Navarobirsk Posted April 12 Share Posted April 12 The goal is to make Iron Wake accessible at Mastery Rank 3 like other Relay Syndicates instead of after the Chains of Harrow quest. That way, beginner players can obtain the Flawed Mods earlier to help them progress in Warframe. And have Cressa Tal send a message to the player inviting them to Iron Wake for a visit upon reaching Mastery Rank 3. Also the mod list could have sorting tabs according to their recipients: Warframe, Primary, Secondary and Melee. To prevent spoilers, Palladino's room can be made accessible only to Operators (and Drifters) the same way as Onkko's room in Cetus. 1 Link to comment Share on other sites More sharing options...
LordDragoonis Posted April 12 Share Posted April 12 Flawed mods dont add anything to progress a new player, they are a relic of the old times and are only used for the collectors now 6 Link to comment Share on other sites More sharing options...
Stormandreas Posted April 12 Share Posted April 12 (edited) Flawed mods were only kept in to appease the 0.01% of players who actually collect them for memes. There's no reason for them to still exist. New players are given the normal versions of these mods during both their progression and their grind. Why would they want to purchase weaker ones for insanely high credit prices (to them at the time)? Short answer, they wouldn't. Edited April 12 by Stormandreas 1 Link to comment Share on other sites More sharing options...
kadlis12 Posted April 12 Share Posted April 12 I found some flawed mods extremely beneficial on lower MR rank - as some of them provide a useful effect at low capacity cost. A beginner's comfortable, sometimes the only, sometimes even the best choice to slap on stuff that is not fully ranked up, without potatoes, and so on. They are useful - for beginners. So, I consider a request to make them accessible to the only people who can benefit from those kinda a good idea. Link to comment Share on other sites More sharing options...
16Bitman Posted April 12 Share Posted April 12 Flawed mods were taken out of the very early game and hidden away because players felt like they were wasting their resources on them once they got the normal version. 2 Link to comment Share on other sites More sharing options...
Tiltskillet Posted April 12 Share Posted April 12 4 hours ago, Stormandreas said: Flawed mods were only kept in to appease the 0.01% of players who actually collect them for memes. It seems to me like they were kept in to appease Steve, primarily. :P Link to comment Share on other sites More sharing options...
Fred_Avant_2019 Posted April 12 Share Posted April 12 Debatable. While it's clear that a huge majority of them are worthless, some CAN bring something to the table when maxed : saving up on mod capacity on a weapon you're using but can't invest a bluetato in. Such mods could include Berserker Fury, which isn't the most common find in normal gameplay, but still can yield you 23.3% attack speed x2 at its max rank for 7 capacity. Biggest offender has to be Flow and its flawed counterpart, which can benefit newer tenno greatly : a flawed Flow costs 5 capacity for 50% bonus energy whereas the normal version at the same mod capacity cost will only grant +33% energy. You can also make elemental combos with unranked flawed mods, so that you can still get that element on your gun, despite lacking capacity etc. It's not as black and white as it seems. Mod capacity is tough to come by for newer tenno. Link to comment Share on other sites More sharing options...
Birdframe_Prime Posted April 12 Share Posted April 12 Sadly, it isn't a matter of whether these are good or not for progression. DE removed them from the opening quest and replaced them with the regular versions. In the same place that you pick up Flawed Serration as a new player, you now pick up regular Serration, and so on. It's not a matter of granting new players access to them, it's a matter of DE outright changing the game so that new players do not have access to them, and the entire rest of the player base has to voluntarily find where these are and go out of their way to purchase the mods if they want to. Link to comment Share on other sites More sharing options...
Navarobirsk Posted April 13 Author Share Posted April 13 I was thinking of Beginner Builds: No Orokin Reactor, no Orokin Catalyzer, no Forma, only Flawed mods. It is just an option. As for the Iron Wake access, have it available right after escaping in the landing craft in the tutorial level, but prevent accessing the Syndicate mechanic until the appropriate Mastery Rank is reached. Link to comment Share on other sites More sharing options...
Birdframe_Prime Posted April 13 Share Posted April 13 1 hour ago, Navarobirsk said: I was thinking of Beginner Builds: Yeah, you were. DE are as well. And they decided to take away Flawed mods to replace them with full mods. The only one example on this thread that's come up with a reason to have Flawed mods over a regular mod on a beginner build is Flow, which gives more for the Flawed at the same point cost. And that's not enough of a reason to make the change. The only reason they're still in the game at all is because of nostalgia. Nothing more. DE are leaving them in for old time's sake. Not because DE want new players to have them. This is a nothing argument. This is a nothing request. DE don't want new players having Flawed mods. It's not a matter of options. DE don't want flawed mods in the game. Pablo put in the flawed mods vendor in Iron Wake for nostalgia and the others thought it was funny enough to keep. That's it. Link to comment Share on other sites More sharing options...
Lichformed Posted April 14 Share Posted April 14 Flawed mods were a massive noob trap and a complete waste of resources Absolutely no reason to advocate for a new player to be able to screw themselves over again Link to comment Share on other sites More sharing options...
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