Mados.sys Posted December 9, 2018 Share Posted December 9, 2018 (edited) I was thinking about the mod slots of the Warframes, and i think 8 slots now feels like a huge limitation considering the amount of mods than there are, including new ones from the orb vallis. Don't get me wrong, we have been using 8 mod slots since the beta (even 6) but looking at the mods than there are, that are not worth a slot because of the meta game, (wich is focusing on the warframes abilitys and/or survival) unless you're a new player, you'll never mod a frame with Insulation, Intruder and Master thief for a T4 fisure or sorties right? at first i though about making every augment an exilum mod so we can give some good use to that extra slot, but there are still a lot of unused and "useless" mods. So here is my idea, why don't expand the warframe mods slots, giving each one his own "slots"? (example mods) Wf. abilities: 6 - 8 mods (Intensify, Reach, Continuity, Flow, corrupted mods) Wf. survival / armor: 4 - 6 mods (Vitality, Redirection, Vigor) Wf. accesories: 2 - 4 mods (Thief's wit, Intruder, Master thief, Natural talent) Wf. movility: 3 mods (Rush, bullet jump mods, Maglev) Wf. protection: 3 mods (Sure footed, Antitoxic, Fire repellent, Insulation) Exilum: 2 mods (limited to Lua mods, after all they add ability stats and movility in some cases) Wf. augments: 2 mods I guess also changing the mod capacity from 30 to 40 or 50 base so we don't have to forma all of those slots and having on mind than some mods are pretty heavy like Master thief and bullet jump mods like Firewalker. I was thinking about this because it doesn't make you as twice broken or something like that, instead it gives you more customisation and Warframes would trully be fully equiped, ready for most of the situations, spying, chasing, killing, surviving, etc. And this was like an idea of what it can looks like if it was applied (yeah metroid zero) Edited December 9, 2018 by Deluxe-Chimera Link to comment Share on other sites More sharing options...
Ventura_Highway Posted December 9, 2018 Share Posted December 9, 2018 I propose that if this is implemented, that in order to make sure Warframes are not even more massively overpowered relative to most enemies, the enemies get this mod system too. Link to comment Share on other sites More sharing options...
Atsia Posted December 9, 2018 Share Posted December 9, 2018 Oh wow. This is hard powercreep. DE has already said no more slots. This would absolutely make every frame broken OP. Link to comment Share on other sites More sharing options...
Arcira Posted December 10, 2018 Share Posted December 10, 2018 I like such a system more than the redundant one we have currently. WE have like 200 warframe mods and half of them arn´t used. We need more type specif modslots and more slots in general. It´s like playing PoE with a maximum of 10 skillpoints. Where is the point in so many mods? 3 hours ago, Ventura_Highway said: I propose that if this is implemented, that in order to make sure Warframes are not even more massively overpowered relative to most enemies, the enemies get this mod system too. I propose if we can mod our weapons with +1000% more damage enemies should do the same. Link to comment Share on other sites More sharing options...
Teliko_Freedman Posted December 10, 2018 Share Posted December 10, 2018 I would've been happy with just two more normal slots added. Then I would be more inclined to forma everything more. Link to comment Share on other sites More sharing options...
Shaburanigud Posted December 10, 2018 Share Posted December 10, 2018 I wish we would just get more exilus mods. Or get the option to put augment mods to that spot. Sometimes the exilus mods kinda feel...unnecessary. Link to comment Share on other sites More sharing options...
ShortCat Posted December 10, 2018 Share Posted December 10, 2018 On 2018-12-09 at 3:12 AM, Deluxe-Chimera said: -snip- I could get behind the general idea of purpose specific mod slots on Frames or weapons. However not with the numbers you suggest - 20 slots in total is just broken. Nevertheless, the major issue will still remain - mods have horrible balance and simply cannot compete with each other. Even with the insane idea of 20 slots, those will be filled with the same mods across the board, because there is little to competition. Until inflated stat stacking is not fixed, nothing will chanage. 7 hours ago, Arcira said: I propose if we can mod our weapons with +1000% more damage enemies should do the same. Number bloat was never a solution. 3 hours ago, Shaburanigud said: Sometimes the exilus mods kinda feel...unnecessary. Because they are unnecessary. Exilus slot was a failed experiment and showed that addition slots will not increase overall build diversity. Link to comment Share on other sites More sharing options...
Shaburanigud Posted December 10, 2018 Share Posted December 10, 2018 2 hours ago, ShortCat said: Because they are unnecessary. Exilus slot was a failed experiment and showed that addition slots will not increase overall build diversity Which is why I think it might be better to add more useful mods, or just straight up make it possible to place warframe augments to that slot. Link to comment Share on other sites More sharing options...
Ventura_Highway Posted December 10, 2018 Share Posted December 10, 2018 11 hours ago, Arcira said: I propose if we can mod our weapons with +1000% more damage enemies should do the same. What? Are you kidding me, that's insane! All I'm proposing is enemies get access to extra fire rate, punch through, maybe 200-300% more compound element damage, 110% more multishot, 130% more crits that hit for 200% more, along with only 165% more damage. Link to comment Share on other sites More sharing options...
Dark_Chroma_Prime Posted December 10, 2018 Share Posted December 10, 2018 Don't compare Fortuna with sorties, Fortuna is still low level and is nothing to high level missions Link to comment Share on other sites More sharing options...
Mados.sys Posted December 11, 2018 Author Share Posted December 11, 2018 (edited) I just wanted to check if it was a good idea anyway, because as Arcira said, we have a ton of warframe mods and everyone uses like 30 or less of them in all of theyr frames, this idea wasnt like to make them broken, but more like to make all of them more viable, thats why the ability mods and survival ones aren't unlimited, because for experience, a Banshee can be hardly viable without augments and without any shield/health she's not even close to be a glass cannon, and maybe, just maybe there are some warframes than also have the same problem (Nyx, Equinox, Limbo, Nova, Titania), and if this was like a bad idea (wich i think it is) then how are we suppose to use the mods than i listed, without ruining our builds? 1 exilum mod feels like nothing, but thats just me i guess Edited December 11, 2018 by Deluxe-Chimera I pressed enter by accident, kek Link to comment Share on other sites More sharing options...
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