Jump to content

Bahkja

PC Member
  • Posts

    15
  • Joined

  • Last visited

Posts posted by Bahkja

  1. In update 23.0.5 we were told:

    Quote

    Improved the Rift Walker Prime Sigil to be more metallic. This is the start of our Art team going through previous Prime Sigils to give them the same metallic treatment by request! 

    Currently, the Verlorum Prime Sigil looks very flat (not shiny or metallic at all), and has a terrible "static-like" effect on the edges based on energy color. Here is a photo for reference:

     

    fb5d56b1a56b6bc709d47e6249cc6ef6.png

     

    My graphics card isn't terrible either (GTX 1050Ti) and other users have also reported the same problem, as shown in a Reddit post here. As the sigil is now available through the prime vault, I'm sure many players are affected. Personally, I am let down because the sigil was a big reason I bought the bundle. DE, please take the time to update the Verlorum sigil like you did with the Rift Walker one. Thank you.

  2. I just finished the Jordas Precept Quest but the Jordas Golem Assassinate node (which I understand I need to complete to get the remaining Atlas parts), is locked off. I am not referring to the Jordas Verdict Trial, but rather the node right above it called "Jordas Golem Assassinate."

    Seems to be a bug introduced with the new Starchart.

  3. I still don't get it. Players will never choose between damage vs. utility; no matter how good utility mods are. In fact, the only utility mod that I can think of that players actually use is using a Pistol Ammo Mutation on certain secondaries because without it you won't have enough ammo to, guess what, do damage. And would you know, in end-game missions no one even does that!

     

    What players want to choose from is damage vs. damage. And in this regard normal vs. corrupted mods is probably the only interesting idea I've heard in this thread so far. However, making corrupted mods not stack with normal mods would then require a lot of enemy rebalancing and a lot of Warframe builds would simply break (not being able to stack Power Strength on Zephyr for example). Really not worth the trouble.

     

    No, the simplest, and best solution imo, is to simply create a LOT of new damage mods. At least a dozen for each weapon type. And have each of them be a Corrupted or a Nightmare mod. The problem right now is that base damage and multishot mods are always mandatory on every weapon, and that any remaining slots are simply filled with elemental mods. By simply adding many new mods into the pool suddenly players will have to make meaningful choices. And because of their Corrupted/Nightmare nature, there will always be some downside (be it negative stats or opportunity cost) to using them which will not make X mod mandatory on every weapon.

     

    Headshots, finishers, and stealth attacks already have built in multipliers that do "critical" damage, that scale with your total damage and not your crit chance. Are we playing the same game here?

     

    And finally, letting pure elemental weapons use IPS is a terrible idea. You have to realize that pure elemental weapons are just like snipers or shotguns; they are their own weapon class with unique bonuses and drawbacks. In exchange for not having any IPS damage, they have much more control over what type of status proc happens, and make modding for elemental combinations much easier. Homogenizing the weapon pool so that every weapon can use every mod only ends up reducing build diversity, not expanding it.

  4. ughh then you are totally missing the point and dont see how the things work together

    The justification is that they are bad mods that make your weapons worse, what other justification for a change do you need?

     

    Yes they are bad mods. But what you are suggesting are buffs for the sake of making them "not-bad." What I am suggesting are buffs for the sake of having clear, intuitive consistency between mods of similar types. See the difference?

     

    Hollow Point is another tragic case. Meant to increase the gap between crits and non-crits, all it does is bring the total damage down on most, if not all weapons. Change to +120% Crit damage and we got a stew goin'.

     

    Other Bad Corrupted Mods: Hm. Most of these are hard because they're bad no matter how much you buff their stats. In particular, none of the +capacity/-reload ones end up being worth it unless it's a playstyle choice. Same deal with the accuracy ones, although Vile Precision is a strictly worse Stabilizer. Throwing in some zoom could be an okay perk.

     

    Auras face a lot more imbalance issues than other mods:

     - Polarities are imbalanced: The -- Polarity (Corrosive Projection, Energy Siphon, Enemy Radar) generally has the stronger Auras.

     - Point increases are imbalanced: There's no reason for Steel Charge to be +9 points, and some auras that are already weak (Sprint Boost, Speed Holster, Dead Eye) to be +5 points. This needs to be standardized.

     - Auras are imbalanced: Physique is almost strictly inferior to Rejuvenation. Rifle Amp and Dead Eye are shockingly bad compared to Steel Charge, and for far endgame there's few very substitutes to 4xCorrosive Projection, completely crowding out other auras.

     

    I suggest that for Auras, we see:

     a.) A standardization in points

     b.) A complete rework of the stats, significantly buffing them all, so that we can...

     c.) Prevent Aura effects from stacking.

     

     

    Channeling Mods: I've covered these before in depth, although I can't seem to find the thread now. With a few glaring exceptions (True Punishment->100%, Enduring Strike->90%), most of them are surprisingly fine.

     

    As a bonus...

     

    Energy Channel: Easy fix. Have the bonus damage add to the weapon's base damage (i.e. scaled by all mods and modifiers).

     

    I was considering adding Hollow Point to the list of corrupted mods to be changed, and I think I'll give it another pass to see if it is consistent with other mods or not (first time around I thought that it was at least viable on a handful of weapons). I completely agree with you on the other corrupted mods, that it is not a matter of numbers but a matter of what stat they actually provide. Unfortunately in this game, ifit doesn't provide straight up DPS, then players will not want it.

     

    Aura point standardization I could definitely get behind, and it falls within the theme of "consistency." As for some auras completely outclassing others... Yes it is a problem but most auras have a scenario in which they are useful (Steel Charge being so much stronger than the other damage auras is reasonable because melee does not get multishot and Pressure Point only gives +120% base damage). And for endgame auras well so long as Corrosive Projection is a thing, no matter what other auras DE releases it will never have competition for endless void (the real problem here is armor scaling, however, not the aura itself).

     

    Finally, having "auras" that only apply to yourself isn't very aura like now, is it? At the very least auras as they are now encourage squad cooperation and communication. They also encourages playing in a squad in general, as buffing an aura and having it only apply to yourself will make solo better in almost all cases.

     

    As for the channeling mods, those two in particular do seem a bit undertuned, I'll take a look at those as well.

     

    All in all, some great feedback and suggestions. :)

  5. Not to self-promote or anything, but I have a thread going that addresses exactly what you are saying (with many other mods as well).

     

    https://forums.warframe.com/index.php?/topic/321373-the-ultimate-mod-buff-megathread/

     

    There's been some good discussion already on what other mods could be further changed (almost everyone agrees that the single elemental mods should all be +90% and that the status mods need some sort of buff). Nevertheless, it's reassuring to see that other people are thinking the same thing, hopefully with enough attention DE will finally address these outdated mods.

  6. "Balance" only in a sense that their negative effect counters the positive making them absolutely non-beneficial or even harmful to DPS (depending on a weapon) also they have normal counterparts that have + with no -  making them completely useless.

    You can try to put them on in builder and see dps drop or rise by laughable 1% 

     

    Magnum Force is at least always a bonus, but the economics of opportunity cost cost come into play (where you can use  better alternative)

    Most of the mods I listed aren't worth using even if you have no alternative. Critical Delay has the same problem - it LOWERS your DPS oin most weapons, not worth it even on high crit guns like Soma

     

    Like I said, you are right in that they are all mods that could see some love, but they at least have stats that are consistent with other mods of similar type, which is what this thread is all about. I can at least justify the mods listed in this thread by saying mod X is in the same "type" but better, but I don't have a justification to change the reload speed reduction on Tainted Mag to, say, lower rate of fire (other than no one uses it).

     

    You do have a point where IPS mods in their current state do add diversity outside of their low numbers, but at the same time elementals far exceed them. Not only do elementals generate higher numbers on the same weapon compared to IPS mods They also add more status and potentially enemy weaknesses. Do keep in mind that using 2 maxed single stat elementals almost triples your weapons damage. IPS mods cannot come close to this. This is why I suggested them going off the base damage, because as long as elementals work like this it will always be a detriment to use them vs elementals. Even on those melee weapons (where the vast majority of them are all slash) where a 90% IPS mod beats a 60% elemental, it still does not beat a 90% elemental. Also keep in mind that barring the single stat shock and ice elemental mods, the 60% elementals also come with this other usually big benefit on top of that 60% elemental damage and they can be stacked, whereas with the IPS mods you get nothing else out of them even if you do stack them.

     

    I ran the math calculating your ideal buff for magnum force vs adding a third elemental to a weapon, and your buffed version actually comes out on top...... barely:

     

    Weapon with 100 base damage + Hornet strike + 3 single stat elementals = 1184 damage

     

    Weapon with 100 base damage + Hornet strike + Buffed Magnum Force + 2 single stat elementals = 1204 damage

     

    on a weapon with 100 base damage (which for a pistol is a lot) there is a 20 damage difference. However, using magnum force also decreases accuracy by 55% with is a pretty big hit, compared to have no penalty using a third elemental, except for the case where you don't want a third one. The sad part is that if we decided to include event and nightmare mods you could keep the single elemental and have yet another added bonus which more than makes up for the 30% - 50% elemental damage loss. With your viral example, pistols actually have 2 poison mods and 3 ice mods, so it's possible to only use hornet strike, lethal torrent, barrel diffusion, and those 5 mods (Ice storm, Deep Freeze, Frostbite, Pathogen Rounds, and Pistol Pestilence) and still retain viral only status without touching magnum force. Sure, one of those is exclusive at the moment, but even then you can slap a fire rate mod on there and still get higher DPS without sacrificing anything and once it's released then what?

     

    We do want mod balance, but we must also bear in mind as to why something is never used as well. If we don't address the why then are we really getting anywhere?

     

    The thing with IPS mods, and Magnum Force for that matter, is that they should be used AFTER using your 90% elemental mods. There is definitely enough space to have both +90% elementals and a +90% slash mods on any melee. The same applies to Magnum Force, as because it increases base damage, it scales better the more elemental types you have on a weapon.

     

    With my proposed +110% Damage increase:

     

    Weapon with 100 base damage + Hornet Strike + 3 90% Elemental Damage Mods + 60% Elemental Damage Mod = 1376 Raw Damage

     

    Weapon with 100 base damage + Hornet Strike + 3 90% Elemental Damage + Magnum Force =  1591 Raw Damage

     

    Now if you use a full build:

     

    Weapon with 100 base damage + Hornet Strike + Lethal Torrent + Barrel Diffusion + 3 90% Elemental Damage Mods + 2 60% Elemental Damage Mods = 4390.4 Raw Damage

     

    Weapon with 100 base damage + Hornet Strike + Lethal Torrent + Barrel Diffusion + 3 90% Elemental Damage Mods + 60% Elemental Damage Mod + Magnum Force = 5177.2 Raw Damage

     

     

    What we can see here is the nature of base damage mods. The more "variable/factors" you add to a weapon (elemental damage, multishot, crit, etc.) the more value it gets. In final example I have provided (which is honestly the more likely usage of Magnum Force) the difference in damage is no longer a mere 20, but a whopping 800. If the weapon you are using has a naturally high critical chance, then the difference in DPS becomes even more massive. Of course, the trade off is a huge hit to accuracy, but at least with my proposed buff Magnum Force can at least justify the accuracy loss with the significant increase in DPS it can provide at close range.

     

    As has been said several times this is not about balance this is about consistency it does not really matter how much damage mods do as long as they do the same damage as other mods of the same type.

     

    Personally I agree that most of the mods are way too powerful and are the biggest roadblock to making warframe a balanced game but that is completely off topic for the subject of this thread.

     

    Thank you for restating the central point of this thread.

  7. Thank you for the feedback so far, and for the productive discussion. Keep it coming!

     

    valid topic 

     

    list is incomplete, add all these useless corrupted 

     

    http://warframe.wikia.com/wiki/Vile_Precision

    http://warframe.wikia.com/wiki/Tainted_Mag

    http://warframe.wikia.com/wiki/Burdened_Magazine

    http://warframe.wikia.com/wiki/Tainted_Clip

    http://warframe.wikia.com/wiki/Hollow_Point

    http://warframe.wikia.com/wiki/Corrupt_Charge

     

    Most channeling mods (except Killing blow and Life strike)

     

    some suggested numbers are off

    element mods dont need a buff

     

    While I do agree that all of these mods are underused, they are all either A. Balanced but simply use stats that most people would rather use damage for (magazine capacity, recoil, etc.), or B. Actually come pretty close to their non-corrupted versions, so I cannot make a solid argument for buffing them. Unfortunately, there is no general "rule" on how much a corrupted mod should offer compared to its non-corrupted counterpart (some are nearly double the value, some are around the same, etc.). However, Magnum Force and Critical Delay are so undertuned compared to their normal versions that I had to mention them in this thread.

     

    In the past I did some quick maths on the status mods, and even at the numbers you propose they still aren't worth using over dual stat status mods, minus hammer shot and ice storm of course. Assuming a person chooses to use either single or dual in their build, In order for the single stats to equal the dual stats, they'd have to have a status increase of 180%:

     

    As you can see, in order for single stats to beak even with dual stats they need 180% status chance. It is debatable however that 180% status chance is a bit extreme, since it's almost triple the status chance of a weapon. There's also the possibility of people using duals and singles together. Because of this, I am of the opinion that they should give a flat increase to weapon status chance. This would give them a different yet similar role to dual stats and make them an attractive option for weapons with low status chance, making more overall build possibilities.

     

    Ah, the base damage mods. I am in disagreement with the base damage mods as a whole. The buff you suggest to magnum force still would not make it worth using. After all, why use that when I can use 3 mods for base damage + triple multishot, 4 mods for elementals with give a monstrous increase in damage and/or status chance, plus a reload mod to keep the fire going, all without penalty? Also, on those crit happy secondaries I can put on two crit mods in place of reload/elementals for crit builds, still without penalty. Oh, and for those who still need more dakka (which is all of us) there's fire rate mods, of which I forgot to mention the triple multishot comes with fire rate.

     

    In short, you'd have to heavily imbalance magnum force to make it worth using (give it more damage than hornet strike *shudders*) and we already have so, so many imbalanced things in this game that need to be balanced.

     

    As for criticals, I think they should be reworked alltogether. Currently, the only thing they do is widen the gap between the weak and the strong weapons, instead of fulfilling the role of a well place blow the regular RPGs lack in comparison to action games (like warframe) do not lack. Yes, like the OP said, giving this mod too much crit chance would break the game. It's because of how criticals are implemented. It's not used because even though it gives more crit chance, it reduces fire rate which is what almost every crit happy weapon likes, which a few exceptions (I'm looking at you grinlok...) Give it a different penalty from fire rate in addition to the OP's buff and you might start seeing it be used.

     

    IMP mods... Ah, how they would be fine in comparison to elementals, if and only if THEY WENT OFF THE BASE DAMAGE. Seriously, how could no one see this coming? Even if they had equal increases to elementals, as long as they went off only their damage type they still be inferior. For those people who need this outlined.....:

     

    In short, make IMP mods go off base damage in addition to OPs buff, tyvm.

     

    - I'm in the camp that would argue that +180% to status is a bit extreme. At the same time, I personally feel like +90% is too low, but I don't have much of an argument besides "people won't use it." Ultimately, I'm also in favor of them buffing base status chance; we'll have to wait for DE to make a move on this one.

     

    - I have to disagree with you on Magnum Force. Magnum Force, even currently, actually provides more overall damage than adding another elemental mod if you have the three +90% ones already. This is, however, quite situational, as not all builds incorporate all three. Even then, currently the damage increase is minimal compared to say, using a dual stat event mod, and it comes with an accuracy loss instead of a beneficial secondary stat. Thus, I am proposing a buff to base damage to make it viable in a greater number of situations. Magnum Force is also useful for keeping a weapon's elemental damage "pure." Want a secondary that can only proc viral? If you want maximum damage output, you have to use Magnum Force, as adding another elemental mod will add in a probability for a non-viral proc (like you said, one could also use a fire rate/reload mod, but what I'm trying to push for here is to make Magnum Force also a viable contender).

     

    - A different penalty for Critical Delay would be interesting, but I'm not sure as to what it should be. Primarily, I'm just focusing on that fact that is is vastly outclassed by Point Strike in what it offers, so as long as it is buffed to +90% and given an appropriate penalty I would be satisfied.

     

    - IPS mods are not actually inferior as you would think. Even for melee currently, using a +90% IPS mod is better on certain weapons than a +60% elemental mod. I also actually enjoy the fact that it forces weapon diversity in the game, as you cannot simply put Fanged Fusillade on any rifle and go to town on the infested. The fact that they scale off of base IPS instead of total damage allows weapons to specialize further and have their own niche (the Tigris is now the ultimate slicing shotgun with shredder, something no other shotgun can compare to). By having them scale off of base damage any weapon can be good against any faction, and there would be no reason to take weapon A over weapon B other than for playstyle. Finally, having them scale off of base damage simply would not make thematic sense in the game (ignis doing slash damage, Stug doing puncture, etc.).

     

    - but adding more strange numbers isn't helping :/

     

    - well, Magnum Force has been deliberately made 'meh', because Sidearms most certainly don't need more Damage. since they don't need more Damage, keep the name Magnum Force, and.... make something else out of it. no point in having a Mod for extra Damage if the Weapon Type already does so much Damage that the Mod has to be useless. so make a different Mod.

     

    5 second brainstorming has me thinking of things along the lines of jacketing projectiles, and the term 'Magnum' colloquially referring to powerful Cartridges and, well, powerful Weapons. 

    with that in mind, perhaps make it a Nightmare (Dual Stat) Mod, +Accuracy (ikr, first Accuracy mod!) and +Punch Through. if to stay a 5 Rank Mod, then +5% Accuracy, +0.15 Punch Through. though i'd prefer the Punch Through ended at 1.0, so preferably, base 0.25, and 0.15 per Rank. resulting in +30% Accuracy and +1.0 Punch Through when Ranked.

     

    - like you said, if the amount goes too high, it starts to become only useful on certain Weapons.

    Critical Delay is currently a Niche Mod on Grakata. but if it was a 90% bonus, with that 50% negative, Grakata would shoot so slowly that you'd have a Semi-Auto in your hands.

     

    - It's not helping, but it's a value that DE will most likely use so... :/

     

    - Sidearms might not NEED more damage, but all I'm trying to do buff Magnum Force to the point where it is in line with other corrupted damage mods (and has an intuitive value). Once again, this thread has nothing to do with what I believe is under or overpowered; I am simply trying to bring together mods of similar types to be equalized. Your idea for the new Magnum Force is interesting (not even corrupted anymore lol), but it should probably be discussed in player suggestions as it would be a mod change, not a buff.

     

    - Even with a 50% negative the Grataka would be shooting 10 rounds a second (on par with the Boltor Prime), so not exactly a semi-auto...

  8. And this is bad, instead of buffing a weaker mod to be better than better one we should actually bring them both down.

     

    Though status mod and physique are crappy useless and underpowered, but even with buff they will still be crappy useless and not worth using.

     

    As I've said in one of my replies,

     

    In fact, one could go the extreme opposite, and NERF every other mod besides the ones listed above. That will achieve both of my goals and I have no qualms about such a solution. However, clearly that would take much more work (and why upset the people who have worked hard to pump out the most dps?).

     

    That said, these mods are clearly the outliers. I don't quite understand why people would insist on nerfing every other mod down to their level. Perhaps for marginally harder content? Another reason to buff instead of nerf is that even getting an uncommon mod to rank 5 takes a decent number of cores, and reducing the bonus per rank makes ranking them less enjoyable and noticeable.

     

    honestly, i'd make the dedicated Status Mods (to be clear, the Mods that only increase Status) 100%. why? it's easy math for Modding. put this on, Status goes up exactly 2x.

    the Mod not increasing the same number per Rank isn't a big deal, quite a few Mods do that already.

     

     

    for the Corrupted Mods, honestly, i'd just scrap Magnum Force and make it into a different type of Mod. something other than Damage. 

     

    and Critical Delay, i'd leave the -RoF as is, and just make it +60% Crit Chance. that's plenty. we don't want to get too high. i'd like to avoid 75% if possible, but it wouldn't be the end of the world. however, approaching 100% is probably going too far.

    alternatively... make Critical Delay +150% Crit Chance, but -75% RoF. but honestly, too few Weapons could use it with numbers like that. to make Critical Delay usable on as many Weapons as possible, we need a decent Crit Chance bonus, and a not too extreme RoF drop.

     

     

    i would definitely make Warm Coat... 50%. why? because removing 90% of an environmental Effect, usurps it and makes it not matter at all.

    we don't want to trivialize the environmental Effect, the Mod is to let you fight back against it.

     

     

    i'd make Physique +50%  Health. that's 3x Health if you use 4 of them already. and 50% is a pretty considerable increase.

    alternatively, make it do something completely different. no 5 second ideas as to what though.

     

     

     

    and Warframe might be ~23 months old now, but it's not 'old' yet. especially since we technically aren't at v1.0 yet.

     

    Making status mods +100% is fine but justifying it because it makes "math easier" isn't much of an argument, as we have tons of strange numbers to multiply by already (90% multishot why not 100% wtf DE). I'm simply using +90% because it's a value that we are all familiar with.

     

    As for Magnum Force... Why not keep it AND make a new corrupted mod? :D

     

    I'm confused as to what your qualms about having Critical Delay provide +90% Critical Chance, as you seem to be fine with it offering less and more. As stated, I chose 90% because it allows base crit 30% weapons to achieve 100% critical chance, possibly opening up some new build paths. +60%... Allows base 32.25% weapons to achieve 100% crit chance; a bit of a tease to 30% weapons if you ask me. +75% does not let base 30% weapons reach 100% either. I agree though that amping the value up too high would also demand a huge -Fire Rate, something that very few weapons could utilize.

     

    Warm Coat is at 90% because I feel like the ONLY reason people would use this mod is if it completely negated the effects of ice levels. After all, mod space on Warframes is especially competitive. However, you are right in that it trivializes the environmental effect, So I made a compromise at 90%. I simply feel that at any value lower the mod would not see any use at all.

     

    Like Warm Coat, the value for Physique is at 90% in order to make it appreciable by players when using it (especially in solo). +50% BASE health will give you at most... 75 extra health. Is that really worth using an aura slot for? If you think it does then... I can't really argue with you on that.

     

    And finally, I was using the word "old" to give the sense that the game has gone through many developmental changes but... If you guys keep bringing it up I guess I'll remove that part -_-

  9. First of all, thank you for the positive response so far everyone. As of now I hope that this thread will get more attention, and that at the very least receive a response from DE as to why these mods currently have the values they do now.

     

    That's a very good post with some great suggestions.

    I agree with everything besides this and here's why:

    Status Chance Mods - I think 90% would be a bit too much since most status+damage mods give 60% and that is good enough to give some weapons over 100% status proc. The status mods only drain 7 so I think the highest status they should give is 60%. I understand you are trying to justify that the status+damage mods give 60/60% but they're rare mods; the status mods are uncommon and a lot easier to get.

     

    Thanks again for the great post and I hope mine may have helped in some way as well.

    Thanks for your time in reading.

     

    I like to go with Taranis49 on this one, he gives a great response. Mod point costs should not be a justification for how powerful a mod should be; nor should mod rarity. These factors can easily be changed by the developers. What really matters is reinforcing the idea that singular or single-stat mods are better than their dual-stat counterparts. By your logic you should also be disagreeing with the changes to the IPS mods, as for primaries they are common and secondaries uncommon. By the virtue of their commonness over the melee rare IPS mods, they should be giving lower stats. However, in my opinion the better solution is to simply make all IPS mods rare and buff their stats; the same can be applied to the status mods.

     

    Thank you for the response regardless.

     

    I can. Quite easily.

     

    This game is meant to be currently balanced around mobs in the 30-40 level. We can already kill everything pretty gaddam fast already with the crap we have, up to and including a Kestrel, when Forma's a few times.

     

    If anything, we need to nerf everything to hell just to give the poor Corpus and Grineer a couple of microseconds extra life, rather then less.

     

    This is another "buff stuff so I can go longer then an hour in T4 Defence" and does NOT make the Solar map a better place to run missions.

     

    I hoped to have made it clear in the OP, but allow me to reiterate:

     

    This is not a thread asking to buff mod X because I personally find it underpowered. For every proposed buff there are already existing mods used as baseline comparisons to justify the changes.

     

    In other words, it has nothing to do with the solar map nor the void. These are changes to make more mods viable, not to make it further in the lategame. These are changes that will make mods have intuitive values, not values based on an outdated system. In fact, one of my proposed mod changes, the one to Warm Coat, only applies to missions in the Solar map. What I am asking for is that mods of similar types be brought to the one standard of values.

     

    In fact, one could go the extreme opposite, and NERF every other mod besides the ones listed above. That will achieve both of my goals and I have no qualms about such a solution. However, clearly that would take much more work (and why upset the people who have worked hard to pump out the most dps?).

  10. Warframe is an old game. Way back with the addition of Damage 2.0 DE began with low % values for certain mods due to how they were used in the old system. For those that do not know, all weapons had 100% status proc, and the cold proc was used defensively as it could give any weapon a permaslow. That is why all ice mods have the D (Vazarin/Defensive) polarity, and many of them are not as powerful as other elemental mods.

     

    This thread is not simply limited to status/ice mods, however, but rather focuses on all mods that should be brought up to par with their similar counterparts, and mods that are deemed generally useless by the community. Many mods completely and utterly outclassed other, older mods (some more than others), and thus are rarely used in any loadouts. The following is a list of mods that I believe need to be re-examined, and my support for their need to be buffed comes from comparisons with already existing mods of the same "type". I simply feel that the mod system should be intuitive for all players (why do primary ice mods give +90% damage but secondary and melee mods only +60%?) and that there should be more viability within and/or competition between all mods.

     

    This is not a thread asking to buff mod X because I personally find it underpowered. For every proposed buff there are already existing mods used as baseline comparisons to justify the changes. This is about mod consistency, not mod balance.

     

    STATUS MODS:

     

    As mentioned, it seems like the reason why all the singular status chance mods have such low percentages (most maxing out at only 15%!) is because of all the status spamming before Damage 2.0. However, with the release of event dual stat mods, the preexisting Hammer Shot, and the newer Enduring Strike, these mods clearly need to reexamined for viability. Clearly, all singular mods should have higher percentages than those of dual stat mods. Fortunately, DE has stated that the biggest offenders would be looked at soon.

     

    Baseline Comparisons:

    ALL Dual Status mods: +60% Status Chance, +60% Elemental Damage

    Hammer Shot (Rifle): +40% Status Chance, +60% Critical Damage

    Enduring Strike (Melee): +60% Status Chance while Channeling

     

    Mods to be Buffed:

    Rifle Aptitude (Rifle): +15% Status Chance -> +90% Status Chance

    Shotgun Savvy (Shotgun): +30% Status Chance -> +90% Status Chance

    Sure Shot (Pistol): +15% Status Chance -> +90% Status Chance

    Melee Prowess (Melee): +15% Status Chance -> +90% Status Chance

    Hammer Shot (Rifle): +40% Status Chance -> +60% Status Chance

    Stunning Speed (Pistol): +10% Status Chance, +40% Reload Speed -> +60% Status Chance, +40% Reload Speed

     

    Notes:

    Another alternative for the singular status mods is to instead additively increase status chance instead of multiplicatively (whether it be before or after multiplicatively boosting base status chance). If that were the case, then existing percentages would be fine (and bring Shotgun Savvy down to +15% status chance). Hammer Shot does not NEED a buff in status chance due to +40% not being terrible and its good secondary stat, but it would bring it in line with currently existing dual status mods. Stunning Speed, on the other hand, absolutely needs a buff to its current status percentage.

     

    ELEMENTAL MODS:

     

    All currently existing singular elemental mods cap out at +90% Elemental Damage, with the exception of three. The reasoning for the ice mods has been stated above (although it strangely does not seem to matter for primaries of shotguns), but the reason shocking touch caps out at +60% Electricity Damage is beyond me. The biggest problem here are that the three +60% Elemental Damage mods are completely outclassed by other dual element mods in terms of both utility and mod points.

     

    Baseline Comparisons:

    Cryo Rounds (Rifle), Chilling Grasp (Shotgun): +90% Ice Damage

    Stormbringer (Rifle), Charged Shell (Shotgun), Convulsion (Pistol): +90% Electricity Damage

     

    ALL Dual Ice Mods: +60% Damage, +60% Status Chance

    Wildfire (Rifle): +60% Fire Damage, +20% Magazine Capacity

    Focus Energy (Melee): +60% Electricity Damage, +40% Channeling Efficiency

     

    Mods to be Buffed:

    Deep Freeze (Pistol): +60% Ice Damage -> +90% Ice Damage

    North Wind (Melee): +60% Ice Damage -> +90% Ice Damage

    Shocking Touch (Melee): +60% Electricity Damage -> +90% Electricity Damage

    Ice Storm (Pistol): +40% Ice Damage, +40% Magazine Capacity -> +60% Ice Damage, +40% Magazine Capacity

     

    Notes:

    Ice Storm, like Hammer Shot, does not NEED a buff due to its useful secondary stat, but unlike Hammer Shot it has a rifle counterpart to which it can be compared to (Wildfire). I feel that it too was released under-tuned due as it was an ice mod, and that it really should be buffed to +60% Ice Damage to bring it in line with every other dual element mod in the game. Additionally, it may be worth changing all the ice mod's polarities from D to -- and increase their mod costs, as they no longer primarily serve the defensive/utility role that they used to (even the recent dual ice mods all have a V polarity despite being ice based). This would have it match every other other singular elemental damage mod.

     

    CORRUPTED MODS:

     

    The mod that deserves the most attention here is Magnum Force. Only +66% Damage at max rank for a rare rank 10 mod DE?! Every other corrupted damage mod at least comes close to its normal counterpart in damage, but Magnum Force comes is nowhere near it. Another mod that comes no where close to its normal counterpart is Critical Delay.

     

    Baseline Comparisons:

    Hornet Strike (Pistol): +220% Damage

    Serration (Rifle): +165% Damage

    Heavy Caliber (Rifle): +165% Damage, -55% Accuracy

    Point Blank (Shotgun): +90% Damage

    Vicious Spread (Shotgun): +90% Damage, +60% Spread

    Pressure Point (Melee): +120% Damage

    Spoiled Strike (Melee): +100% Damage, -20% Attack Speed

     

    Point Strike (Rifle): +150% Critical Chance

     

    Mods to be Buffed:

    Magnum Force (Pistol): +66% Damage, -33% Accuracy -> +110% Damage, -55% Accuracy

    Critical Delay (Rifle): +48% Critical Chance, -36% Fire Rate -> +90% Critical Chance, -54% Fire Rate

     

     

    Notes:

    Due to Hornet Strike's already ridiculous amount of bonus damage at max rank, there is no need to have Magnum Force give similar amounts like the other corrupted mods. However, although large, even a 110% damage increase does not give much of a damage boost, as it only provides a 34% damage increase if Hornet Strike is already equipped. Nevertheless, it would still make the mod useful on certain weapons, instead of it being the complete waste of cores it currently is. As for Critical Delay, although I realize that corrupted mods are meant to be used in conjunction with their non-corrupted counterparts, +48% is remarkably low compared to the +150% Point Strike offers (48% is also a very strange number to multiply things by). Interestingly enough, if Critical Delay were buffed to +90% base 30% crit chance weapons would be able to reach 100% (here come the Soma hate), but keep in mind there would be a significant reduction in fire rate. That is, however, how all Corrupted mods should be: offer a significant increase of power in one area while providing a significant decrease in another. Currently, neither Magnum Force nor Critical Delay behave as such (only providing a minimal increase for a significant decrease).

     

    IMPACT/PUNCTURE/SLASH MODS:

     

    With Damage 2.0 came impact, puncture, and slash (IPS) damage types for most weapons. Mods boosting IPS were also released for each category of weapon, but every one of them besides melee were released with incredibly low numbers. IPS mods are unique in that they only scale off of the existing impact/puncture/slash of the weapon, instead of its total damage (the Ignis won't be ripping enemies in half upon death anytime soon, sadly). They also are calculated last, which means they do not increase the base damage of a weapon and thus any elemental damage. Thus, a +90% Elemental Damage mod will always provide more raw damage than a +90% I/P/S Damage one (as there are no purely one I/P/S damage weapons). What is even sadder is that the percentages cap out at only 30 or 60%, for primaries and secondaries, respectively. You know something is wrong when a nightmare mod gives more puncture damage than THE ACTUAL puncture mod. Like the melee ones, I believe that all IPS mods should cap out at +90% damage, as it will be the only way that they will become viable.

     

    Baseline Comparisons

    Heavy Trauma (Melee): +90% Impact Damage

    Sundering Strike (Melee): + 90% Puncture Damage

    Jagged Edge (Melee): +90% Slash Damage

    Accelerated Blast (Shotgun): +60% Puncture Damage, +60% Fire Rate

     

    Mods to be Buffed:

    Rupture (Rifle): +30% Impact Damage -> +90% Impact Damage

    Piercing Hit (Rifle): +30% Puncture Damage -> +90% Puncture Damage

    Sawtooth Clip (Rifle): +30% Slash Damage -> +90% Slash Damage

    Disruptor (Shotgun): +30% Impact Damage -> +90% Impact Damage

    Flechette (Shotgun): +30% Puncture Damage -> +90% Puncture Damage

    Shredder (Shotgun): +30% Slash Damage -> +90% Slash Damage

    Concussion Rounds (Pistol): +60% Impact Damage -> +90% Impact Damage

    No Return (Pistol): +60% Puncture Damage -> +90% Puncture Damage

    Razor Shot (Pistol): +60% Slash Damage -> +90% Slash Damage

     

    Notes:

    I realize that the melee IPS mods are rare, and thus have the highest percentages, and that the secondary and primary ones are uncommon and common, respectively. This should not, however, be a reason to prevent them from becoming viable, as the simple solution would be to make all IPS mods rare. With the inevitable release of +120% Impact and Puncture damage mods the non-90% ones will become even more useless, as we have seen with the new +120% slash damage mods already. By bringing all IPS mods to the 90% benchmark players will be given more customization options, and new players who may have missed the IPS mod events will still have a weaker, but viable, alternative to use.

     

    WARFRAME MODS:

     

    There are only a few Warframe mods that need to be buffed for viability. Unlike the other categories so far, Warframe mods are very diverse and do not share similarities with each other. Look to the notes section for my reasoning for their changes.

     

    Baseline Comparisons

    Redirection: +440% Shield Capacity

    Vitality: +440% Health

     

    Flame Repellent: +60% Fire Resistance

     

    Mods to be Buffed:

    Vigor: +120% Shield Capacity, +120% Health -> +240% Shield Capacity, +240% Health

    Warm Coat: +12% Ice Level Resistance -> 90% Ice Level Resistance

     

    Notes:

    Vigor simply does not provide enough bonuses, despite being a rare mod. Especially when considering how it scales off of BASE health and shields, it currently is only barely useful on select frames. Currently, the maximum health and shields obtainable from it is a measly 180 on each, a value that, when combined, is barely over half of what a fully ranked Vitality/Redirection provides. 180 health and shields is also barely enough to stop one or two hits in late game endless missions. Increasing the value to +240% for each will have it be viable for more frames and also allow innately tanky frames to further capitalize on their tankiness. For Warm Coat, the only somewhat similar mod is the effect Flame Repellent has on fire levels. Flame Repellent, however, at least has applicable use outside of fire levels, while a 12% resistance to shield reduction on a handful of levels is laughable. Even a 60% reduction to Ice levels would have very little impact, so I propose a buff to 90% so that it is at least noticeable. Another alternative is to simply move the effect of Warm Coat onto Insulation, which provides ice damage resistance.

     

    AURA MODS:

     

    In the "lategame' (T4 endless), the best mod is undoubtedly Corrosive Projection. However, it requires a coordinated squad who are all using it for maximum benefit, and for solo or lower level missions the regen/damage amp mods work vine. However, there still exists one aura mod that, despite a somewhat recent buff, is still completely useless.

     

    Baseline Comparisons:

    Vitality: +440% Health

    Vigor: +120% Health, +120% Shield Capacity

     

    Mods to be Buffed:

    Physique: +18% Health -> +90% Health

     

    Notes:

    If Vigor seems underpowered, it is late game material when compared to Physique. At best, Physique will provide a measly 27 points of health. With a full squad of physique users, that goes up to 108. Really DE? Does more than an extra 108 on each squad member really threaten the fragile balance of the game? Like Vigor, a buff to 90% will at least make the mod noticeable when used and make it viable for more frames (not that it is currently). When used in a full squad, the boost goes up to 360% (a maximum of 540 extra health per squad member), which is still significantly lower than a maxed Vitality. Nevertheless, it would give players another option t help against Grineer bleeds and Infested toxins, while still being viable when used solo.

     

     

    Ultimately, mods are the pinnacle of user customization in Warframe. They are meant to allow the player to play the way they want, and provide multiple build options for the same weapon. However, currently there are very few viable build options due to the demands of high level content, or the presence of vastly superior mods more deserving of mod space. As stated above, many mod values are uneven between weapon types and other mods of similar stats, which only confuses new players. As the proposed changes are purely numerical, there should be very little difficulty in changing the game's code itself. And finally, as existing mods are always used for comparison, there should be no game-breaking effects should these changes be implemented (assuming none of the existing mods are game-breaking themselves).

     

    What are your thoughts on my proposed changes? Do you have your own that can also be backed up by existing mods? Discuss below!

×
×
  • Create New...