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Kuva Mods


Almagnus1

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This post is a suggestion for a new mod system that will coexist with the Riven Mod system, but be tuned so that it will (generally) be weaker that the Riven mod system until the player is around MR18 at which point it will be equal to the Riven system, and is expected to surpass it at MR25.  Given the player statistics, in most player’s hands this is expected to generate weaker mods than the riven system, albeit in a far more controlled manner.  As this is an analogue for a riven the player should make a choice between either using the riven mod or a kuva mod on a weapon, they shouldn't be able to slot both a riven and a kuva mod - at least not initially.

If that has piqued your interest, here is how this new system, the Kuva Mod system, should work.

Acquisition and Binding
A Kuva Mod starts out as a statless template that has a polarity, but no mod cost, available from Tenshin.  Each template will have a price of kuva and steel path essences and have a random challenge (from the same pool as the riven challenges) but have no stats otherwise.  This template can be slotted onto any weapon in the game, and once the challenge has been completed, the following will happen to the kuva mod:

  • Bind to whatever weapon family it was slotted in.  The kuva mod name will change to reflect this (ex: “Kuva Soma”)
  • Change MR rating to the MR requirement was for the weapon the kuva mod was slotted in
  • Gain a static drain cost
  • Unslot from the weapon

Gaining Stats
In order to make the kuva mod useful (as it currently has no stats aside from a weapon type), you will need to add stats to the kuva mod.  Once it has at least one stat (beyond the type) the kuva mod will become tradeable and the trade tax should be at least equal to that of a riven mod's trade tax (if not higher).  In order to add a stat to the kuva mod, you will have to select just the kuva mod at the foundary and an option will appear (similar to the riven mod reroll) that will take you into the kuva mod forge.

Once you have the foundry section open, you will be able to do the following:

  • View the stats and curses you have created
  • Create a stat (or curse) using kuva (and possibly other resources)
  • Add a stat (or curse) onto the selected kuva mod
  • Increase the MR requirement of the kuva mod up to your current MR

Each stat (or curse) has a cost of kuva (and perhaps other resources) but uses dirac to fuse the stat onto one of the three stat slots (or fuse a curse into the curse slot).  You will not be able to salvage a stat (or curse), as they can only be overwritten.  Like the rivens, the kuva mods have the same number of ranks to them, and (like all the other mods) ranks determine how powerful the stats are.  The other thing that can be increased is the kuva mod MR rating, which will need kuva, endo, credits, and dirac.  The MR rating for the kuva mod cannot exceed your own MR, so you will not be able to increase it above your own MR and render the mod unusable to you.

Once a stat change occurs, the name for the mod will also change following the riven name generation but will retain the Kuva prefix (Ex: Kuva Daikyu Critastasis)

Stats should be calculated using an equation like:

(Riven Disposition + MR bonus + Base stat) * Kuva Mod Rank * Curse Modifier

As the kuva system is already using a lot of concepts from the riven system, disposition should also be used so it’s easier for DE to screw up balance the kuva mods.  Kuva mod MR is also relevant so that way a player can start using a favorite weapon and tweak the kuva mod over time so the weapon can grow with them – finally giving us a way to make odd and interesting weapon builds, and also attempt to make some of the outlying weapons better.

So, questions, thoughts, flames?

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34 minutes ago, AlphaPHENIX said:

So basically making the Riven system more user friendly...

I think trade chat wants to know your location.

No, making a parallel system that's more user friendly and leaving the riven system alone.

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So ontop of the already RNG must have or completely trash dilemma that is rivens i would have to now use 2 mandatory mods on certain weapons. Leaving even less variety and agency of choice in my hands.

Riven + Kuva mod + 2 multishot + 2 for viral + 2 for crit; on every single weapon.

unless its a status weapon in which case its: viral + radiation/fire

if its a crit weapon: hunter munitions + heavy caliber

I mean sure why not its not like the mod system isn't a mess already anyways i'm all for just throwing more rng and less thinking into the mix just for S#&$s and giggles lets see how bloated and asphyxiating it can become.

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8 hours ago, Lemon said:

So ontop of the already RNG must have or completely trash dilemma that is rivens i would have to now use 2 mandatory mods on certain weapons.

No, at least not initially....

13 hours ago, Almagnus1 said:

As this is an analogue for a riven the player should make a choice between either using the riven mod or a kuva mod on a weapon, they shouldn't be able to slot both a riven and a kuva mod - at least not initially.

The reason why I included "at least not initially" is that I would like to see how the system works live, and then go from there.  If it turns out that things aren't grossly OP, and these are (for the vast majority of the players) a flexible mod slot, then it would make sense to allow the rivens to be slotted with the weapon.  If it turns out that slotting both would be massive power creep, then no that should never be allowed.

8 hours ago, Lemon said:

Leaving even less variety and agency of choice in my hands.

Can you please explain how rolling your own mod and picking your own stats reduces variety and agency?

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20 hours ago, Almagnus1 said:

Can you please explain how rolling your own mod and picking your own stats reduces variety and agency?

probably everyone would go +% damage +%multishot +%status / Critical chance /critical damage -% any useless stat

being mods that you can actually build to spec the end result would be that they became "mandatory".

The mistake of rivens is that you can equip them alongside mods wich affect the same stats... should have been mods with better stat ranges that replace multiple mods at the same time leaving space for more interesting mod options...

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7 hours ago, Ikusias said:

probably everyone would go +% damage +%multishot +%status / Critical chance /critical damage -% any useless stat

And you'd have people (like me) that would probably go +punch through/+ critical chance/+fire damage -zoom on Assault rifles to make a Hunter Munitions build extremely reliable, or use this system to give a currently non-viable weapon that I happen to like a shot at being viable.  Sometimes going +Damage/+multishot isn't always the answer.

7 hours ago, Ikusias said:

being mods that you can actually build to spec the end result would be that they became "mandatory".

About as "mandatory" as a riven mod is now.

7 hours ago, Ikusias said:

The mistake of rivens is that you can equip them alongside mods wich affect the same stats... should have been mods with better stat ranges that replace multiple mods at the same time leaving space for more interesting mod options...

And yet you can do that with all of the dual stat and elemental mods, not to mention stuff like Lethal Torrent and Barrel Diffusion.... or Split Chamber and Vigilante Armaments...  I can keep going if you'd like me to continue here....

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En 22/8/2020 a las 6:52, Almagnus1 dijo:

This post is a suggestion for a new mod system that will coexist with the Riven Mod system, but be tuned so that it will (generally) be weaker that the Riven mod system until the player is around MR18 at which point it will be equal to the Riven system, and is expected to surpass it at MR25.  Given the player statistics, in most player’s hands this is expected to generate weaker mods than the riven system, albeit in a far more controlled manner.  As this is an analogue for a riven the player should make a choice between either using the riven mod or a kuva mod on a weapon, they shouldn't be able to slot both a riven and a kuva mod - at least not initially.

If that has piqued your interest, here is how this new system, the Kuva Mod system, should work.

Acquisition and Binding
A Kuva Mod starts out as a statless template that has a polarity, but no mod cost, available from Tenshin.  Each template will have a price of kuva and steel path essences and have a random challenge (from the same pool as the riven challenges) but have no stats otherwise.  This template can be slotted onto any weapon in the game, and once the challenge has been completed, the following will happen to the kuva mod:

  • Bind to whatever weapon family it was slotted in.  The kuva mod name will change to reflect this (ex: “Kuva Soma”)
  • Change MR rating to the MR requirement was for the weapon the kuva mod was slotted in
  • Gain a static drain cost
  • Unslot from the weapon

Gaining Stats
In order to make the kuva mod useful (as it currently has no stats aside from a weapon type), you will need to add stats to the kuva mod.  Once it has at least one stat (beyond the type) the kuva mod will become tradeable and the trade tax should be at least equal to that of a riven mod's trade tax (if not higher).  In order to add a stat to the kuva mod, you will have to select just the kuva mod at the foundary and an option will appear (similar to the riven mod reroll) that will take you into the kuva mod forge.

Once you have the foundry section open, you will be able to do the following:

  • View the stats and curses you have created
  • Create a stat (or curse) using kuva (and possibly other resources)
  • Add a stat (or curse) onto the selected kuva mod
  • Increase the MR requirement of the kuva mod up to your current MR

Each stat (or curse) has a cost of kuva (and perhaps other resources) but uses dirac to fuse the stat onto one of the three stat slots (or fuse a curse into the curse slot).  You will not be able to salvage a stat (or curse), as they can only be overwritten.  Like the rivens, the kuva mods have the same number of ranks to them, and (like all the other mods) ranks determine how powerful the stats are.  The other thing that can be increased is the kuva mod MR rating, which will need kuva, endo, credits, and dirac.  The MR rating for the kuva mod cannot exceed your own MR, so you will not be able to increase it above your own MR and render the mod unusable to you.

Once a stat change occurs, the name for the mod will also change following the riven name generation but will retain the Kuva prefix (Ex: Kuva Daikyu Critastasis)

Stats should be calculated using an equation like:

(Riven Disposition + MR bonus + Base stat) * Kuva Mod Rank * Curse Modifier

As the kuva system is already using a lot of concepts from the riven system, disposition should also be used so it’s easier for DE to screw up balance the kuva mods.  Kuva mod MR is also relevant so that way a player can start using a favorite weapon and tweak the kuva mod over time so the weapon can grow with them – finally giving us a way to make odd and interesting weapon builds, and also attempt to make some of the outlying weapons better.

So, questions, thoughts, flames?

I would have suggested this as a riven rework tbh. As another mod family is a bit 2 much in a system that is old and needs a revisit any ways 😞 

En 22/8/2020 a las 7:23, AlphaPHENIX dijo:

So basically making the Riven system more user friendly...

I think trade chat wants to know your location.

And if he can give them the exact gps cordinates... the predator drones can be a bit ify in the targeting if not careful.

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5 hours ago, kaotis said:

I would have suggested this as a riven rework tbh. As another mod family is a bit 2 much in a system that is old and needs a revisit any ways 😞 

IMO there's no way to change the Riven system without making a whole lot more people mad than just creating a second system that behaves similarly.

5 hours ago, kaotis said:

And if he can give them the exact gps cordinates... the predator drones can be a bit ify in the targeting if not careful.

So what's your GPS location?

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