AlexandronePrime Posted June 21, 2019 Share Posted June 21, 2019 I am a new player in Warframe and everything seems a bit confusing, so the issue I am addressing might not be a problem at all and I got it all wrong. But. It seems to me that some status chance mods like Rifle Aptitude are absolutely useless. Their drain is higher than the dual-stats mods and their effect isn’t even noticeable. Maxed out rifle aptitude gives you +15% status chance and it’s drain is 9. However the Rime Rounds mod will give you +60% status chance and +60% cold damage and it’s drain is 7! This mod is much more cost efficient and it makes rifle aptitude absolutely useless. I browsed the forum for a while and found out that this mod is really ancient and it was never really used by anyone because of it’s terrible stats. This raises a question: why is this mod in the game at all? It is completely useless in its current state and all it does is just confusing new players. And that is a bigger problem. A lot of my friends and myself were really confused by a giant amount of mods. And after browsing wikis and forums we found out that a lot of mods don’t have any practical use. It is very confusing for the beginners and you can easily throw away a lot of credits and Endo investing in useless mods (as I did). I think that there could be several solutions to this problem: 1. Cut those mods from the game (Maybe the easiest solution) 2. Rebalance them (Lower their drain, make their stats higher) 3. Change their rarity (Rifle Aptitude is an uncommon mod that is less useful than many common mods) So that’s about it. That is my newbie feedback. It is as objective as possible. 3 Link to comment Share on other sites More sharing options...
Wyrmius_Prime Posted June 21, 2019 Share Posted June 21, 2019 They should be at least 120% status chance at max rank, preferably even more. 15% is laughable. 1 Link to comment Share on other sites More sharing options...
Podge Posted June 21, 2019 Share Posted June 21, 2019 oh yeah, they're S#&$. they need better stats. DE cant really remove them because that would be "taking away our hard earned lootz" Link to comment Share on other sites More sharing options...
Lone_Dude Posted June 22, 2019 Share Posted June 22, 2019 Think of the riven baits! You monster! Link to comment Share on other sites More sharing options...
Skyray-us Posted June 22, 2019 Share Posted June 22, 2019 I am rather new and I know what you are talking about. At least I think I do. There are a few considerations though. Your access to significantly better mods is a bit limited in the early game so this gives you some ability to improve a weapon, even if it's not the best. Grind based drops have pretty low percentages for the most part as you'll see as you go along. The basic mods that you can drop will start to accumulate in fairly large numbers which you can then sell for credits or even try to transmute into a better mod if you want to risk some credits. That's why the "useless" ones can become a resource over time. You also need to remember to max out the mods at your mod station. That's where you can see how much it will cost in both credits and Endo to bring a mod to full power, IE whether or not it's worth time, effort and resources. It was a pleasant surprise for me a couple of months into the game when I noticed that I had a huge surplus of common mods that I could transmute or convert. Almost like a hidden bank account. That's another reason that I doubt DE is going to make any major changes in those regards. Hope the info helps. Enjoy! Link to comment Share on other sites More sharing options...
(PSN)yandelyandel2000 Posted June 22, 2019 Share Posted June 22, 2019 Maybe primed version? 90% + status chance Link to comment Share on other sites More sharing options...
Xzorn Posted June 22, 2019 Share Posted June 22, 2019 DE addressed this years ago. They mentioned when converting from Damage 1.0 to Damage 2.0 they were not sure how status would impact the new system so they purposely low balled status mods. Though, technically I don't think any of them were status mods in the first place. Rifle Aptitude for instance was called Thunderclap and they all had %Stun. This was talked about back in like 2015 / 2016 maybe? Nothing has come of it and They've known for a long time. Link to comment Share on other sites More sharing options...
(XBOX)KayAitch Posted June 23, 2019 Share Posted June 23, 2019 On 2019-06-21 at 11:04 PM, AlexandronePrime said: 1. Cut those mods from the game (Maybe the easiest solution) 2. Rebalance them (Lower their drain, make their stats higher) 3. Change their rarity (Rifle Aptitude is an uncommon mod that is less useful than many common mods) So that’s about it. That is my newbie feedback. It is as objective as possible Even the rare variants of these weapons drop fairly early, I think I had all of them by about Mars. Rarity on mods is nonsense: I have stacks of certain gold ones, and grinded for hours to get certain silver or even bronze ones. I don't think 3 is much of a fix, and I suppose you can think of them as a tier between flawed and proper mods. The problem is the weapons already out there: for certain types 100% status is a magic number - it turns them into massive damage monsters. For instance, for shotguns 30% status chance is the boundary - at 30% you can use all 4 60/60 mods and the 15% mod to get to 100%, at 28% you can't. This is why the Tig Prime is godly, and the Exergis devastating. But you'll also note that most high end shotguns have 28% as a max - none of them can reach 100% without a riven. Do 1/remove and you nerf some of those builds. Do 2/rebalance and suddenly the number of weapons that can exploit 100% status massively increases. I think 2/rebalance is the right call, but it will mean power creep for a lot of weapons at once. DE try to avoid doing that - look at the fuss when they do a riven balance pass and multiply it by all the high-but-not-great status weapons. Link to comment Share on other sites More sharing options...
TaylorsContraction Posted June 23, 2019 Share Posted June 23, 2019 Game has been out for about 7 years, people have been complaining about these useless mods for 4 of them. People have complained about warm coat for longer... Link to comment Share on other sites More sharing options...
Wyrmius_Prime Posted June 23, 2019 Share Posted June 23, 2019 On 2019-06-22 at 7:11 PM, Skyray-us said: I am rather new and I know what you are talking about. At least I think I do. There are a few considerations though. Your access to significantly better mods is a bit limited in the early game so this gives you some ability to improve a weapon, even if it's not the best. Grind based drops have pretty low percentages for the most part as you'll see as you go along. The basic mods that you can drop will start to accumulate in fairly large numbers which you can then sell for credits or even try to transmute into a better mod if you want to risk some credits. That's why the "useless" ones can become a resource over time. You also need to remember to max out the mods at your mod station. That's where you can see how much it will cost in both credits and Endo to bring a mod to full power, IE whether or not it's worth time, effort and resources. It was a pleasant surprise for me a couple of months into the game when I noticed that I had a huge surplus of common mods that I could transmute or convert. Almost like a hidden bank account. That's another reason that I doubt DE is going to make any major changes in those regards. Hope the info helps. Enjoy! You'd only ever need to rank up 1 of those mods, so instead of having 573 spare mods of that type, you would have 572 which is still plenty I'd say 😄 Link to comment Share on other sites More sharing options...
Sharkgoblin Posted June 23, 2019 Share Posted June 23, 2019 the game is riddled with garbo mods. i believe those mods exists to "pollute" drop tables btw you can turn all teh garbage mods into endo may take some time but at least endo is useful Link to comment Share on other sites More sharing options...
Teridax68 Posted June 24, 2019 Share Posted June 24, 2019 The OP is correct, mods like Rifle Aptitude are so hilariously bad it's a wonder they're still in the game (besides their dubious function as drop table filler). One could safely remove them currently, as nobody equips them or has any real reason to, particularly as there's plenty more room out there for more interesting mods (e.g. mods that could reward the player for doing cool stuff, like the new set mods). Link to comment Share on other sites More sharing options...
(PSN)Black-Cat-Jinx Posted June 26, 2019 Share Posted June 26, 2019 Being blunt. Almost every mod in this game is useless. There are a fixed number of mods that will be the only ones you will use in this game, the specific ones will be dependent on which weapon, it's mechanics, and what it takes to get the most out of it................. But.Those are a fixed number of mods, that everybody uses. The rest of them really don't matter. For instance you even as a new player will have a bunch of channeling mods in your inventory. Channeling is worthless now. And is about to be eliminated entirely from what I've seen. So all of those mods will just do nothing now. Unless DE decides to go through and literally rework the entire mod system and scaling system from the ground up (not happening) almost all your mods are useless and will stay that way. Link to comment Share on other sites More sharing options...
Guest Posted June 26, 2019 Share Posted June 26, 2019 (edited) On 2019-06-23 at 7:29 PM, (XB1)KayAitch said: The problem is the weapons already out there: for certain types 100% status is a magic number - it turns them into massive damage monsters. For instance, for shotguns 30% status chance is the boundary - at 30% you can use all 4 60/60 mods and the 15% mod to get to 100%, at 28% you can't. Mathematics Failed here. 4x 60/60 mods is +240% SC, which is a 3.4x multi to Status Chance. 0.3*3.4 is 1.02, which is a 100% Status Chance. The 15% changes nothing. 0.28*3.4 is 0.952, if you use the 15% mod, it will be 0.28*3.55 which is 0.994, which is still 99.4%, which is still fail. In conclusion, the 15% mod is useless, with the only time it helps being EXACTLY 29% status chance. Edited June 26, 2019 by Guest Link to comment Share on other sites More sharing options...
(XBOX)KayAitch Posted June 26, 2019 Share Posted June 26, 2019 28 minutes ago, Datam4ss said: 0.28*3.4 is 0.952, if you use the 15% mod, it will be 0.28*3.55 which is 0.994, which is still 99.4%, which is still fail That's my point - lots have shotguns have 28% because it just falls short of the magic 100%. Increase it to 30% and all of those can hit 100%, and I suspect that's more power drift than they want at once. Link to comment Share on other sites More sharing options...
Guest Posted June 26, 2019 Share Posted June 26, 2019 1 hour ago, (XB1)KayAitch said: That's my point - lots have shotguns have 28% because it just falls short of the magic 100%. Increase it to 30% and all of those can hit 100%, and I suspect that's more power drift than they want at once. You missed my point where I stated the 15% mod would only be relevant at exactly 29% status chance. Link to comment Share on other sites More sharing options...
(XBOX)KayAitch Posted June 26, 2019 Share Posted June 26, 2019 24 minutes ago, Datam4ss said: You missed my point where I stated the 15% mod would only be relevant at exactly 29% status chance I don't disagree with that statement. I don't think there are any 29% chance weapons. The OP is asking for it to be changed to more than 15%. I'm saying that more than 15% will make a lot of 25-28% chance weapons able to reach 100%. This is my point... On 2019-06-23 at 12:29 PM, (XB1)KayAitch said: Do 2/rebalance and suddenly the number of weapons that can exploit 100% status massively increases. I think 2/rebalance is the right call, but it will mean power creep for a lot of weapons at once. DE try to avoid doing that I think we agree? Link to comment Share on other sites More sharing options...
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