0_The_F00l Posted May 5, 2019 Share Posted May 5, 2019 (edited) 31 minutes ago, ChaoticEdge said: "More oil into the fire" still not a good start, making the frame more powerful than before with mods is throwing all that stuff still. Go back reworking the math there. So you agree with the concept , you just want to rework the numbers then? you are free to do your own calculations and theory crafting to make it more balanced and provide inputs, i personally find it fine as i have suggested. Edited May 5, 2019 by 0_The_F00l Link to comment Share on other sites More sharing options...
Shaden73 Posted May 5, 2019 Share Posted May 5, 2019 A warframe mastery system is more than a welcome addition than the operator skill tree we have now. Instead of adding more damage, duratio... etc, you will just unlock more unique passives for your warframe and why not ,augment slots. Lets give Frost an example: gaining frost resistance // Leave a trail of ice when sliding...you get the picture. Link to comment Share on other sites More sharing options...
ChaoticEdge Posted May 5, 2019 Share Posted May 5, 2019 (edited) 34 minutes ago, 0_The_F00l said: So you agree with the concept , you just want to rework the numbers then? you are free to do your own calculations and theory crafting to make it more balanced and provide inputs, i personally find it fine as i have suggested. yes, I do agree to rework the numbers but it's better to start figuring out the concept what we could do with it. to make sure we don't overthrow concept, we could try tamper status (stats), you know a type rescale chose, for example, excal full rank of being 300 hp, the players could take 1 hp which cost value of 100 hp to one the stats like increase more strength (sort of like the certain mods that can do that) but making excal flimsy as glass cannon or players can change the scale on excal as they focus as tanking him by decreasing energy pool or either shield if they feel like it for it could ruin other people's role. This is a double edge sword which it might feel comfortable to use it or either it could turn against you for that I don't know players wanted this type suggestion that is double edge sword because it is sitting on well balance scale and yes capping the "negative amount you can do on its stats" for I am aware for such thing. This is going to have my head roll because players will still try to break the game well like no day of tomorrow. Which other reasons will be involved with the guns which people will want tamper their guns and reconfigure its stats which I cannot blame ppl want to use same thing tamper stats that is being used on the frame and also use it on the guns or weapons. One thing I hate is how this tamper stats is going work. Every time I rethink and how this work and always write it on paper (in the computer) and frying my brain as it draw out stats changes how things would work and no wonder why the dev's brain is over stress, so I am done for its not my job deal with this $##!. Edited May 5, 2019 by ChaoticEdge Link to comment Share on other sites More sharing options...
0_The_F00l Posted May 5, 2019 Share Posted May 5, 2019 (edited) 30 minutes ago, ChaoticEdge said: yes, I do agree to rework the numbers but it's better to start figuring out the concept what we could do with it. to make sure we don't overthrow concept, we could try tamper status (stats), you know a type rescale chose, for example, excal full rank of being 300 hp, the players could take 1 hp which cost value of 100 hp to one the stats like increase more strength (sort of like the certain mods that can do that) but making excal flimsy as glass cannon or players can change the scale on excal as they focus as tanking him by decreasing energy pool or either shield if they feel like it for it could ruin other people's role. This is a double edge sword which it might feel comfortable to use it or either it could turn against you for that I don't know players wanted this type suggestion that is double edge sword because it is sitting on well balance scale and yes capping the "negative amount you can do on its stats" for I am aware for such thing. This is going to have my head roll because players will still try to break the game well like no day of tomorrow. Which other reasons will be involved with the guns which people will want tamper their guns and reconfigure its stats which I cannot blame ppl want to use same thing tamper stats that is being used on the frame and also use it on the guns or weapons. One thing I hate is how this tamper stats is going work. Every time I rethink and how this work and always write it on paper (in the computer) and frying my brain as it draw out stats changes how things would work and no wonder why the dev's brain is over stress, so I am done for its not my job deal with this $##!. The stats changes will be limited to 2 distinct categories, Utility & Survival stats : Health , Shield capacity, Shield recharge rate, Armor , sprint speed , energy. Skill stats: Duration , Efficiency , Range & strength. You cannot mix them, you can take points from shield and put them in armor or health,but you cannot put them in duration or strength. You can take point from duration and put in range , but you cannot put it into armor or sprint speed. yeas some frames will benefit more , but end of the day it is about choice (and very minor stat changes not major ones) We already have kitguns and Zaws you know , we alrady have gun0s & melee weapons whose stats we can pick to our liking. Edited May 5, 2019 by 0_The_F00l Link to comment Share on other sites More sharing options...
ChaoticEdge Posted May 5, 2019 Share Posted May 5, 2019 6 hours ago, 0_The_F00l said: The stats changes will be limited to 2 distinct categories, Utility & Survival stats : Health , Shield capacity, Shield recharge rate, Armor , sprint speed , energy. Skill stats: Duration , Efficiency , Range & strength. You cannot mix them, you can take points from shield and put them in armor or health,but you cannot put them in duration or strength. You can take point from duration and put in range , but you cannot put it into armor or sprint speed. yeas some frames will benefit more , but end of the day it is about choice (and very minor stat changes not major ones) We already have kitguns and Zaws you know , we alrady have gun0s & melee weapons whose stats we can pick to our liking. then we are going back looking at the issue stats increase only which possible balance could wreck it that is where the problem could have developed unless...we make the points to hard to get as materials then again we have hardcore farmers which it would still ruin it. yes I am aware the kitguns and zaw weapons which ppl would like thous to have a type future updates for I am saying tamper even further for the stats for that point for not every knife is not built as same even the grove of the handle is different and yet we have millions in real life and few handles in the game which it would of make less hassle for the dev but ok fine let them do extra work. Anyway to the stats points is going be issue roaming and they do what dark soul players do everyone dumps all the skills into 1 side...I think just cap it only 2 skill up 1 type section so that the players don't you know overdose going godly boast every time in the room, if we make the stats cap to be 10 it would wreck it then both side of the stats is only going get cap to be 5 from both side and we usually get it full dump on either armor or health then skills stats is going get full dump on either strength or range. Just cap all the stats only up to 3 and I am not dealing with the math because if we get mods to jump in I'll flipping throw that paper off my desk Link to comment Share on other sites More sharing options...
0_The_F00l Posted May 6, 2019 Share Posted May 6, 2019 4 hours ago, ChaoticEdge said: then we are going back looking at the issue stats increase only which possible balance could wreck it that is where the problem could have developed unless...we make the points to hard to get as materials then again we have hardcore farmers which it would still ruin it. yes I am aware the kitguns and zaw weapons which ppl would like thous to have a type future updates for I am saying tamper even further for the stats for that point for not every knife is not built as same even the grove of the handle is different and yet we have millions in real life and few handles in the game which it would of make less hassle for the dev but ok fine let them do extra work. Anyway to the stats points is going be issue roaming and they do what dark soul players do everyone dumps all the skills into 1 side...I think just cap it only 2 skill up 1 type section so that the players don't you know overdose going godly boast every time in the room, if we make the stats cap to be 10 it would wreck it then both side of the stats is only going get cap to be 5 from both side and we usually get it full dump on either armor or health then skills stats is going get full dump on either strength or range. Just cap all the stats only up to 3 and I am not dealing with the math because if we get mods to jump in I'll flipping throw that paper off my desk That's a different issue altogether, shields being useless is a fault on core game mechanics, DE should rework them to be more effective. It fine if you choose to dump all stats in single attribute, it won't be any different from corrupt mods. Link to comment Share on other sites More sharing options...
ChaoticEdge Posted May 6, 2019 Share Posted May 6, 2019 (edited) 14 minutes ago, 0_The_F00l said: That's a different issue altogether, shields being useless is a fault on core game mechanics, DE should rework them to be more effective. It fine if you choose to dump all stats in single attribute, it won't be any different from corrupt mods. At the time my head is bleeding out how the DE is going work with a bunch of type mess, I mean hydrlin pose to be the "role model of shield" which building a stats "resistance" is going bleed my head out HARD Spoiler this is going be "new prototype" the dev working with shields is a true mess and hard to condemn to work with....anyway I always get the feeling dumping lots stats is going be one hell of a mess even more and I would give second time giving that emote, I mean the frame that rely on shield is going need rebuff amount of shields and rechange recharge and stats might help with thous but requires "Protection elemental" or something that proved or something they have to work on like change the magnet elemental only can take the shield in "certain amount" because corpus's bane the magnet will get good nerf and rebuff and ppl will rely on stats with the full-on shield or recharge or something and sweet Jesus just get me away from the work field with this one because I am not dealing with this pile of $##!. Also sorry I used lots of "and" because doing the math how this work is one thing I am not writing in the paper how "resistance" type how it works which I am looking at another sheet that the shields work against elemental type and how this work against "magnet" towards the shields and how stats is going work with the work of armor how armor pose to do how its pose to protect which another amount bleeding to the head. Which the idea sounds sweet starting something like this and adding another stats tree works which I won't slip in future whatever stuff is called Tech Shield: - Job is resistance to elemental dmg, shield recharge, status effect & small physic dmg - armor can help reduce physic dmg which they can be buddies bro on the same side the coin except for how they operate which if we have grineer shoot shield energy the physic will still harm shield user and armor come in either make it reduce the number Then the armor need of sorts of balance and everything which its going complicate everything if I slap the tech shield but its difficult to measure does it feel right for shield and armor to act both each other as a respectable role to each other. Complicated stats and forget the doing junk today. Edited May 6, 2019 by ChaoticEdge Link to comment Share on other sites More sharing options...
0_The_F00l Posted May 6, 2019 Share Posted May 6, 2019 35 minutes ago, ChaoticEdge said: At the time my head is bleeding out how the DE is going work with a bunch of type mess, I mean hydrlin pose to be the "role model of shield" which building a stats "resistance" is going bleed my head out HARD Reveal hidden contents this is going be "new prototype" the dev working with shields is a true mess and hard to condemn to work with....anyway I always get the feeling dumping lots stats is going be one hell of a mess even more and I would give second time giving that emote, I mean the frame that rely on shield is going need rebuff amount of shields and rechange recharge and stats might help with thous but requires "Protection elemental" or something that proved or something they have to work on like change the magnet elemental only can take the shield in "certain amount" because corpus's bane the magnet will get good nerf and rebuff and ppl will rely on stats with the full-on shield or recharge or something and sweet Jesus just get me away from the work field with this one because I am not dealing with this pile of $##!. Also sorry I used lots of "and" because doing the math how this work is one thing I am not writing in the paper how "resistance" type how it works which I am looking at another sheet that the shields work against elemental type and how this work against "magnet" towards the shields and how stats is going work with the work of armor how armor pose to do how its pose to protect which another amount bleeding to the head. Which the idea sounds sweet starting something like this and adding another stats tree works which I won't slip in future whatever stuff is called Tech Shield: - Job is resistance to elemental dmg, shield recharge, status effect & small physic dmg - armor can help reduce physic dmg which they can be buddies bro on the same side the coin except for how they operate which if we have grineer shoot shield energy the physic will still harm shield user and armor come in either make it reduce the number Then the armor need of sorts of balance and everything which its going complicate everything if I slap the tech shield but its difficult to measure does it feel right for shield and armor to act both each other as a respectable role to each other. Complicated stats and forget the doing junk today. Makes sense but it will be a different "make shields good " topic, not part of current discussion needs a separate dedicated thread. Link to comment Share on other sites More sharing options...
ChaoticEdge Posted May 6, 2019 Share Posted May 6, 2019 (edited) 3 minutes ago, 0_The_F00l said: Makes sense but it will be a different "make shields good " topic, not part of current discussion needs a separate dedicated thread. true, and that where the stats would help and have for filling roles, but at the time being, I have no position higher status for the dev to hear and no matter I say anything about the shield design, the ppl want to see "math" and I am not dealing with it. It is like dark souls idea how the resistance is put into, high intel = resistance magic and so on other stuff and that why I am making it into stats "tech shield" but I posted idea long ago and that was like years ago of suggestion how its going work but seems they threw it into trash when I last time check it so I unbookmark it. Edited May 6, 2019 by ChaoticEdge Link to comment Share on other sites More sharing options...
AshenHaze Posted May 7, 2019 Share Posted May 7, 2019 IF you remove augments you actually damage a niche group of traders and essentially kill off the last reason Syndicates exist 😞 It would be easier just to have warframe mods separated into two categories of "Function" vs "Flair" (or Gus vs Butter if you prefer). The functional mods will be all the corrupted mods, intensify, health, etc that sort of thing. Flair mods would be stuff like the extimis and maneuverability. Just have eight slots for "function" with four slots for "flair" mods (maybe have a few spots that need to be unlocked somehow?) with the aura mod on top. With so many "fun" mods out there it kinda hurts that you have to always choose between "being functionally useful" or "having fun". Why can't I be functionally useful AND have fun? Link to comment Share on other sites More sharing options...
(PSN)Neo7590 Posted May 7, 2019 Share Posted May 7, 2019 On 2019-05-02 at 1:15 AM, TheJagji said: Someone posted an idea on one of the Facebook pages I am on, to add skill trees to Warframes... I think this is something that could be done. So, how would this work? Augment mods would be removed from the game. Augment mod effects would be moved to the skill tree. On forming a Warframe, you would unlock the Augment Tire. There would be 4 Augment tears for each frame, related to each of the Frames abilities. So, for example, you Forma Exel once, and you would have access to the Surging Dash Augment power. The second form would give you access to Radiant Finish and so on. Augment powers would gain power in the same way as Warframe abilities, e.g. scale with the level of the Frame and gain a level up ever so many levels. In cases where Warframes have multiple augments per ability, you would be able to pick which one you have active per ability. So you would not be able to have 2 different augments running on one ability. In REALLY spectral cases where the frame has Argument mods for PvP (Valkyr), the Augment would not need a Forma, because its PvP so who cares. 😛 Anyway, what do people think of this? Would you be on board for moving Augments to a 'skill tree'? Or something else? TheJagji. EDIT: Should have said this initially, but all this would do is make Augments built into warframes rather than be a mod. Nothing to do with stats would change or be affected, it would simply be a way to do have Augments no longer be a mod. Maybe the skill tree is not the best name for it, but it is the initial thing on FB that kicked off my thinking, so... it could work for sure and it would be easier... But wouldnt that remove those augments from the reward tables present in each faction Link to comment Share on other sites More sharing options...
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