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Vespilan

Mod suggestions

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Instead of being dissatisfied with mods introduced by updates, why not just suggest our own mods /arcanes? Given the usefulness, most of these should be hard to obtain though.

Warframe
R10) Limitless Breath: +660% health. Unable to gain any form of shields.
(R10) Strategic Shield: +440% Shield capacity. Grants immunity to status effects for 20s every 40s on proc. -80% health.
(R5) Energy Redirect: Uses health at 2x rate for abilities when out of energy. -50% energy max.
(R5) (Exilus) Pure Focus: +75% casting speed for abilities. -25% movement speed.
(R5) (Aura) Overload Reconfig: 50% of overshields granted are converted into energy at a 0.2x rate.
(R5) (Exilus) Charmer: Collects items within 12m. 
(R5) (Aura) Squad Leader: Excess energy and health received is redirected to teammates within affinity radius at 0.5x rate.

Primary
- Assault RIfle

(R5) Capitalized Torment: +80% weapon damage per status effect on the target.
(R5) Assault Expert: +40% fire rate (x2 for bows). +20% reload speed. 
        Note: Similar mods should be introduced for other primary and secondary types with according values.

- Bows
(R5) (Exilus) Expertise: Changes trigger to semi-auto, always firing a fully charged shot. -50% fire rate (after mods).

- Launcher
(R5) Grand Mayhem: +50% blast radius. -20% weapon damage.
(R5) Havok Rule: Killing 3 enemies with one shot adds a stack of havok. Each stack grants +12% reload- and fire speed aswell as +20% damage for 5s. Adding stacks refreshes duration.

Melee:
(R5) Combo Master: +16s Combo Duration. No heavy attacks
 

I might update this later with more ideas.

Edited by Vespilan
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34 minutes ago, Vespilan said:

+660% health. Removes any shields.

so u want inaros to be even more tanky i see...

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I think I like all of these, except for Limitless Breath and Overload Reconfig.

45 minutes ago, Vespilan said:

Assault Expert: +40% fire rate (x2 for bows). +20% reload speed.

As simple as it seems, I think this is ironically pretty interesting.

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@slotschiiBeing 👏 tanky 👏 does not 👏 equal 👏 being 👏 good /useful /efficient

 

Edited by Vespilan
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What about a melee mod that increases max combo at the cost of reducing combo gain (combo chance)? It would allow for people to increase their combo potential, but also require more time to actually get to that max potential. 

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<>

Mods I don't like

11 hours ago, Vespilan said:

R10) Limitless Breath: +660% health. Unable to gain any form of shields.

When you say unable to gain any form of shield are you referring to increasing with mods or straight up removing base shields from a frame (just curious). Either way it seems like power creep and I'm not referring to frames like Inaros as you pointed out having more ehp != usefulness, adding to how tank frames such as Saryn are kind of is. It feels like another shiny set of keys to jingle in front of our faces. Not only is it not necessary it pushes frames such as Saryn even further ahead of others.

11 hours ago, Vespilan said:

(R5) Combo Master: +16s Combo Duration. No heavy attacks

Doesn't seem necessary since we have body count with only a +4s difference

11 hours ago, Vespilan said:

(R5) (Aura) Overload Reconfig: 50% of overshields granted are converted into energy at a 0.2x rate.

I can see this being useful on frames that provide overshield like Mag but like Brief Respite (Aura, overshield on energy use) it seems like it will be forgotten over time and thrown to the side. Totally a viable replacement for energy siphon but you don't see that mod very often anyways.

11 hours ago, Vespilan said:

(R5) (Exilus) Expertise: Changes trigger to semi-auto, always firing a fully charged shot. -50% fire rate (after mods).

I have nothing against fun mods like this but practically it's as useful as thunderbolt. I'm assuming when you say fire rate you are referring to draw speed as that stat was dropped a while ago. So based on how you described it weapons like the Daikyu with a 1.0 second delay between shots will have a 0.67 fire rate unmodded.

11 hours ago, Vespilan said:

(R5) Capitalized Torment: +80% weapon damage per status effect on the target.

Power creep, I don't think we need a Condition Overload for primaries for now! That really depends on what's in hold for the future.

Mods I Like :

11 hours ago, Vespilan said:

(R5) Assault Expert: +40% fire rate (x2 for bows). +20% reload speed. 

Straight up useful

11 hours ago, Vespilan said:

(R5) (Exilus) Pure Focus: +75% casting speed for abilities. -25% movement speed.

Maybe reduce the numbers. -25% is severe no matter how you look at it. 1.0 going to .75 while the slowest frames are at 9.0. Endurance camping runs it could be useful so still really great. Maybe +25 casting (can stack with other mods) and -15% movement?

11 hours ago, Vespilan said:

R10) Strategic Shield: +440% Shield capacity. Grants immunity to status effects for 20s every 40s on proc. -80% health.

Again the negative seems a bit too severe. Granted I have no idea how that negative would work. Does it work like health mods only subtraction 80% form vitality or leave 20% after modding. Over all the benefit is awesome with some number tweaking

11 hours ago, Vespilan said:

(R5) Energy Redirect: Uses health at 2x rate for abilities when out of energy. -50% energy max.

No idea how this would work but I don't hate it? Seems like it requires high efficiency and health to fully take advantage of it. Also would it do lethal damage similar to combat discipline?

<>

It's a great conversation to have and great ideas! I'm just one person though I'm sure people would love the ideas I don't just giving you my thoughts. Keep adding to it 👍

Edited by Be_Stupid
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+100% slam damage and +2m slam radius per combo stack consumed (I'd first thought of +100% radius, but that'd cover hundreds of meters). Could be a dash, nine points, "Earthshaking Strength".
Also these:

 

43 minutes ago, Be_Stupid said:

Doesn't seem necessary since we have body count with only a +4s difference

And you could say Body Count isn't necessary since we have Drifting Contact with a 2s difference. It's a neat alternative for Blood Rush builds, though it may be overkill.
I agree on the rest.

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11 hours ago, Vespilan said:

@slotschiiBeing 👏 tanky 👏 does not 👏 equal 👏 being 👏 good /useful /efficient

 

That's why I hate inaros 🙂

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vor einer Stunde schrieb Be_Stupid:

When you say unable to gain any form of shield are you referring to increasing with mods or straight up removing base shields from a frame (just curious).

(Limitless Breath) ANY form of shields. Complete removal of shields, including base shields and inability to generate overshields by any means. 
The intend with alot of these mods was to bring back the feeling I had with the old Warframe modding system where you could use mods and even profit from the downside or, as is the case for trinity even today, use them exclusively for their downside.
When designing Limitless Breath I had Hunter Adrenaline /Rage in mind. Since the two only regenerate energy on health loss, not shield loss, Limitless Breath's downside would greatly increase the potential of those two mods, if you have the ingenuity to use them together.
 

vor einer Stunde schrieb Be_Stupid:

it seems like it will be forgotten over time

(Overshield Reconfig) Mag, Harrow and Hildryn can all continiously generate overshields, for them Overshield Reconfig would be an insane boost to support. And we all know players can barely afford to toss any "passive" energy regen aside.

 

vor 1 Stunde schrieb Be_Stupid:

Doesn't seem necessary

(Combo Master) Same as with Limitless Breath, the idea was to have the downside even somewhat capitalizable on. Disabling heavy attacks completely removes the potential of your combo to just completely break and your counter reset as per accident (as happens alot now, pls fix DE) or human error. Also +4 seconds can mean alot more than it might look like on paper.

 

vor 1 Stunde schrieb Be_Stupid:

this but practically it's as useful as thunderbolt.

(Expertise, Exilus) Keep in mind this mod is designed for an exilus slot. I realize it is not thaaat useful. The main purpose is to allow the player to fire their bow at full efficiency from their hip as the chargup mechanic can get pretty annoying pretty fast.

vor 1 Stunde schrieb Be_Stupid:

leave 20%

(Strategic Shield) Yes, it would leave 20%. If you ever played Hildryn for a bit you will release that she is a war mashine, the literal definition of tank, undestroyable as long as you know how to handle her. That is up until the point some grineer nox with their toxin procs somes around, bypassing shields and completely obliterating Hildryn. This mod was designed for these situations. 

 

vor 1 Stunde schrieb Be_Stupid:

Also would it do lethal damage similar to combat discipline?

(Energy Redirect) Yes it would deal lethal damage. Frames with great healthpools and constant need for energy such as Excalibur Umbra would greatly benefit from this. You could argue that it is a bit OP when paired with Magus Repair or other health regen ssources but keep in mind that this is your health pool - not your by most enemies untouchable energy pool. Be careless and you'll get tipped over. Risk for reward.


Thank you for your constructive feedback!

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vor 57 Minuten schrieb Murk119:

+100% slam damage and +2m slam radius per combo stack consumed (I'd first thought of +100% radius, but that'd cover hundreds of meters). Could be a dash, nine points, "Earthshaking Strength".

The problem I see in this is that it does not encourage either the combo-build melee style nor the heavy-attack-spam melee style the new melee rework has developed (assumg the ground slam would be a heavy-attack ground slam since this is where combo stacks get spent). There are heavy attack efficiency mods, yes, but they, in turn would leave little room for combo-öbuilding mods and not to mention damage mods. 
This mod would have you waste a high multiplier to, admittiedly, absolutely destroy a good crowd of enemies (imagine the scaling on a 40% cc Fragor Prime +Sacrificial Steel +Bloodrush and the +1200% damage on full combo meter), but they will just flood back in, making it more consistant if you had just kept your high combo counter with a range mod.

The idea of building on ground slams and particularly ground slam range is veeeery interesting though. In this horde-shooter we can use any form of AoE we can get

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3 hours ago, Vespilan said:

There are heavy attack efficiency mods, yes, but they, in turn would leave little room for combo-öbuilding mods and not to mention damage mods. 

HAHA, BUT, YOU SEEEEEE!
There's this little mod called "True Punishment", which doubles combo count per hit! Quickening, too, has a 20% chance to give the same effect (and I already stack Quickening and Berserk on really slow weapons). With those two mods, you gain 120% additional combo count chance. With Exodia Triumph, it can reach 170%! So without either efficiency or duration mods, it would still be a very viable mod, given that you're gaining 2~3 combo points per hit, letting you slam with a few hundreds of extra damage percentage every minute easily.

When it comes to hammers, which have the largest radius as well as I believe the greatest slam multiplier, I find Crushing Ruin's foward block to be very good at racking up points, while zipping around the map. Coupled with the Arca Titron's passive, which also amplifies slam damage and radius, you could have hilarious results.
Also, the Redeemer with Punishment gets 20 (TWENTY) points per shot, given its ten pellets. Four shots equals +400% slam damage and +8m radius, damn.

3 hours ago, Vespilan said:

(imagine the scaling on a 40% cc Fragor Prime +Sacrificial Steel +Bloodrush and the +1200% damage on full combo meter)

I have to look into how slam damage actually works, but even with crit chance greater than 100% the slam damage may not crit. It may not apply status either. Might be bugframe, might be secret mechanics, who knows. Try it yourself.

Edited by Murk119

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3 hours ago, Vespilan said:

Mag, Harrow and Hildryn can all continiously generate overshields, for them Overshield Reconfig would be an insane boost to support. And we all know players can barely afford to toss any "passive" energy regen aside.

(Overshield Reconfig) All excellent examples I completely forgot about 🤦‍♂️

3 hours ago, Vespilan said:

Disabling heavy attacks completely removes the potential of your combo to just completely break and your counter reset as per accident

(Combo Master) I can 100% relate to that and hadn't considered it

3 hours ago, Vespilan said:

(Strategic Shield) Yes, it would leave 20%. If you ever played Hildryn for a bit you will release that she is a war mashine, the literal definition of tank, undestroyable as long as you know how to handle her. That is up until the point some grineer nox with their toxin procs somes around, bypassing shields and completely obliterating Hildryn. This mod was designed for these situations. 

I can see where you're going with that but with Hildryn, having only 20% of her health during the 40 seconds cool down seems a bit risky. A slash or toxin proc would likely one tick her against mid level enemies (45 health unmodded). Love the positive but the negative still seems a bit severe unless I'm missing something.

3 hours ago, Vespilan said:

Yes it would deal lethal damage.

(Energy Redirection) Again love the mod and thanks for the explanation. 

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