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KavasMasta
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Posts posted by KavasMasta
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Making it according to player Mastery is... not a great idea. For one thing, this instantly creates a massive incentive for "elite" players to be jerks, since "low mastery scrubs" would unavoidably be less useful. Tying it to the *weapon's* level is probably a better idea. Part of the problem is that aside from Mastery Rank requirements on some of the Junctions (or the quests or tasks needed to activate them) there's not a lot of reason to raise Mastery Rank, and the MR tests themselves range between arbitrary and (in my opinion) bloody awful.
No, let Mastery Ranks be what it is. Tying MR with any game mechanisms or giving stats based on MR is a sure way of turning the community into trash. No, Warframe does not need that. Warframe community is by far one of the best. This is because most things you do in this game are for fun and entertainment, not for competition.
The moment there is a competition, people will start preferring the best out there.
And don't think I am saying this because I am low MR. No, I am going to be MR24 after a couple of weapons.
My counter to both of those is that low rank mysteries are guaranteed to have a low serration mod anyway so they are useless (I'm guilty of viewing them as this and most dont even run serration) anyway forcing them to have better damage
this is besides the fact that high level players dislike player with low mastery players since they move slow and cause the mission to go into max overtime
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Problem:
This is the answer to the one of the Mandatory Mod Issue's that has always been an issue since the mod 2.0 system came out
Solution:
Remove All Flat damage mods and make the Damage increase inherent according to your mastery rank.
Specifics:- Make it cap at a specified mastery rank (example: mastery rank 10)
- mastery rank 0 grant +0% :: 1 = 10% :: 2 = 20% ect. (can be linear or a curve)
Pros:
- makes player progress through the game at a steady pace
- gives reason for mastery ranking and gives reason for a mastery rank tutorial (besides i want this weapon)
- does not cause problems for veteran players
- allows a steady learning process and prevents people from just buying the damage mods
- you won't have to dump all of your endo into damage mods to be good and guarantees max damage at the damage mastery rank cap
- the inevitable credit farming the 1 mil for each of the damage mods (not point blank and pressure point) will no longer be necessary
Reasoning:
- Serration was always a mandatory mod for all weapons and limits creativity on builds for weapons
- It gives incentive to rank up mastery to make weapons better
- Gives some meaning to mastery system
Balancing:
- Monitor at what rank players are when they finish the star system
- make sure damage isn't too high at the lower level planets
Cons:
- makes players not want to play with people of lower mastery rank
Spoilercomment: already kind of a thing anyway cause of the idea of veterency and in game skill
- My counter argument is that people will want to move up the mastery system faster therefor this wont be too much of an issue
- We can make a system that makes them do more dmg when around other people of larger mastery rank (part of tenno affinity maybe)
- other than that we can add a better tenno mentor system that grant incentive to help them
- It makes the players have to mastery grind at low levels
Spoiler- most cool and fun weapons force you to mastery grind
- quests require mastery ranks anyway
- mastery rank gain extra benefits other then additional weapon damage
Comments concerns below please all replies will be made below here
A good counter arguement:
What if i want to have a lower level serration to enjoy lower level missions
Basically i want to do less damage to have more entertainment with lower level missions on earth (excluding survival and defence)SUGGESTION: i would have to ask for DE to make a plus minus bar on the right to choose the damage numbers that you want (like when you are ranking up a mod) make it not cast anything to do so.
this allows people to have the damage they want and also makes it so you are not forced top have 9 different serration mods therefore making it better then the damage mod system
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So people think that there isn't already a mastery grind for lower level players to progress so allow me to elaborate in this spoiler
SpoilerAll things that already require mastery grind
1.
2.
SpoilerSpoiler2.
Indirect Mastery Locks
- Uranus, Neptune, Pluto, Eris, and Sedna have an indirect Mastery Rank lock of 1 as the Uranus Junction requires you to build a weapon requiring Mastery Rank 1 or higher.
- [MR1] Equinox, Loki and Excalibur can only be obtained on planets after Uranus or on Uranus itself.
- [MR3] Limbo can only be obtained by completing The Limbo Theorem.
- [MR3] Atlas can only be obtained by completing The Jordas Precept.
- [MR3] Mesa can only be obtained by defeating Mutalist Alad V. The player can only fight him by using a Mutalist Alad V Assassinate Key, which can be crafted after completing Patient Zero.
- [MR3] Octavia can only be obtained by completing Octavia's Anthem.
- [MR5] Hydroid can only be obtained by defeating Councilor Vay Hek.
- [MR5] Inaros can only be obtained by completing Sands of Inaros.
- [MR5] Nidus can only be obtained by completing The Glast Gambit.
- [MR5] Saryn can only be obtained by defeating Kela De Thaym on Sedna. The Sedna Junction requires you to build a weapon requiring Mastery Rank 5 or higher.
- [MR5] Mirage can only be obtained by completing Hidden Messages.
- [MR5] Chroma can only be obtained via Junctions after Saturn as well as Sedna.
- [MR7] Titania can only be obtained by completing The Silver Grove.
- Mastery Rank 2 is required to unlock Archwings through The Archwing quest. A majority of archwing weapons are built via parts purchasable only from Syndicates (Mastery Rank lock of 3), with the exception of:
- Cyngas requiring Mastery Rank 4
SpoilerWarframes 50 300,000 Weapons 302 906,000 Companions 20 120,000 Sentinel Weapons 12 36,000 Archwings 5 30,000 Archwing Weapons 17 51,000 Missions 226 14,334 Junctions 13 13,000 Total 645 1,470,334 The three mastery ranks i were thinking about were 8 - 10 all information from the wiki
8 @ 160,000
9 @ 202,500
10 @ 250,000
For the sake of the worst case argument i will assume the damage will max at 160% at lvl 10
so to hit 250,000
I assume you have all the nodes because all the nodes are needed for things that you will inevitable;y need like for nitain and junctions.
Junctions 13 13,000
Missions 226 14,334 players basically get the taxon for free
6000 + 3000
starting warframe +3 weapons
6000+ 9000
sub total of needed requirements that you can get for free ~> 51,344 Mastery rank 4
Assuming you play the games questline (valid assumption because you are locked out of planets if you don't) also most of these are mastery locked anyway and you will have to do much more then just open the whole star system for!! and yes the weapons are payed for by the missions you go on.
The kubrow the game shoves down your throat (which btw you have to go all the way to europa for) also its an audience grab because its a dog, every player wished they were as good as sentinels at one point
6000
Archwing quest
6000 +9000
Once awake gives heat sword
3000
Stolen dreams gives ether daggers
3000
Second dream gives broken war
3000
The war within gives the broken scepter (and orvis which i wont count because -sarcasm- no one ever gets enough orvis parts -sarcasm-)
3000
grand total of free mastery
51,344 Mastery rank 4 + 27000= 78,344 Mastery rank 5
This only leaves another 171.656
so assuming that you are not absolutly addicted to the glory that is the mk1 series you may want to work for another set of weapons (valid assumption and also not assuming you are working for a weapon that is not mastery locked) also you need to consider the fact that people like to test out cool stuff which warframe is in no tight supply of.
id say 8 warframes not including starter (because ash is a ninja frame and other cool looking frames)
36 weapons an average amount of credits would be around 30k per so 1 mil (cost of maxing a serration mod)
2 sentinals cause carrier is a must and shade is cool
2 weapons included
0 kubrows/ kavats -because not worth/ too hard to get
0 archwings
this will get you to mastery rank 10
around 5 extra wf and 17 extra weapons no sentinals or kubrows will get you rank 8
/cry but i dont want to experience grind the extra 17 weapons and 5 warframes i like my mag and i want to keep her
try new stuff look at the new options if you think of it as a grind thats your own problem a few extra weapons and warframes wont hurt
besides the fact that if you stick to using 1 weapon for too long the game will start to feel stale and you will quit so whatever.
On the note that it forces low level people to buy weapon slots
1. no it doesnt
2 if you REALLY need to play this game 100% free to play (you have an issue) then you can cycle out what you have
/cry but kavas using only 6 weapon slots is hard! ..... THEN BUY MORE you start with 50 plat use it3 not even a valid point because weapon slots were put into the game to actually get players to put money into the game which most do anyway or go do vault runs
On not why not just increase the weapons damage by a flat %160
because it screws up early game on earth and mercury and venus
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Make the weapons have all of there respective damage mods inherent rather than mod cards.
Just a suggestion
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Teleport: Ash throws his current melee weapon (in an arc like a throwing knife or hikou) one of two things happens.
1. If the weapon hits an enemy Ash teleports to the enemy dealing (Whatever percent of the weapon damage ex.[80/100/120%]) damage
2. If the weapon hits terrain Ash teleports to the terrain.
Notes: Naturally the arc will have a drop
Tell me what you think!
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hey on update 13 remove the animation on ashe's teleport and ill play again thanks.
Rather make it pre-update 6.
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yay never even got to play because warframe kept freezing
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STILL AWESOME idea
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Chakrams are more used for melee combat
then I don't care
EDIT: oh and nice paraphrasing you successfully made it say something i didn't mean
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Er... Dark Sectors Glaive mechanics were quite bad tbh. Its not the glaive itself though, it was kinda the whole game, there were many things wrong with it.
But no, the Glaive in Warframe works much better than the one in Dark Sector, and having duel glaives is a silly idea. It just wouldn't work.
Riiiiight(sarcasm) you REALLY don't know until you see it. I can see the animations easily its basically just throwing both one after the other. I never played dark sector and frankly i reeealy dont want to play it at all. I just want to see dual glaives and how the DEV's would put it together. Lol just imagine throwing two glaives into enemies with puncture whirlwind and rebound (which all of them i have) and having insanity amungst the air thats really all i want to see and also some physX effects along with the charge shot of the glaive.
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You mean Chakrams?
that thing looks stupid
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WRITE A TL;DR
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I was thinking how cool would it be if there were mods that would convert your charge attacks into a flurry of attacks
1. Deadly strikes: converts charged attack into 3/4/5/6/7 attacks that do 50% of total charge damage each strike
2. Deadly strikes: converts charged attack into 5 attacks that do 30/40/50/60/70% (subject to change) charge damage
Tell me what you think or put your own versions of this mod in comments.
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8/10 would bang
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I had an idea for people to buy foundry bots to reduce building times the selling could be handled in two ways:
-Alert missions: crafted for 50,000 Credits and salvage, circuits, morphics + 1-3 forma (not my say so)
-Buyable at Store: 30-75 Platinum / Prices can be changed for both
Each bot will reduce build times by 1- 5% and are stack-able
Additional ideas:
-make them consumable for lower costs
-give them away on Thursdays or Live streams
-Make them (instead of consumable) Distribute-able so that you can have 3 bots working on one item and 1 on the other
- Mastery level caps 2+max cap per level (0=2 bot cap; 1=4 bot cap; 2=6 bot cap; ect.)
I just thought this was a cool idea for the DEV's to ponder over i thought it would give the foundry more flavor
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This is Warframe not dark sector fyi XD
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I was thinking on how it would be cool if Ash's Teleport got an added melee attack as opposed to just a... rather honestly a normal flip. i played back before update 7 and i actually hated Ash's update because they added the animation to it because it ruined my current play style that i had with it. (where i would charge up into a Teleport to hit an enemy). Now i look at Teleport as a way to get out of map glitches and rarely to get some where i need to by jumping to a team mate or enemy.
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No it wouldn't. It wouldn't make sense, and the glaive was added because of high demand from Dark Sector players.
Then it would be 2 times better than dark sector XD
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PLEEAAASE that would be the best thing since the.... original glaive!
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Possible glitches: Shield ospreys and mine ospreys it would be cool to have working sheild osprays on your side though
COOL IDEA I'm definitely buying this warframe
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Are you guys planning on doing anything cool with Mastery Level? (Adding marks/watermarks/color sets to warframes/weapons)
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exactly basically it has no strong points but infinite ammo and against 2 infested...
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This ^
what it means, is that it's very weak vs anything armored.
Im pretty sure weak infested have no armor
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I have used the Bronco as my ... primary secondary weapon ever since the 7th patch. Ever since then, it has been virtually useless to me and seems to do no damage. I have a couple of questions.
1. Does anyone think I'm wrong and can tell me a good way to build it?
2. Is there a dual bronco coming out?
3. Is it worth using a reactor on it.
4. Can we please fix it or give a re-balance its got a way high ammo cap and no damage
The old mod system complimented it perfectly with its tree, but now its hard to build it right.
I thoroughly miss shredding enemies with my shotgun pistol which is now completely useless now because of the new machine pistols.
Sincerely,
Bronco user
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cough cough ZED TIME!
The Ultimate Solution to Get Rid of the Serration Mod
in Weapons
Posted · Edited by KavasMasta
Because then that would screw up early game (you get rank 10 with weapons by the time you finish earth) which would make enemies not even a challenge quite simply the scaling would be bad