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Changing The Modding Experience + Mod Rebalance (And More!)


Azamagon
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Yep, I agree with this Tenno.

With the current system (that needs only slight adjustments) we need to weight our options on what we really need to bring to the battle field. It makes us think and gives us a challange.

What's even better, if you have 3 friends that you play with a lot, you can make a team tactic so that everyone has a role, warframe and weapon wise (not sure if this is the right word, correct me if i'm wrong). Basically, the lack of all those things you suggested makes your skill and tactics even more valuable and rewarding, as well as overall team skill and tactics.

 

I will give you the same response I gave to notionphil:

 

Good feedback! I'll try and give my counterthoughts:

 

I think there could still be meaningful damage-mod-choices, if other stuff (not mentioned in this thread) got fixed as well. You say rainbow build on all weapons, but what if "rainbow" is not the most optimal build in case there are special tough units highly resistant to elemental effects? Maybe a critbuild (which should be made possible on any weapon, if crit had better baseline stats on ALL weapons) would be less generally damaging, but a more safe choice in case those highly resistant enemies appear?

 

You say HP and shields mods on all your Warframes... but did you see the changes for Stamina and its mechanics? Sure, HP and shields is a "safe" choice, but not very rewarding due its passive nature. Stamina, with my proposed changes (likely in need of more improvements / tweaks) could be a less safe, but also far more rewarding defensive style. So, stamina or hp/shields? Different choices imo. Then you say, how about building for both? Then what about building for Warframe powers?

 

I think with these changes, choices will still exist. Just different ones.

 

You say we need a rebalance of utility mods so that they are more on par with "base stat" mods. I really think that's never gonna be possible actually. And you say, reserve some of the slots for utility mods... well, that's what this whole suggestion is about! :D Sure, I have suggested 8 "stat" slots and 4 utility slots for Warframes and Weapons. That can of course be reduced to, say, 6 stat slots and 3 utility slots. I instead nerfed the mods (which does pretty much the same in the end). The numbers is not the most important part of my suggestions, it's the ESSENCE of them! :)

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