Brinstar7777 Posted May 13, 2021 Share Posted May 13, 2021 What if the Helminth could directly influence your warframe's stats, instead of rearranging abilities? Here's how it works: Feed the Helminth the right resources, and it produces a Mutation. These can be equipped to your warframe, and provide boosts to ability range, weapon damage, sprint speed, etc. They're basically warframe mods, but without polarities, capacity, or a limited number of slots. You can equip as many mutations as you like, but there's a catch; mutations also provide penalties when equipped. For example, a Heavy Armor mutation could increase a warframe's armor but reduce it's movement speed. Kinda like Malfunctions in Returnal. What do you think? Link to comment Share on other sites More sharing options...
LupoDWolf Posted May 14, 2021 Share Posted May 14, 2021 pff, DE in years still didn't gave us augments slots, imagine something like that Link to comment Share on other sites More sharing options...
Brinstar7777 Posted May 14, 2021 Author Share Posted May 14, 2021 Just now, LupoDWolf said: pff, DE in years still didn't gave us augments slots, imagine something like that Uhh, I'm kinda looking for opinions on the idea itself, not how likely it is for DE to do something like this. Link to comment Share on other sites More sharing options...
LupoDWolf Posted May 14, 2021 Share Posted May 14, 2021 9 minutes ago, Brinstar7777 said: Uhh, I'm kinda looking for opinions on the idea itself, not how likely it is for DE to do something like this. ok. If they work like mods(% of the base balue at 1), the gains will either be weak to be worth or be OP in a lot of cases if they work like base status, they will be way strong in some cases, way weak in other (think 100 armor to a valkyr / 100 armor to a Nyx) Link to comment Share on other sites More sharing options...
Brinstar7777 Posted May 14, 2021 Author Share Posted May 14, 2021 3 minutes ago, LupoDWolf said: ok. If they work like mods(% of the base balue at 1), the gains will either be weak to be worth or be OP in a lot of cases if they work like base status, they will be way strong in some cases, way weak in other (think 100 armor to a valkyr / 100 armor to a Nyx) They're supposed to work like a trade-off: A bonus to one area in exchange for a penalty in another. The strength of the penalty scales with the strength of the bonus. The idea here is to make it easier to pursue a certain build with a given warframe. Link to comment Share on other sites More sharing options...
LupoDWolf Posted May 14, 2021 Share Posted May 14, 2021 4 minutes ago, Brinstar7777 said: They're supposed to work like a trade-off: A bonus to one area in exchange for a penalty in another. The strength of the penalty scales with the strength of the bonus. The idea here is to make it easier to pursue a certain build with a given warframe. you know corrupted mods exist, right ? this could lead to so much abuse with then Link to comment Share on other sites More sharing options...
Brinstar7777 Posted May 14, 2021 Author Share Posted May 14, 2021 Just now, LupoDWolf said: you know corrupted mods exist, right ? this could lead to so much abuse with then Yeah, this is different, because it's an equal trade-off with mutations. Take Blind Rage, for example. If it was a Mutation, it would grant +55% ability strength at the cost of -55% ability efficiency. It's an equal trade-off: a mutation buffs you exactly as much as it debuffs you; no more, no less. The goal here is to add a system that makes your warframes more flexible without sacrificing balance. Link to comment Share on other sites More sharing options...
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