Kronxito Posted March 18 Share Posted March 18 (edited) Bane mods give a nice multiplier but changing them so often is a pain and most of us forget to do it or just dont do it at all. I would like there to be an option to autoequip that mod (if u want and if u already have it). Easier option would be deprecating them and including an umbra mod for weapons with just general multiplier. Why umbra? Because QoL should have a cost (like primed surefooted) :-p Edited March 18 by Kronxito 1 Link to comment Share on other sites More sharing options...
Slayer-. Posted March 18 Share Posted March 18 Try getting in the habit of doing it, I don't like the Umbra mod option, and swapping it automatically for which faction you're going up against, not sure how that would work with DE's spaghetti code. 🤔 3 Link to comment Share on other sites More sharing options...
Kronxito Posted March 18 Author Share Posted March 18 Just now, Slayer-. said: Try getting in the habit of doing it, I don't like the Umbra mod option, and swapping it automatically for which faction you're going up against, not sure how that would work with DE's spaghetti code. 🤔 Thats why a primed or umbral mod is much easier 2 Link to comment Share on other sites More sharing options...
CosoMalvadoNG Posted March 18 Share Posted March 18 i dont use those mods and i dont have any problem. 5 Link to comment Share on other sites More sharing options...
Slayer-. Posted March 18 Share Posted March 18 38 minutes ago, Kronxito said: Thats why a primed or umbral mod is much easier I like the double dipping with other factors. 2 Link to comment Share on other sites More sharing options...
Xzorn Posted March 18 Share Posted March 18 Well Faction mods double dipping was technically a bug which was never fixed or now considered "normal" so good luck. It was easier when we just had 3 main factions and there wasn't as much capacity creep on weapons. Since the addition of Exilus slots it's gotten pretty silly even though they were warned years in advance about capacity creep issues. I made a post myself back in like 2016 with "The Impossible Supra Vandal Build". Every slot forma'd and it was -1 capacity. I think they noticed because soon after they changed Supra Vandal into a Crit weapon. At this point it's nearly impossible to make a weapon with builds optimized for 3 factions let alone 4-5. Even without Bane mods. Point being the problem of building Vs factions goes far deeper than just Bane mods. Link to comment Share on other sites More sharing options...
Berzerkules Posted March 18 Share Posted March 18 Does nobody check their loadout before they enter a mission? I leave myself a note to make sure I have the builds I want. 6 minutes ago, CosoMalvadoNG said: i dont use those mods and i dont have any problem. Faction mods are a final damage multiplier like roar. They are pretty good 6 Link to comment Share on other sites More sharing options...
CosoMalvadoNG Posted March 18 Share Posted March 18 hace 7 minutos, Berzerkules dijo: Does nobody check their loadout before they enter a mission? I leave myself a note to make sure I have the builds I want. Faction mods are a final damage multiplier like roar. They are pretty good ok 1 Link to comment Share on other sites More sharing options...
quxier Posted March 18 Share Posted March 18 1 hour ago, Berzerkules said: Does nobody check their loadout before they enter a mission? I leave myself a note to make sure I have the builds I want. Every mission? ahhaha. I just press Esc > Navigation > ... I don't change/check gear to the point I can go to Netracells (which require some good enough gear) with just random gear. I was like, hmm... that slow, that's weak, that's slow, frame does something so let's do this. Plus I'm vazarin so let's heal stuffs. Hahaha. In general I have at least 1 decent weapon like Kuva Nukor. It's far from the best but at least it does something. I change gear when I want different style, mission is harder (e.g. Netracell or Riven challenge). I prefer not to change gear every time I play another mission. That's why most of my gear is self contained. My frames usually have p.flow and Energize, Rush, maybe efficiency. My Carrier p. that I don't change has looter, vacuum and ammo conversion. So on and so forth. I change single gear (e.g. frame or weapon) not whole lodout. 2 hours ago, Kronxito said: Easier option would be deprecating them and including an umbra mod for weapons with just general multiplier. Why umbra? Because QoL should have a cost (like primed surefooted) :-p Or just buff weapons/frames. Link to comment Share on other sites More sharing options...
MaxTunnerX Posted March 18 Share Posted March 18 (edited) I never use faction mods. Like Im tempted a lot, but I dont want to change loadouts every mission or be like "omg wrong loadout" when I find out mid-mission. This kind of mods is just off-limits to me. Recently the text has been changed for some reason. Edited March 18 by MaxTunnerX 2 Link to comment Share on other sites More sharing options...
Kronxito Posted March 18 Author Share Posted March 18 14 minutes ago, MaxTunnerX said: I never use faction mods. Like Im tempted a lot, but I dont want to change loadouts every mission or be like "omg wrong loadout" when I find out mid-mission. This kind of mods is just off-limits to me. Recently the text has been changed for some reason. 2 hours ago, Slayer-. said: I like the double dipping with other factors. Thats okay, but you are losing big damage by not using them. Just fyi. Link to comment Share on other sites More sharing options...
Circle_of_Psi Posted March 18 Share Posted March 18 (edited) 2 hours ago, Kronxito said: Why umbra? Because QoL should have a cost (like primed surefooted) :-p I've never used Bane mods, don't see the point, sure the extra damage is nice but I can get that just fine with Primed/Umbra/Galv, etc mods QoL should either be that all Bane Mods are turned into a single Universal Primed Bane (That works across all factions) and make it an Exilus Weapon Mod OR Have all the Bane mods deprecated into an Arcane for weapons. Edited March 18 by Circle_of_Psi Link to comment Share on other sites More sharing options...
-ShadowRadiance- Posted March 18 Share Posted March 18 Or dont use crappy mods like bane mods. Bane mods where a mistake and should be deleted from the game. *Nods* 4 Link to comment Share on other sites More sharing options...
Kronxito Posted March 18 Author Share Posted March 18 1 minute ago, -ShadowRadiance- said: Or dont use crappy mods like bane mods. Bane mods where a mistake and should be deleted from the game. *Nods* They are MULTIPLIER, not additive. Let me guess… u still use serration??? Serration is only additive. 1 Link to comment Share on other sites More sharing options...
TeaHands Posted March 18 Share Posted March 18 I'd rather they just have an option to switch your weapon's mod setup from the Navigation Menu like how you can with Loadouts. Have a lil menu listing off your current build similar to what's in rotation in Duviri. And from there just click something that cycles to the weapon's/Warframe's next mod setup. 1 Link to comment Share on other sites More sharing options...
-ShadowRadiance- Posted March 18 Share Posted March 18 1 minute ago, Kronxito said: Let me guess… u still use serration??? Serration is only additive. And everything steel path still dies in two seconds or less. Point? Overkill numbers makes brain produce happy chemicals? Im immune to that. 3 Link to comment Share on other sites More sharing options...
SneakyErvin Posted March 18 Share Posted March 18 I still wonder why they havent made a high cost upgrade system for bane mods. Infused Bane where you need 1 of each bane mod at max rank which then costs the same amount of endo and credits (and possibly something else expensive) as those 3 combined in order to fuse into a new Infused Bane that starts at rank 0 with increased endo/credit/other costs to max. Not that there is a real point to them unless you just play long long long and long and a bit longer long endless. I really dont see the point in dealing millions upon millions more damage than a mob can handle in the first place. Like yesterday I hit a poor Corrupted Crewman for 80-ish millions of damage with my Ack & Brunt Incarnon, at the level I was at at the time he could take just shy of 72k damage. The hit that annihilated him and converted him into gooey bits and mist also produced enough damage to deal twice the EHP of a Corrupted Heavy Gunner of the same level. Why on earth would I need a bane mod in addition to that? 2 Link to comment Share on other sites More sharing options...
Kronxito Posted March 18 Author Share Posted March 18 Just now, SneakyErvin said: I still wonder why they havent made a high cost upgrade system for bane mods. Infused Bane where you need 1 of each bane mod at max rank which then costs the same amount of endo and credits (and possibly something else expensive) as those 3 combined in order to fuse into a new Infused Bane that starts at rank 0 with increased endo/credit/other costs to max. Not that there is a real point to them unless you just play long long long and long and a bit longer long endless. I really dont see the point in dealing millions upon millions more damage than a mob can handle in the first place. Like yesterday I hit a poor Corrupted Crewman for 80-ish millions of damage with my Ack & Brunt Incarnon, at the level I was at at the time he could take just shy of 72k damage. The hit that annihilated him and converted him into gooey bits and mist also produced enough damage to deal twice the EHP of a Corrupted Heavy Gunner of the same level. Why on earth would I need a bane mod in addition to that? I like ur idea 1 Link to comment Share on other sites More sharing options...
Tiltskillet Posted March 18 Share Posted March 18 I use them probably 75% of the time, generally through configs that I have set up for all the weapons I like. I don't find it much trouble to switch between them...but when I don't feel like changing setups, I've got some loadouts set up for that too. I definitely don't feel like they should be consolidated into a new mandatory mod. If there was a change at all, I'd prefer they were outright retired as long as an equivalent to the most interesting thing about them--the DoT multiplier--was put into new, faction-agnostic mods. Not that I see getting rid of faction mods happening either, since DE only recently expanded them to Murmur. Link to comment Share on other sites More sharing options...
Slayer-. Posted March 18 Share Posted March 18 1 hour ago, Kronxito said: Thats okay, but you are losing big damage by not using them. Just fyi. I do use them. Link to comment Share on other sites More sharing options...
MaxTunnerX Posted March 18 Share Posted March 18 I mean yeah you could just combine the mod capacity of all 4 and make one super anti faction mod (which I would like). But then again, its much easier and better for the game if instead of this serration gets changed into multiplier and bane mods get removed. No point in having 2 types of serration in game, one useless and one epic. Link to comment Share on other sites More sharing options...
CosoMalvadoNG Posted March 18 Share Posted March 18 (edited) hace 17 horas, Kronxito dijo: Thats okay, but you are losing big damage by not using them. Just fyi. That big damage its 1m of 3m for hit. i don't care really. Edited March 19 by CosoMalvadoNG 1 Link to comment Share on other sites More sharing options...
ReddyDisco Posted March 18 Share Posted March 18 WIth the amount of powercreep now you don't even need a bane mod 3 Link to comment Share on other sites More sharing options...
Jarriaga Posted March 18 Share Posted March 18 Next request: Auto-change weapon elemental damage mods based on the faction. 3 Link to comment Share on other sites More sharing options...
Raikh Posted March 18 Share Posted March 18 (edited) Don't like Bane Mods exactly for the reason that they create extra tedium and would waste my time between missions. So I simply do not use them. They may be strong, especially in cases where they get to double dip, but damage issues do not really exist in the version of Warframe I'm playing right now. However auto-switching them for what you need defeats their purpose as something you actively use to counter a specifc thing. They are effectively rewarding you for going through the tedium of using them, rather than being your always fit go to mod option. Ideally they shouldn't exist and modding should be more interesting in general. Any action taken towards improving modding should be an effort to make modding itself more compelling rather than polish the miserable band-aids. Edited March 18 by Raikh 5 Link to comment Share on other sites More sharing options...
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