but I think there's a huge opportunity to really build on that idea and re-create that new player leveling experience that got us hooked in the first place. Plus there are only so many mods that see frequent use and once you get the few you want, it can really create a "one and done feeling" for the content. What I purpose is definitely not some saving grace, game changing idea, its more so a step in what I believe would be in the right direction.

     

    -Purposed solution (All number values and mod choices are just for example and subject to change)

     

    {Infused Warframe mods}. You take 4 of the same mod (fully ranked), lets say continuity, instead of transmuting them you Infuse them, turning it into one (1) continuity with a slot that will allow you to insert a special Arcane that drops in certain content, dark sector for example. The way these Arcane would work is simple, you find the Arcane you want and insert it into the slot, you can rank that Arcane up to level 30 by inserting more Arcanes into the one you inserted into the mod. No matter what type it is. But some will give more XP than others. Example~ Flow is a gold mod so Arcane flow would be gold as well giving 100 xp while Arcane vitality is bronze giving 25 xp.

     

    *It is important to stress that these will not be as rare as the Arcanes from raids, Eidolons etc. These will drop frequently in whatever content they are applied to, although the more rare ones will drop less frequently. Either way, every time you complete a mission you will feel progression. Also, this system is meant to provide replay-ability, reliable progression while farming, and reintroduce meaningful worthwhile leveling designed for mostly new content, Endgame and some star chart activities like Invasions, events, select T4 relic missions, and sorties.

     

    -Benefits

    For every one (1) level you increase the Arcane, it will give a 1% bonus from the fully maxed value of the mod its named after (level 30 Arcane Steel Fiber making it 143% when applied to an Infused Steel Fiber mod.). Not all Arcanes will be a 30% increase however. Arcane flow for example will reduce energy drain by 50% at its max if applied to a flow mod, They can be installed on the normal or primed variant of Warframe mods Infused.

    *Note, if you install an Arcane into a mod of a different type (Arcane flow into stretch mod) it will be 20% weaker, only allowing it to get to level 24, (the reason for this will be explained), but still worth because you  gain some benefit from the Arcane. Say I want the benefits of thief's wit, but I don't want to waste one of my 8 Warframe mod slots, and I'm using mods that I arent Infused, that would be a viable option.

     

    -Utility and Leveling Incentives

    There will even be a few Arcanes from Companion mods like Animal Instinct , However they can only be slotted in Infused aura mods like Corrosive Projection, but the team gets the effect and can stack just like normal aura mods. Vacuum Arcane will give the all players a 4 meter vacuum range, giving 4 Tenno together 16 meters over the 11 meters just for yourself, allowing more options to use your Kavat or Kubrow without missing out on resources.

    As I mentioned earlier, Arcanes inserted in mods not of the same type can only get to level 24. The reason for this is because after level 20, an Arcane will gain additional effects, getting better and better as they rank up. At level 24 you can benefit from some of the attributes, but not all. Great examples would be Arcane Animal instinct, Arcane flow and Arcane loot radar. Arcane Loot Radar will gain attributes that highlight items on the mini map and auto marks special items for the team. Depending on the rank it can even highlight Ayatan statues, syndicate insignia and hidden/rare caches with its own logo and everything.

    Arcane Animal instinct when ranked high enough will highlight enemies on your screen with an outline even while looking though a sniper scope, it will display a directional line on the ground telling you EXACTLY how to get to your objective, and even leave the Cephalon Simaris target trail up until captured or killed, so you don't have to swap to the device to track it.

    Arcane flow and its attributes will cut all energy recharge times in half. Example~ Octavia's passives will give her 30 energy over 15 seconds instead of 30 energy over 30 seconds. Zenurik energy dash will give 150 energy over 15 seconds instead of 30. Limbo's passive.. you get the idea.

    I would also leave options open in the future to increase the maxium levels and values of the Arcanes as seen appropriate. 

     

    -Restrictions

     

    *A Warframe cannot use two of the same Arcanes at once. However it is possible to have a Vitality mod and Arcane Vitality for example.

    *Maximum possible values are to be considered and possibly looked at for an increase in the future but that's a topic for another post.

    *Once you insert an Arcane to a mod you cannot remove it. There is no turning back so pick wisely.

    *Infused mods only trade-able when the Arcane hits its max level.

    *Intended for Endgame content, or level 80-100 star chart content only

    *Once the 4 fully maxed mods are Infused into a mod with a slot it is reset to zero as if no endo was ever applied. (Assuming end game content will increase endo gains as well as other rare resources)

    *Infused mods adds +1 mod capacity (if the mod was 9 at max it will now be 10)

    *Cannot Infuse set mods or Augments

     

    -Side Note

     *Level 80-100 Content would need to become more common in daily missions. 

    *I would consider removing random Affinity Challenges at the start of missions and add a list of daily challenges that we can look through (maybe 10 or so) The same challenges but with higher numbers meant to be completed over 3-4 missions. That way when we log in we can choose the ones we want instead of getting “hack a Console” on An Arcwing mission. But if I could select to Hack 15 consoles for some rewards I could use, I would do more spy mission (which I dislike). These could also be a source of Arcanes, endo and resources other than Affinity that Endgame players will enjoy. Yes it sounds a lot like Daily Bounties from Destiny 1, but I feel like it would work far better in this game.

     

    Again, these are all just placeholder numbers and just an idea that I'd imagine would see a number of changes if DE did pick up this idea, and the community chimed in. I just ask that if you DO feel that this is flawed PLEASE, do not leave comments like "that wont work, OP" or "that'll never happen". Instead, comment what you would change, or if you have an idea as well, post it so we can support it! We all are here because we want more from this already amazing game, but the first step is to address changes and post ideas. Even if it might not be the greatest, your opinion does matter to me, and I'm sure the Dev team would like to know. Hopefully I can spark some more great ideas from this post, comment what you think even if you disagree, respectfully.

  3. Its not meant to be left on, funny thing is, if Ember shipped as her current state since day one people would be fine. Im sure of it. I have friends that just started a few days ago, I gave one the augment for ember and HE thinks its wayyyyy OP (little does he know). I now use her with stand United aura mod and steel fiber And melee with my infested zaw. Using her #2 is awesome CC and her #4, i only use when it gets crazy or reviving someone. I feel like Ember is in a great state. Maybe let her #1 be range based but thats about it

  4. First of all thank you for taking the time to read this, and I would appreciate any and all Respectful feedback. I have an idea that'll hopefully give people something worth farming for, and give DE more flexibility for releasing more challenging and fun mechanics driven content. Also my goal in this is to re-introduce the feeling of worth while leveling outside of the forma grind. The feeling of progression into an endgame tier that I feel the game is missing.

     

    -Endgame

     

    Yes, we have plenty of weapons that can take down Level 100+ enemies, but the issue is they can kill you far quicker, which leads to playing only certain Warframes at those levels. The result is crowd control mostly, spin to win or you avoid it all together as there's not many reasons to do it. And if you look at the content we have, there's not many reasons to get stronger mods than what we have. However, the removal of Raids and the rewards sent to the Eidolons suggest DE wants more accessible endgame content, which is understandable.

    I guess the easiest solution would be to create new stronger mods and up everything to level 100 for star chart stuff, but I think there's a huge opportunity to really build on that idea and re-create that new player leveling experience that got us hooked in the first place. Plus there are only so many mods that see frequent use and once you get the few you want, it can really create a "one and done feeling" for the content. What I purpose is definitely not some saving grace, game changing idea, its more so a step in what I believe would be in the right direction.

     

    -Purposed solution (All number values and mod choices are just for example and subject to change)

     

    {Infused Warframe mods}. You take 4 of the same mod (fully ranked), lets say continuity, instead of transmuting them you Infuse them, turning it into one (1) continuity with a slot that will allow you to insert a special Arcane that drops in certain content, dark sector for example. The way these Arcane would work is simple, you find the Arcane you want and insert it into the slot, you can rank that Arcane up to level 30 by inserting more Arcanes into the one you inserted into the mod. No matter what type it is. But some will give more XP than others. Example~ Flow is a gold mod so Arcane flow would be gold as well giving 100 xp while Arcane vitality is bronze giving 25 xp.

     

    *It is important to stress that these will not be as rare as the Arcanes from raids, Eidolons etc. These will drop frequently in whatever content they are applied to, although the more rare ones will drop less frequently. Either way, every time you complete a mission you will feel progression. Also, this system is meant to provide replay-ability, reliable progression while farming, and reintroduce meaningful worthwhile leveling designed for mostly new content, Endgame and some star chart activities like Invasions, events, select T4 relic missions, and sorties.

     

    -Benefits

    For every one (1) level you increase the Arcane, it will give a 1% bonus from the fully maxed value of the mod its named after (level 30 Arcane Steel Fiber making it 143% when applied to an Infused Steel Fiber mod.). Not all Arcanes will be a 30% increase however. Arcane flow for example will reduce energy drain by 50% at its max if applied to a flow mod, They can be installed on the normal or primed variant of Warframe mods Infused.

    *Note, if you install an Arcane into a mod of a different type (Arcane flow into stretch mod) it will be 20% weaker, only allowing it to get to level 24, (the reason for this will be explained), but still worth because you  gain some benefit from the Arcane. Say I want the benefits of thief's wit, but I don't want to waste one of my 8 Warframe mod slots, and I'm using mods that I arent Infused, that would be a viable option.

     

    -Utility and Leveling Incentives

    There will even be a few Arcanes from Companion mods like Animal Instinct , However they can only be slotted in Infused aura mods like Corrosive Projection, but the team gets the effect and can stack just like normal aura mods. Vacuum Arcane will give the all players a 4 meter vacuum range, giving 4 Tenno together 16 meters over the 11 meters just for yourself, allowing more options to use your Kavat or Kubrow without missing out on resources.

    As I mentioned earlier, Arcanes inserted in mods not of the same type can only get to level 24. The reason for this is because after level 20, an Arcane will gain additional effects, getting better and better as they rank up. At level 24 you can benefit from some of the attributes, but not all. Great examples would be Arcane Animal instinct, Arcane flow and Arcane loot radar. Arcane Loot Radar will gain attributes that highlight items on the mini map and auto marks special items for the team. Depending on the rank it can even highlight Ayatan statues, syndicate insignia and hidden/rare caches with its own logo and everything.

    Arcane Animal instinct when ranked high enough will highlight enemies on your screen with an outline even while looking though a sniper scope, it will display a directional line on the ground telling you EXACTLY how to get to your objective, and even leave the Cephalon Simaris target trail up until captured or killed, so you don't have to swap to the device to track it.

    Arcane flow and its attributes will cut all energy recharge times in half. Example~ Octavia's passives will give her 30 energy over 15 seconds instead of 30 energy over 30 seconds. Zenurik energy dash will give 150 energy over 15 seconds instead of 30. Limbo's passive.. you get the idea.

    I would also leave options open in the future to increase the maxium levels and values of the Arcanes as seen appropriate. 

     

    -Restrictions

     

    *A Warframe cannot use two of the same Arcanes at once. However it is possible to have a Vitality mod and Arcane Vitality for example.

    *Maximum possible values are to be considered and possibly looked at for an increase in the future but that's a topic for another post.

    *Once you insert an Arcane to a mod you cannot remove it. There is no turning back so pick wisely.

    *Infused mods only trade-able when the Arcane hits its max level.

    *Intended for Endgame content, or level 80-100 star chart content only

    *Once the 4 fully maxed mods are Infused into a mod with a slot it is reset to zero as if no endo was ever applied. (Assuming end game content will increase endo gains as well as other rare resources)

    *Infused mods adds +1 mod capacity (if the mod was 9 at max it will now be 10)

    *Cannot Infuse set mods or Augments

     

    -Side Note

     *Level 80-100 Content would need to become more common in daily missions. 

    *I would consider removing random Affinity Challenges at the start of missions and add a list of daily challenges that we can look through (maybe 10 or so) The same challenges but with higher numbers meant to be completed over 3-4 missions. That way when we log in we can choose the ones we want instead of getting “hack a Console” on An Arcwing mission. But if I could select to Hack 15 consoles for some rewards I could use, I would do more spy mission (which I dislike). These could also be a source of Arcanes, endo and resources other than Affinity that Endgame players will enjoy. Yes it sounds a lot like Daily Bounties from Destiny 1, but I feel like it would work far better in this game.

     

    Again, these are all just placeholder numbers and just an idea that I'd imagine would see a number of changes if DE did pick up this idea, and the community chimed in. I just ask that if you DO feel that this is flawed PLEASE, do not leave comments like "that wont work, OP" or "that'll never happen". Instead, comment what you would change, or if you have an idea as well, post it so we can support it! We all are here because we want more from this already amazing game, but the first step is to address changes and post ideas. Even if it might not be the greatest, your opinion does matter to me, and I'm sure the Dev team would like to know. Hopefully I can spark some more great ideas from this post, comment what you think even if you disagree, respectfully.

  5. Also, I think the most interesting part of this is the Companion Mods being arcanes that act as an additional stat to your Aura mod equipted. not the damage mods like Mual and bite for balancing reasons but think of the possibilies. Bleed out reduces, vacuum, radar, Even Arcane Charm will be like running a smeeta for everone, encouraging new team builds with synergy in mind!

  6. 2 hours ago, Condeangel said:

    Well. I think we need a way to boost us to be in par with enemies. Is just no fun to be oneshoted by 50 enemies in the screen, while they take 500 bullets. And with all those napalms, bombards, etc, no jumping will save you.

    Boosting us will also introduce new people to higher levels, "forcing" DE to act and add more content at that levels. But of course, if people just dont get enough challenge, the same problem will repeat.

    First of all, you do a great exposition, and you have worked on it quite well. That effort is appreciated.

    I dont really get the Companion arcanes, and its explanation. Do you mean companions arcanes to confirm there would be those too, and then you missed saying arcane auras in the explanation? What i mean, is that companion usually mean pets, not other players.

     

    I just made my own idea. Is quite simple compared to yours. I didnt worked it that much, so it probably has some inconsistencies, but i think it would be easier to implement, and easier to understand:

    Basically, mods can be "formaed", so once you reach a certain level or experience with them, you can "infuse" them up again and gain an extra boost on them.

    To boost them, you need some especial item (like formas in warframes/weapons) and the experience will be tracked by its usefulness, so for example, the more damage you take in your health, the more xp vitality gets.

    Since this would make normal mods too powerful, limit them. My idea would be that base mods are used under lvl 50. Infused mods once you get them, and only at lvl +50. infused twice mods would be used after lvl 100, etc.. The idea is making them automatic with the level mission, so you wont have a mod that was infused 4 times against lvl 20 enemies, but without needing to change the loadout.

    And as restrictions, i would say that you cant have duplicates (cant have 2 vitalities, doesnt matter the rank/infusion), and i would say that they will take 2 more slots in the mod capacity.

     

    With those changes, i'd also improve mod capacity to 75 or even more with potatoes. That, and 10 normal mods, augment and aura. I feel like everytime i make a build of mine, i lack space for 1 or 2 more mods, and i want to be greedy :platinum:

    Sorry i wasnt clear, and thank you for the comment. Companion is kubrow etc. I wanted a way in incorporate those mods because alot of them would work well as an aura mod (corrosive projection example of aura mod). Id love to have the bleedout reduction mod but dont want to waste a mod slot on it, but if it was something i can add on and make my build even more unique,  AND helping the enire team just feels like great synergy. I wanted to give options so that you can "customize" your warframe better with many options, mainly survivability so you can have the freedom to play the way you want. And it gave an avenue to have universal Vaacum like many ppl ask for. most ppl bring a helios only to collect loot. The special Arcanes. which I still cant think of a good name for, are only for warframe mods for now. balancing reasons. I hope i answered your question, if not plz ask more! i had to type this in a rush 

  7. 3 hours ago, NeoSmile said:

    i think this would be a great idea but if implemented like other arcanes (which require 10 of the same one to reach rank 4) it would be very unlikely for people to even (want to) get to level ten so i think with something like this the leveling should be a constant instead of incremental

    they go to level 30 an wold take hundreds to get it there, they would drop like other resources. "you find the Arcane you want and insert it into the slot, you can rank that Arcane up to level 30 by inserting more Arcanes into the one you inserted into the mod. No matter what type it is. But some will give more XP than others. Example~ Flow is a gold mod so Arcane flow would be gold as well giving 100 xp while Arcane vitality is bronze giving 25 xp."

  8. First of all thank you for taking the time to read this, and I would appreciate any and all Respectful feedback. I have an idea that'll hopefully give people something worth farming for, and give DE more flexibility for releasing more challenging and fun mechanics driven content. Also my goal in this is to re-introduce the feeling of worth while leveling outside of the forma grind. The feeling of progression into an endgame tier that I feel the game is missing.

     

    -Endgame

     

    Yes, we have plenty of weapons that can take down Level 100+ enemies, but the issue is they can kill you far quicker, which leads to playing only certain Warframes at those levels. The result is crowd control mostly, spin to win or you avoid it all together as there's not many reasons to do it. And if you look at the content we have, there's not many reasons to get stronger mods than what we have. However, the removal of Raids and the rewards sent to the Eidolons suggest DE wants more accessible endgame content, which is understandable.

    I guess the easiest solution would be to create new stronger mods and up everything to level 100 for star chart stuff, but I think there's a huge opportunity to really build on that idea and re-create that new player leveling experience that got us hooked in the first place. Plus there are only so many mods that see frequent use and once you get the few you want, it can really create a "one and done feeling" for the content. What I purpose is definitely not some saving grace, game changing idea, its more so a step in what I believe would be in the right direction.

     

    -Purposed solution (All number values and mod choices are just for example and subject to change)

     

    {Infused Warframe mods}. You take 4 of the same mod (fully ranked), lets say continuity, instead of transmuting them you Infuse them, turning it into one (1) continuity with a slot that will allow you to insert a special Arcane that drops in certain content, dark sector for example. The way these Arcane would work is simple, you find the Arcane you want and insert it into the slot, you can rank that Arcane up to level 30 by inserting more Arcanes into the one you inserted into the mod. No matter what type it is. But some will give more XP than others. Example~ Flow is a gold mod so Arcane flow would be gold as well giving 100 xp while Arcane vitality is bronze giving 25 xp.

     

    *It is important to stress that these will not be as rare as the Arcanes from raids, Eidolons etc. These will drop frequently in whatever content they are applied to, although the more rare ones will drop less frequently. Either way, every time you complete a mission you will feel progression. Also, this system is meant to provide replay-ability, reliable progression while farming, and reintroduce meaningful worthwhile leveling designed for mostly new content, Endgame and some star chart activities like Invasions, events, select T4 relic missions, and sorties.

     

    -Benefits

    For every one (1) level you increase the Arcane, it will give a 1% bonus from the fully maxed value of the mod its named after (level 30 Arcane Steel Fiber making it 143% when applied to an Infused Steel Fiber mod.). Not all Arcanes will be a 30% increase however. Arcane flow for example will reduce energy drain by 50% at its max if applied to a flow mod, They can be installed on the normal or primed variant of Warframe mods Infused.

    *Note, if you install an Arcane into a mod of a different type (Arcane flow into stretch mod) it will be 20% weaker, only allowing it to get to level 24, (the reason for this will be explained), but still worth because you  gain some benefit from the Arcane. Say I want the benefits of thief's wit, but I don't want to waste one of my 8 Warframe mod slots, and I'm using mods that I arent Infused, that would be a viable option.

     

    -Utility and Leveling Incentives

    There will even be a few Arcanes from Companion mods like Animal Instinct , However they can only be slotted in Infused aura mods like Corrosive Projection, but the team gets the effect and can stack just like normal aura mods. Vacuum Arcane will give the all players a 4 meter vacuum range, giving 4 Tenno together 16 meters over the 11 meters just for yourself, allowing more options to use your Kavat or Kubrow without missing out on resources.

    As I mentioned earlier, Arcanes inserted in mods not of the same type can only get to level 24. The reason for this is because after level 20, an Arcane will gain additional effects, getting better and better as they rank up. At level 24 you can benefit from some of the attributes, but not all. Great examples would be Arcane Animal instinct, Arcane flow and Arcane loot radar. Arcane Loot Radar will gain attributes that highlight items on the mini map and auto marks special items for the team. Depending on the rank it can even highlight Ayatan statues, syndicate insignia and hidden/rare caches with its own logo and everything.

    Arcane Animal instinct when ranked high enough will highlight enemies on your screen with an outline even while looking though a sniper scope, it will display a directional line on the ground telling you EXACTLY how to get to your objective, and even leave the Cephalon Simaris target trail up until captured or killed, so you don't have to swap to the device to track it.

    Arcane flow and its attributes will cut all energy recharge times in half. Example~ Octavia's passives will give her 30 energy over 15 seconds instead of 30 energy over 30 seconds. Zenurik energy dash will give 150 energy over 15 seconds instead of 30. Limbo's passive.. you get the idea.

    I would also leave options open in the future to increase the maxium levels and values of the Arcanes as seen appropriate. 

     

    -Restrictions

     

    *A Warframe cannot use two of the same Arcanes at once. However it is possible to have a Vitality mod and Arcane Vitality for example.

    *Maximum possible values are to be considered and possibly looked at for an increase in the future but that's a topic for another post.

    *Once you insert an Arcane to a mod you cannot remove it. There is no turning back so pick wisely.

    *Infused mods only trade-able when the Arcane hits its max level.

    *Intended for Endgame content, or level 80-100 star chart content only

    *Once the 4 fully maxed mods are Infused into a mod with a slot it is reset to zero as if no endo was ever applied. (Assuming end game content will increase endo gains as well as other rare resources)

    *Infused mods adds +1 mod capacity (if the mod was 9 at max it will now be 10)

    *Cannot Infuse set mods or Augments

     

    -Side Note

     *Level 80-100 Content would need to become more common in daily missions. 

    *I would consider removing random Affinity Challenges at the start of missions and add a list of daily challenges that we can look through (maybe 10 or so) The same challenges but with higher numbers meant to be completed over 3-4 missions. That way when we log in we can choose the ones we want instead of getting “hack a Console” on An Arcwing mission. But if I could select to Hack 15 consoles for some rewards I could use, I would do more spy mission (which I dislike). These could also be a source of Arcanes, endo and resources other than Affinity that Endgame players will enjoy. Yes it sounds a lot like Daily Bounties from Destiny 1, but I feel like it would work far better in this game.

     

    Again, these are all just placeholder numbers and just an idea that I'd imagine would see a number of changes if DE did pick up this idea, and the community chimed in. I just ask that if you DO feel that this is flawed PLEASE, do not leave comments like "that wont work, OP" or "that'll never happen". Instead, comment what you would change, or if you have an idea as well, post it so we can support it! We all are here because we want more from this already amazing game, but the first step is to address changes and post ideas. Even if it might not be the greatest, your opinion does matter to me, and I'm sure the Dev team would like to know. Hopefully I can spark some more great ideas from this post, comment what you think even if you disagree, respectfully.

     

  9. 28 minutes ago, EndermanBeast said:

    What is that font? I can’t read! The colour too... it blends with the background and feels like a line instead of text.

     

    Anyways, it’s a good idea, really good idea. Just that one problem ^

    LOL i have no idea why it came out like that, i typed it in another app first to edit might be the issue 

  10. First of all thank you for taking the time to read this, and I would appreciate any and all Respectful feedback. I have an idea that'll hopefully give people something worth farming for, and give DE more flexibility for releasing more challenging and fun mechanics driven content. Also my goal in this is to re-introduce the feeling of worth while leveling outside of the forma grind. The feeling of progression into an endgame tier that I feel the game is missing.

     

    -Endgame

     

    Yes, we have plenty of weapons that can take down Level 100+ enemies, but the issue is they can kill you far quicker, which leads to playing only certain Warframes at those levels. The result is crowd control mostly, spin to win or you avoid it all together as there's not many reasons to do it. And if you look at the content we have, there's not many reasons to get stronger mods than what we have. However, the removal of Raids and the rewards sent to the Eidolons suggest DE wants more accessible endgame content, which is understandable.

    I guess the easiest solution would be to create new stronger mods and up everything to level 100 for star chart stuff, but I think there's a huge opportunity to really build on that idea and re-create that new player leveling experience that got us hooked in the first place. Plus there are only so many mods that see frequent use and once you get the few you want, it can really create a "one and done feeling" for the content. What I purpose is definitely not some saving grace, game changing idea, its more so a step in what I believe would be in the right direction.

     

    -Purposed solution (All number values and mod choices are just for example and subject to change)

     

    {Infused Warframe mods}. You take 4 of the same mod (fully ranked), lets say continuity, instead of transmuting them you Infuse them, turning it into one (1) continuity with a slot that will allow you to insert a special Arcane that drops in certain content, dark sector for example. The way these Arcane would work is simple, you find the Arcane you want and insert it into the slot, you can rank that Arcane up to level 30 by inserting more Arcanes into the one you inserted into the mod. No matter what type it is. But some will give more XP than others. Example~ Flow is a gold mod so Arcane flow would be gold as well giving 100 xp while Arcane vitality is bronze giving 25 xp.

     

    *It is important to stress that these will not be as rare as the Arcanes from raids, Eidolons etc. These will drop frequently in whatever content they are applied to, although the more rare ones will drop less frequently. Either way, every time you complete a mission you will feel progression. Also, this system is meant to provide replay-ability, reliable progression while farming, and reintroduce meaningful worthwhile leveling designed for mostly new content, Endgame and some star chart activities like Invasions, events, select T4 relic missions, and sorties.

     

    -Benefits

    For every one (1) level you increase the Arcane, it will give a 1% bonus from the fully maxed value of the mod its named after (level 30 Arcane Steel Fiber making it 143% when applied to an Infused Steel Fiber mod.). Not all Arcanes will be a 30% increase however. Arcane flow for example will reduce energy drain by 50% at its max it applied to flow mod, They can be installed on the normal or primed variant of Warframe mods Infused.

    *Note, if you install an Arcane into a mod of a different type (Arcane flow into stretch mod it will be 20% weaker, only allowing it to get to level 24, (the reason for this will be explained), but still worth because you  gain the benefit from the Arcane. Say I want the benefits of thief's wit, but I don't want to waste one of my 8 Warframe mod slots, and I'm using mods that I wasn't going to infuse anyway, that would be a viable option.

     

    -Utility and Leveling Incentives

    There will even be a few Companion Arcanes, However they can only be slotted in Infused aura mods, but the team gets the effect and can stack just like normal aura mods. Vacuum Arcane will give the all players a 4 meter vacuum range, giving 4 Tenno together 16 meters over the 11 meters just for yourself, allowing more options to use your Kavat or Kubrow without missing out on resources.

    As I mentioned earlier, Arcanes inserted in mods not of the same type can only get to level 24. The reason for this is because after level 20, an Arcane will gain additional effects, getting better and better as they rank up. At level 24 you can benefit from some of the attributes, but not all. Great examples would be Arcane Animal instinct, Arcane flow and Arcane loot radar. Arcane Loot Radar will gain attributes that highlight items on the mini map and auto marks special items for the team. Depending on the rank it can even highlight Ayatan statues, syndicate insignia and hidden/rare caches with its own logo and everything.

    Arcane Animal instinct when ranked high enough will highlight enemies on your screen with an outline even while looking though a sniper scope, it will display a directional line on the ground telling you EXACTLY how to get to your objective, and even leave the Cephalon Simaris target trail up until captured or killed, so you don't have to swap to the device to track it.

    Arcane flow and its attributes will cut all energy recharge times in half. Example~ Octavia's passives will give her 30 energy over 15 seconds instead of 30 energy over 30 seconds. Zenurik energy dash will give 150 energy over 15 seconds instead of 30. Limbo's passive.. you get the idea.

     

    -Restrictions

     

    *A Warframe cannot use two of the same Arcanes at once. However it is possible to have a Vitality mod and Arcane Vitality for example.

    *Maximum possible values are to be considered and possibly looked at for an increase in the future but that's a topic for another post.

    *Level 80-100 Content would need to become more common in daily missions

    *Once you insert an Arcane to a mod you cannot remove it. There is no turning back so pick wisely.

    *Slotted mods only trade-able when the Arcane hits its max level.

    *Intended for Endgame content only.

    *Once the 4 fully maxed mods are Infused into a mod with a slot it is reset to zero as if no endo was ever applied. (Assuming end game content will increase endo gains as well as other rare resources)

    *Infused mods adds +1 mod capacity (if the mod was 9 at max it will now be 10)

    *Cannot Infuse set mods or Augments

     

    -Side Note

     

    I would consider removing random Affinity Challenges at the start of missions and add a list of daily challenges that we can look through (maybe 10 or so) The same challenges but with higher numbers meant to be completed over 3-4 missions. That way when we log in we can choose the ones we want instead of getting “hack a Console” on An Arcwing mission. But if I could select to Hack 15 consoles for some rewards I could use, I would do more spy mission (which I dislike). These could also be a source of Arcanes, endo and resources other than Affinity that Endgame players will enjoy. Yes it sounds a lot like Daily Bounties from Destiny 1, but I feel like it would work far better in this game.

     

    Again, these are all just placeholder numbers and just an idea that I'd imagine would see a number of changes if DE did pick up this idea, and the community chimed in. I just ask that if you DO feel that this is flawed PLEASE, do not leave comments like "that wont work, OP" or "that'll never happen". Instead, comment what you would change, or if you have an idea as well, post it so we can support it! We all are here because we want more from this already amazing game, but the first step is to address changes and post ideas. Even if it might not be the greatest, your opinion does matter to me, and I'm sure the Dev team would like to know. Hopefully I can spark some more great ideas from this post, comment what you think even if you disagree, respectfully.

     

     

     

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