TomanPRlME Posted November 25, 2023 Share Posted November 25, 2023 Can D.E remove faction mods? We have many factions in game now, i feel uncomforable when i must fix my weapons when i change game modes. I know it only take a little time but thats make me feel no fun. Sorry i am not good at speaking English. How do u think about my opinion? 1 Link to comment Share on other sites More sharing options...
(XBOX)C11H22O11 Posted November 25, 2023 Share Posted November 25, 2023 No way they're gonna remove them because it's an inconvenience to some people. If you're really bothered by having to switch builds then find another mod that can be universally useful and use it in the spot of the faction mod 3 Link to comment Share on other sites More sharing options...
Venus-Venera Posted November 25, 2023 Share Posted November 25, 2023 vor 10 Minuten schrieb T3ddyN0lif3: Can D.E remove faction mods? We have many factions in game now, i feel uncomforable when i must fix my weapons when i change game modes. I know it only take a little time but thats make me feel no fun. Sorry i am not good at speaking English. How do u think about my opinion? i never use them anyway. or if i open relics why the hell should i use them? or where is this damage boost even needed? this mods are good for some trash weapons maybe Link to comment Share on other sites More sharing options...
Illegal_Squirell Posted November 25, 2023 Share Posted November 25, 2023 What about adding a similar mod that work for every faction I wonder? Because I don't see any reason why we need faction specific bane mods for balance purposes, it will be cheaper to upgrade because we only need one instead of three, but just make them more expensive. As of right now we can get the same effect if we swap them out, but they're just a hassle to swap out. 1 Link to comment Share on other sites More sharing options...
CosoMalvadoNG Posted November 25, 2023 Share Posted November 25, 2023 Those mods use a system similar to vulnerability damage procs, i think(?). https://warframe.fandom.com/wiki/Damage_Vulnerability The damage is noticeable but it is not a big deal, with burst weapons they work well. I only use it on specific weapons (weapons that only work well against one faction), but in general I don't use them. This mods work similar to viral proc on clone flesh targets or magnetic proc on shields. In the end it's just a damage amplification. Link to comment Share on other sites More sharing options...
Karyst Posted November 25, 2023 Share Posted November 25, 2023 1 hour ago, T3ddyN0lif3 said: Can D.E remove faction mods? We have many factions in game now, i feel uncomforable when i must fix my weapons when i change game modes. I know it only take a little time but thats make me feel no fun. Sorry i am not good at speaking English. How do u think about my opinion? I think we should add more for the new upcoming factions Link to comment Share on other sites More sharing options...
Alguien Posted November 25, 2023 Share Posted November 25, 2023 1 hour ago, Illegal_Squirell said: What about adding a similar mod that work for every faction I wonder? I get people will ignore Serration, Heavy Caliber, Magnum Force, Vicious Spread, Point Blank, and other damage mods that already exist for being additive instead of multiplicative, but why ask for new mods when a simpler way would be for those mods to be rebalanced? Link to comment Share on other sites More sharing options...
(PSN)robotwars7 Posted November 25, 2023 Share Posted November 25, 2023 I don't bother with them personally. even if I'm not running Viral & heat, I know which elements work best against each faction, it's all in the codex. I'd also rather get more Status chance, crit or whatever out of that mod slot instead. I also don't want the inconvenience of having to make a config for each faction and remember to switch between them between missions, especially if I'm fighting different factions each time.. so yeah, I get where OP is coming from, but I doubt they'll ever get removed or reworked any time soon. Link to comment Share on other sites More sharing options...
(PSN)Madurai-Prime Posted November 25, 2023 Share Posted November 25, 2023 Don't use them if you're having trouble. Or simply recheck your builds before starting a mission. You're not the only person that plays the game. 2 Link to comment Share on other sites More sharing options...
ReddyDisco Posted November 25, 2023 Share Posted November 25, 2023 Don't like them then don't use them, they aren't needed for majority of content anyway. 'remove this because i'm impatient to switch mods' is not the way 2 Link to comment Share on other sites More sharing options...
Skoomaseller Posted November 25, 2023 Share Posted November 25, 2023 (edited) i think they should just make a universal bane mod for each weapon type and remove the rest no need to keep switching for grineer/corpus/corrupted, but still keeps the x1 slot cost Edited November 25, 2023 by Skoomaseller Link to comment Share on other sites More sharing options...
fo3nixz Posted November 25, 2023 Share Posted November 25, 2023 universal faction aka roar 1 Link to comment Share on other sites More sharing options...
TomanPRlME Posted November 25, 2023 Author Share Posted November 25, 2023 2 hours ago, (PSN)Madurai-Prime said: Don't use them if you're having trouble. Or simply recheck your builds before starting a mission. You're not the only person that plays the game. Friend, i know that is not only me in game, but if D.E fix, all we will have better game. I did not use faction mods all time, thats why i can not try level cap 9999. A invisible wall in game, no fun. Link to comment Share on other sites More sharing options...
Illegal_Squirell Posted November 25, 2023 Share Posted November 25, 2023 5 hours ago, Alguien said: I get people will ignore Serration, Heavy Caliber, Magnum Force, Vicious Spread, Point Blank, and other damage mods that already exist for being additive instead of multiplicative, but why ask for new mods when a simpler way would be for those mods to be rebalanced? We are talking about faction mods, aren't we? I'm just saying, having separate bane mods for each factions serve no purpose except for being annoying to swap out, unless I'm missing something. Link to comment Share on other sites More sharing options...
VibingCat Posted November 25, 2023 Share Posted November 25, 2023 6 hours ago, Venus-Venera said: where is this damage boost even needed? Faction damage applies twice to DOT (damage over time), so those mods are often more powerful than any other mods when your weapon relies on DOT of any type: slash, toxin, electricity, heat, gas. They also synergise with Toxic Lash (triple effect) and Acid Shells. That means you may only need them in high levels. 1 Link to comment Share on other sites More sharing options...
Voltage Posted November 25, 2023 Share Posted November 25, 2023 2 hours ago, Skoomaseller said: i think they should just make a universal bane mod for each weapon type and remove the rest no need to keep switching for grineer/corpus/corrupted, but still keeps the x1 slot cost We already have that, and it's called Roar. A universal separate damage multiplier from base damage in the form of a mod is unnecessary. There has to be some inconvenience and setup to properly apply all these multipliers. Removing all that just waters down builds even more than they are already. 4 Link to comment Share on other sites More sharing options...
Venus-Venera Posted November 25, 2023 Share Posted November 25, 2023 vor 2 Stunden schrieb VibingCat: Faction damage applies twice to DOT (damage over time), so those mods are often more powerful than any other mods when your weapon relies on DOT of any type: slash, toxin, electricity, heat, gas. They also synergise with Toxic Lash (triple effect) and Acid Shells. That means you may only need them in high levels. I know that information too. I mean, what content is it about? Link to comment Share on other sites More sharing options...
VibingCat Posted November 25, 2023 Share Posted November 25, 2023 (edited) 28 minutes ago, Venus-Venera said: I know that information too. I mean, what content is it about? Steel Path survival and disruption, cascade, circuit, long arbitrations, level caps. Edited November 25, 2023 by VibingCat Link to comment Share on other sites More sharing options...
Venus-Venera Posted November 25, 2023 Share Posted November 25, 2023 vor 23 Minuten schrieb VibingCat: Steel Path survival and disruption, cascade, circuit, long arbitrations, level caps. It's easy to do without it. I always played there without these mods and had more than 50% dmg most of the time. You can actually ignore disrupt because it's much easier in surv. but for disrupt you can just bring cc and good status mix. then the mobs will be killed very quickly. and for surv you can just take something like harrow with his own secondary. red headshot crits, puncture, tons of faster fire buffs + unlimited ammo -> and elite units can put on diapers. Rest will be killed quickly with aoe weapons/skills. But I don't play for more than an hour because the rewards are always the same. and arbi is also very easy without it. And I wouldn't play there for more than an hour. host migration error or too many deaths and goodbye rewards. Link to comment Share on other sites More sharing options...
VibingCat Posted November 25, 2023 Share Posted November 25, 2023 13 minutes ago, Venus-Venera said: It's easy to do without it. I always played there without these mods and had more than 50% dmg most of the time. You can actually ignore disrupt because it's much easier in surv. but for disrupt you can just bring cc and good status mix. then the mobs will be killed very quickly. and for surv you can just take something like harrow with his own secondary. red headshot crits, puncture, tons of faster fire buffs + unlimited ammo -> and elite units can put on diapers. Rest will be killed quickly with aoe weapons/skills. But I don't play for more than an hour because the rewards are always the same. and arbi is also very easy without it. And I wouldn't play there for more than an hour. host migration error or too many deaths and goodbye rewards. Yep, you don't need them at low levels, so don't worry :) 1 Link to comment Share on other sites More sharing options...
Venus-Venera Posted November 25, 2023 Share Posted November 25, 2023 vor 1 Minute schrieb VibingCat: Yep, you don't need them at low levels, so don't worry :) in high lvl too? Because we don't play solo and with a healthy Warframe mix nothing lives there. Link to comment Share on other sites More sharing options...
VibingCat Posted November 25, 2023 Share Posted November 25, 2023 4 minutes ago, Venus-Venera said: in high lvl too? Because we don't play solo and with a healthy Warframe mix nothing lives there. You aren't forced to do more damage, feel free not to use them. Link to comment Share on other sites More sharing options...
Skoomaseller Posted November 26, 2023 Share Posted November 26, 2023 (edited) 16 hours ago, Voltage said: We already have that, and it's called Roar. A universal separate damage multiplier from base damage in the form of a mod is unnecessary. There has to be some inconvenience and setup to properly apply all these multipliers. Removing all that just waters down builds even more than they are already. i disagree. I am aware roar is just bane mod but ability, but having a universal bane mod isn't much different from swapping bane of Grineer to corpus, etc etc, but keeps things simpler. there is nothing wrong with that. you still have to sacrifice a mod slot for it. keep the 1.3x multiplier (1.55x for primed), just make it hit all factions. then get rid of all the faction banes. the point is to just make it less tedious for people already running Bane builds. Edited November 26, 2023 by Skoomaseller Link to comment Share on other sites More sharing options...
Berzerkules Posted November 26, 2023 Share Posted November 26, 2023 At something like 650K+ endo and 30M+ credits for 16 different primed faction mods the reason these mods exist is obvious. We're more likely to get primed narmer/sentient faction mods before DE removes all faction mods from the game. 8 more basic primed mods gets us 4 months of time gated fomo filled Baro rotations and a little bit of grinding while DE has to put in very little thought or effort to keep us busy. 1 Link to comment Share on other sites More sharing options...
Nobodys-Perfect Posted November 26, 2023 Share Posted November 26, 2023 Dislike the faction mods myself. They're uninteresting to use (Just raw damage up) and a chore to change out for each mission type. They provide a high benefit but it honestly feels like a crutch I'd only pull out if I were struggling to deal enough damage for some reason. Reasoning being that pure damage ramping via mods is necessary up to the point where you can reliably kill enemies in the level range you're going to be playing at. Since I'm not level-capping SP and usually just playing in the normal ranges, I can forgo them for QoL and usually actually get better performance from that by taking advantage of punch through or faster reloads, etc. If your average eximus bombard dies at 2m damage I don't need to be dealing 3.5m Ditching faction mods and just baking the damage they provide into weapons would probably be nice (scaling with their ranking, perhaps). I'd probably support doing that for base damage mods like serration too. Link to comment Share on other sites More sharing options...
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