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4seenblight

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Posts posted by 4seenblight

  1. 1 hour ago, CarrotSalad said:

    Dont think there should be catchup days because it defeats the purpose of having a daily login reward.

    I'm not a fan of putting weapons and unique mods in the rewards though. I'd much rather see DE remove those prime mods and unique weapons.

    I really don't see how it defeats the purpose of a login system. Being able to catch up isn't a big deal. Whats going to happen to anyone getting back into the game wanting something that takes over a 1000 days to login. The whole point is to give an extra reward for the player then do their daily login and play the game to get an extra login or reward if there caught up and it astounds me that some people don't get the whole point is about milestones this has nothing to do about the daily rewards such as coupons...exc..  

     

    All the rewards may not be needed to make great weapon or primed mods... But how it is now basically it makes your life revolve around the game so if to keep up with your daily login. I feel for the people who can't. Honestly I feel most of the people who say no just lets there EGO get in the way. On my ps4 account the I it will take another 4 months to get primed shred. 

    All in all I would love the dev to brainstorm a few idea and take a poll to so what the whole  real player base really thinking about it.

  2. basically yes 

    The main difference is growing power when it decays it does it uniformly 5 stacks would always decay in 15 seconds without any more status procs 8 stacks 24 seconds. Berserker   had a flat decay when you've last crit so all 3 stacks can be gone within a second.

     

  3. First off I loved the idea about growing power but when I leaned a bit more about I felt wasn't worth changing my builds and redoing formas. 

    Currently i feel that there is two ways to rework/tweak it.

    1.The simplest would be reworking how it works as a group at max rank it gives 25 power strength last 6 seconds with multiple instances i feel should stack so  if 4 people are running it if u proc 3 stats effects within 2 seconds gives you the 6³ so you are getting 75% power strength after 6 seconds you loss it and you have to start over.

    2.The 2nd idea I'd prefer would be similar but it change the mod up. growing power instead would have 5% strength 3 seconds duration 1 stack unranked each upgrade would only effect the stacks of growing power so at ranked 5 30% str 3 seconds 6 stacks that decay.

    In concept of running it with more people for every max ranked growing power would add 6 stacks to the tenno's max poll so if your team is running 3 each person will be able to proc growing power gain their own stacks up to 18 if they fail to get a status proc growing power will drop one stack and so on.

    I prefer the 2nd far more it would fit the name of the mod and in practice I feel work better.

  4. Here a few other legendary mod ideas. Admittedly some of those names are rough.

     

    Magnetic Storm--- Curossive Bane--- Viral Strain---Radiation Overload---Modified Blast---Noxious Gas

     

    Unranked-5

    Elemental damage: 15% maxed 90%

    Elemental effect: 5%  maxed 30%

     

    When i say elemental effect referring:increase status damage/Aoe if it has one/ status effect such as viral dealing 65% instead of 50% corrosive dealing 32.5% reduced armor instead of 25%. Might not be a trifecta legendary but i think its a interesting duo effect for elementals.

  5. i think the concept of tripe stat legendary mods might be very good.

    however, the stats on your concept are just the slightest bit insane.

     

    maxed: 165-220% damage, 2.0 punch through and 110% projectile speed... OP much?

     

    keep in mind that it would stack with metal auger, shred, speed trigger and serration. (sorry, just realize that nothing does projectile speed except for whirlwind which wouldn't apply here)

     

    i could see 3% damage, 0.1 punch-through, and 5% projectile speed though.

     

    i could also see 6% bonus across the board to shields, health and shield regen too. (i'd use the crap out of that one)

     

    Well increased projectile speed wouldn't affect every weapon. Ones i can think of easly of the top of my head for rifles and pistols are/ throwing weapons-- bolter---bows--- stug... so wouldn't be to op trifecta.

     

    Another possible way to balancing  is if they required  a base mod in bp they could make it so u cannot have a base mod on at the same time. So for example Railgun would be unable to have Serration and Metal Auger though I prefer base cost for the mod being around 16 so be 26 max

  6. To balance it they have to think carefully about stats of mods and how hard and rare to get. Was thinking tower 5 key could be found once every 30 mins on pluto and ceres survival but i love for anyone to comment on balancing or thoughts of the post as a whole ^^

  7. I was thinking since when they add legendary cores as a compensation. That it be awesome if they added even rarer mods with useful duo or trifecta stats that are more op or if not the same stats for some of the most common mods used.

     

      Example:

    ---RailGun--- would have:serration/metal aguer/increase projectile speed 10 ranks

          UNRANKED-10

    Base Damage: 15-20%

    Punch Through: 0.2

    Increase Projectile Speed:10%

     

    Thats my favorite one that I've come up with.

     

    But i don't think it should be dropped the same as rare mods. If they introduced them Tower 5 would seem fitting if they ever make a tower that high. In tower 5 there should be a corrupted boss of all the bosses that we've faced thus far that rotate in ----Survival  every 5 mins--- Defence 1 every 5 rounds ---MD once every terminal starts to be hacked--- Interception every round--- Capture every time you capture a target--- Exterminate 2 appear once all targets are kill---

     

    ---bosses drops resources or parts that are untradeable that are required to build them.

     

     At the end chance for the Bp that should be extremely rare: that could possibly require similar mods to make it

     

     

    Thoughts on the idea and how to get them.

     

    If you like the idea of  this and you like to share your own legendary mod here's a simple example.

     

    Name legendary mod 

    Highest rank

    Stats

     

    Best solution for balancing these mods that I have come up with is any base mods used in the bp to make the legendary mod are unable to be equipped at the same time. With a base polarity cost being High

     

    As --Q--Ascended-Seraphim  suggested only being able to equipped one at a time would help balancing and increase gearing variety.

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