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7grims

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Posts posted by 7grims

  1. 3 runs for an invasion!!!!!!!!!!

     

    DE as actually reduced grind? O_O

    idk  this game no more...

     

     

     

    Only 2 argons, and no other monkey requirements for nunchucks...

    Whats going on? is the world ending?

  2. Simple button of "show conclave stats" in the arsenal next to the pve stats would suffice.

     

    But dont the stats change when we are in conclave mode in the arsenal?

     

     

    EDIT:

    ohhh nvm, now i get it, weapons that arent purchasable and that the player doesn't own.

    Sorry ur right.

  3. But that the catch 22, not all primary mods fit all guns, thus the rifle label inserts some guns on that group, but those that have specific mods, such as bows or launchers or shotguns do state something like for bows or for launcher or shotguns.

     

    Either way, the upgrade menu already sorts it out for u, u cant put some specific riffle mods in some primaries that arent compatible for that X thing.

     

     

    -----------------

    The only ones that do fail this, and I'm still waiting for DE to someday fix this, is a deceiving bug for element weapons, those do not have physical damage stats, nor they win anything from having physical mods installed, the effect is null, yet they appear as compatible.

  4. There will always be mod setups that are mathematically superior.  The removal of damage mods would not change this.

     

    True the problem is very deep.

    Even if all damage mods were trashed away, ppl would just rely on mods that have no downside to it, the kind that can directly benefit them.

    Thus stuff like more fire rate, faster reloads are also problematic, even thought they arent damage mods.

     

    That said, many times its easier to just call them the stat upgrader mods, that's why I speak so much of utility mods, strategic mods, QoL mods, such idealist mods, aren't basic stat upgraders that create the current issue we have.

    Sadly DE as not released any I can remember, but the conclave dev team, does do them, those are the one good examples of what all mods should be like:

    - do an action X and  effect Z appends

    - when some-kind of enemy or some-kind of attack appends you get X perk

    - one bullet per clip as the chance of doing X thing

    - do an action X before ending your clip, you get an Z perk

    - only do X attack on a enemy after it as been damaged by your companion, and u get some damage multiplier

    - shoot 2 enemies wile on air, and get X seconds of speed boost

    etc (just some random examples)

     

    Stuff that isnt a direct stat booster, and an obvious choice, but is a mod that allows you to make tactics and strategies, making the game skillful.

  5. Too soon to worry, since first I want DE to rework everything without stumbling because of little details such as forma.

     

    But yes, the current broken mod system made allot of peoples gear completely messed up.

    As an example, most my weapons have a minimum of 4 V (mudurai) polarities, with the upcoming changes, hopefully( it better actually be like that), damage mods wont be mandatory, so all my builds will be utterly broken because of too much madurai polarities.

     

    And with common good sense, DE will analyze and recognize, even frames suffer from the mandatory mods from this current broken mod system.

    Currently many of my frame builds already don't match with conclave mods, even more, if they actually revamp frame mods too, its another messy problem, since, because of the band-aid exilus slot, it as incremented polarities on all builds who received an exilus adapter.

    (this is why I freaked out so much about exilus slots when they came out, DE tried to create build diversity whit this horrible feature, of only 1 slot, which still makes it impossible to open diversity and choice with only 1 slot, and most of the builds still contains all the mandatory mods, they should never had made this, since now allot of players have overcharged their builds with forma, because of this exilus slot misstep)

  6. Those who simply want to do away with damage-increasing mods strike me more of the "Allow me to kill MOAR stuff!!11oneone" persuasion and your suggestion does not fall into that category.

     

    Me or those who want to remove damage mods never state or want to just "kill more, more easy".

    That is never said, if anything many believe we will be weaker, or be as balanced as we are now.

    The point would be to create build diversity and freedom of choice, the less or more damage hardly falls into conversation, unless for those who wrongly believe we want to nerf all the game by removing the damage mods.

  7. Ordis, a full annoying and failed feature.

     

    So many games did this friend AI thing over and over.

    Not sure how it works SO wrong in warframe, but part is from his personality... maybe. Another part its because he is only menu/UI active, in other games this kind of character shows only during in mission play.

     

    A great part its because he is so underdeveloped, still very few "animations", very few lines, little to no actual use or help, and it should always appear behind any UI layer.

  8. another month and nothing, might take a long wile, or maybe they arent doing it because the scythes might shine again with charged attacks.

     

    Good news is I'm playing with them again, ever since mobility isnt connected with melee anymore.

  9. You know whats crazy? On the Devstream when asked, 'will Catbrows be able to use Kubrow mods'? All we got was a "Maaaaaaaybe" at the end. I'll flip out if I have to Kubrow-Farm 2.0

     

    We don't need a repeat of Kubrow farming, that's for sure.

     

    Yah, I feel they gonna make new mods just to forces into the "content".

    DE does that allot, removal of ability mods on frames and yukwing, but for companions they are still there...

  10.  

    SIkcQk7.pngSunika Kubrow

    KQqOYjp.pngHuras Kubrow

    j9zHLtM.pngSahasa Kubrow

    4wkKxT2.pngRaksa Kubrow

    9ie2caF.pngChesa Kubrow

     

     

     

     

     

    This is really bad.

    Little, to no real visual differences.

    No written identification of the type, for no good reason, when it is 100% times better for it to only have the type, rather then having a unrecognizable icon.

     

    (unless in the game the type does appear written, in that case dismiss my comment)

  11. Fix first, solve forma problem later.

     

    But yah, kinda true, all my weapons have like 4 V polarities minimum, and my frames are so polarized they dont even match with pvp mods.

    It got pretty messy, hopefully DE will assist us on this forma issue.

  12. "We are very aware of the current state our Mod system and the 'mandatory Mods' that both enable players to participate in high-level Missions and hinder total weapon customization. Expect more information on the rebalancing of weapon DPS, weapon leveling, and 'mandatory Mods' in the near future"


     


    wow, for once I feel like there is hope.


     


    If you dont mind, also start talking about frames, it isnt only weapons that suffer from mandatory mods.


  13. That isnt necessarily a bad feature, this makes you work and fight to get all your mods maxed, having several of them at different levels is something to aim at, and it gives reason to keep acquiring more cores.

    If we had that option to re-set the ranks up and down, I wouldn't had the need for half the amount of cores I acquired until this day.

     

    But as I said, your suggestion or even the current way it works aren't bad, if they would change it wouldn't affect much the game, nor give extra advantages nor too much ease of access under DE's eyes.

     

     

    BTW, the example you shown of fleeting and streamline is not a good one, you do need both at max rank, some mods like blind rage do punch down ur efficiency, and having those maxed will help leveling the efficiency up again.

  14. The way I see elementals is they shouldn't add flat damage but change % of damage into elemental. So say your gun does 100 physical damage ( be it 60 from slash, 30 from puncture, and 10 from impact) and you slap that malignant force on it. Instead of +60% toxic damage that would bring you up to 160 damage, of which 60 is toxic... it would change 60% of the damage to toxic and still do a total of 100 damage, but now 24 of it is from slash, 12 puncture, and 4 from impact, and 60 from toxic. Status chance probably remain how it is..

     

    Nop nop nop

    If the elements mods keep the damage, they always and ever will be part of the problem, they will still say as much as mandatory and in everyone's builds just like nowadays, and nothing is improved.

    These mods need to completely loose all damage perks, they should only have the effects, just like icve can freeze them, just like fire can put them on panic animation, radiation makes them shoot each other, even impact makes them knock down. All other element and physical damage mods just need some sort of unique effect to make them all useful, utility like, or add QoL perks.

  15. I salute you ohhh great one, few people realize that both the options of fixing and not fixing multishot is redundant, specially if DE is going to re-balance so much stuff just for 1 mod.

     

    DE shouldn't be lying to them self again nor to us, thinking 1 single mod is going to solve and change the many problems regarding modding.

    Serration and all other damage mods, and this does include elements, need to be all removed or replaced/reworked.

    There are a ton of options and solutions to recycle those mods into something smarter to help the game overall improve.

     

    +1

     

     

    The mod system needs a over haul no doubt this is even including frame mods as well

     

    OMG yes, so many people I like and would salute in this tread ;)

     

    It's like finally ppl are waking up and seeing the third unmentioned option, the one that is the actual solution and fix.

  16. There are turds and there is poop, its the same sh*t, it is sh*t.

     

    Although I can see your angle, I cannot understand why would ever try to distinguish the two, when the issue is the problem they bring, they are both damage upgrader mods, mandatory, essential, no brain choices.

     

    There is no fun nor challenge to own or equip them, would rather ask DE to make an option to auto equip them every-time I get a new weapon or every time I polarize a weapon, so it becomes automatic, or belongs to a global build, since the build is always the same, since the order I equip them is always the same, there is no point to interacting with these mods over and over in the same exact way.

     

    It's dull, modding is no fun, if it ever was, since from the beginning it was rigged to function like a skill tree.

     

    The only reason to not delete serration, is because its one of the items that give you a sense of progression and achievement, that said, it doesn't need to be a card mod, nor any of these damage mods needs to stay on the mod system tainting it.

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