ZeroPhobic Posted February 21, 2014 Share Posted February 21, 2014 (edited) Now we are getting mods for specific attack types, like jumping attacks do more damage and wall attacks etc... This is getting silly. I love the idea of damage 2.0 and giving our frame the ability to do melee only and really get combos, but someone get in there and tell DE that not everything needs new mods! Whats next mods for boosting jump shots with our guns or sliding attacks with a pistol? Mods should play apart in how we trick out the damage in our weapons, but not how we use those weapons. Yet another great idea that DE has completely derailed by getting totally off track with, let us off this crazy train DE! *EDIT* The very next post I (8 posts down) made here is exactly what they decided to do. Now if they would have listened a bit sooner we would have melee 2.0 by now. Edited March 21, 2014 by ZeroPhobic Link to comment Share on other sites More sharing options...
BrotherIcarus Posted February 21, 2014 Share Posted February 21, 2014 Why should we not have specialist mods like this? Link to comment Share on other sites More sharing options...
Brahmastra Posted February 21, 2014 Share Posted February 21, 2014 let us off this crazy train DE! The ride never ends. It could be interesting I just hope we have enough mod slots. Link to comment Share on other sites More sharing options...
SpilockT_T Posted February 21, 2014 Share Posted February 21, 2014 Why should we not have specialist mods like this? Because we're running out of mod slots Link to comment Share on other sites More sharing options...
Tri2killme Posted February 21, 2014 Share Posted February 21, 2014 Too many mods: Failed to respond syntax error 15001 Link to comment Share on other sites More sharing options...
MeduSalem Posted February 21, 2014 Share Posted February 21, 2014 (edited) It's a two-egded sword in my opinion. It has some good things about for example to get a bonus for your particular melee-playstyle (resembles somewhat Charged/Primed Chamber on Sniper rifles, Thunderbolt for Bows and Firestorm for the Blastradius of weapons like the Ogris), but also some bad like Mod capacity... Will have to wait until after the release to really give constructive feedback on it. Edited February 21, 2014 by MeduSalem Link to comment Share on other sites More sharing options...
Hueminator Posted February 21, 2014 Share Posted February 21, 2014 And further dilute the drop table Link to comment Share on other sites More sharing options...
luanle21 Posted February 21, 2014 Share Posted February 21, 2014 Because we're running out of mod slots since U10 we been in need of more slots Link to comment Share on other sites More sharing options...
ZeroPhobic Posted February 21, 2014 Author Share Posted February 21, 2014 It's a two-egded sword in my opinion. It has some good things about for example to get a bonus for your particular melee-playstyle, but also some bad like Mod capacity... Will have to wait until after the release to really give constructive feedback on it. I agree it could be a good idea, if they handled it like an arua slot and tagged one on the side and let you get bonus from a certain style, but to just pile on more mods to an already crowded system given to us with Damage 2.0 this is just silly. Link to comment Share on other sites More sharing options...
Zagrax Posted February 21, 2014 Share Posted February 21, 2014 There needs to be a special section on warframes just to equip abilities so the 4 ability slots would be open. Same for melee 2.0, there needs to be a utility mod section, similar to how we have an aura slot, and to solve stats on helmets? Make it so that when you make a helmet that has stats on it, thats a special helmet mod card slot as well and you get the card associated with it, so you can wear the hats you like and get the bonuses you want. Link to comment Share on other sites More sharing options...
Wallace24 Posted February 21, 2014 Share Posted February 21, 2014 Because we're running out of mod slots on melee weapons? the only thing I could think of that would take up lots of slots would be if you're stacking every melee weapon with elemental and physical damage boosters. there are only a couple mods you need for a charge build (corrupt charge, focus energy, rending strike, killing blow, reflex coil), and only a couple for normal attacks (pressure point, spoiled strike, fury). reach for most as well. but the rest of the slots are up to taste. and the melee elemental mods don't give much of a boost (north wind and shocking touch need a rebalance, only capping at 60%) so more useful, interesting melee mods sounds great. can't wait to actually customize my melee weapons with melee 2.0 Link to comment Share on other sites More sharing options...
ZeroPhobic Posted February 21, 2014 Author Share Posted February 21, 2014 There needs to be a special section on warframes just to equip abilities so the 4 ability slots would be open. Same for melee 2.0, there needs to be a utility mod section, similar to how we have an aura slot, and to solve stats on helmets? Make it so that when you make a helmet that has stats on it, thats a special helmet mod card slot as well and you get the card associated with it, so you can wear the hats you like and get the bonuses you want. ^^ Link to comment Share on other sites More sharing options...
Ayumi14 Posted February 21, 2014 Share Posted February 21, 2014 (edited) At least 2 extra mod slot to frame/sentinel and weapons. Edit: This is not a Die By the Sword game where your skills and swings really make difference, in this game to add more specific mod to the different attack not really help, the combos okay but we need different mods to improve ourselves. Edited February 21, 2014 by Ayumi14 Link to comment Share on other sites More sharing options...
Psycho1848 Posted February 21, 2014 Share Posted February 21, 2014 Mods should play apart in how we trick out the damage in our weapons, but not how we use those weapons. The new mods maybe change "How to use" melee weapons but they also increase your dps so what is your problem dude? Link to comment Share on other sites More sharing options...
ZeroPhobic Posted February 21, 2014 Author Share Posted February 21, 2014 The new mods maybe change "How to use" melee weapons but they also increase your dps so what is your problem dude? Whats my problem dude? Think for a second... Mods are meant to shape your weapon and its effects. Not how we use that weapon. They are making melee 2.0 to fix the spam of heavy attacks, right? So the first thing they do is put more mods to make a certain attack do more damage, so you will spam that attack instead? Melee 2.0 was suppose to allow us to be more ninja and start using combos, blocks and parries, not just change what attack we will spam. Link to comment Share on other sites More sharing options...
Nkomo-Sama Posted February 21, 2014 Share Posted February 21, 2014 The new mods maybe change "How to use" melee weapons but they also increase your dps so what is your problem dude? Whats my problem dude? Think for a second... Mods are meant to shape your weapon and its effects. Not how we use that weapon. They are making melee 2.0 to fix the spam of heavy attacks, right? So the first thing they do is put more mods to make a certain attack do more damage, so you will spam that attack instead? Melee 2.0 was suppose to allow us to be more ninja and start using combos, blocks and parries, not just change what attack we will spam. THIS^^^ Link to comment Share on other sites More sharing options...
psyanide Posted February 21, 2014 Share Posted February 21, 2014 Whats my problem dude? Think for a second... Mods are meant to shape your weapon and its effects. Not how we use that weapon. They are making melee 2.0 to fix the spam of heavy attacks, right? So the first thing they do is put more mods to make a certain attack do more damage, so you will spam that attack instead? Melee 2.0 was suppose to allow us to be more ninja and start using combos, blocks and parries, not just change what attack we will spam. Agree wholeheartedly. There are mods like Melee Prowess, Rifle Amplitude, Shocking Touch, North Wind etc etc that could really use a do-over in terms of balance, but the focus remains on creating new ones? I hope I am missing something here. Maybe everything will happen at once this time... XD Despite my apparent pessimism, I really am hoping that this all ends up being a good thing. Link to comment Share on other sites More sharing options...
Psycho1848 Posted February 22, 2014 Share Posted February 22, 2014 Whats my problem dude? Think for a second... Mods are meant to shape your weapon and its effects. Not how we use that weapon. They are making melee 2.0 to fix the spam of heavy attacks, right? So the first thing they do is put more mods to make a certain attack do more damage, so you will spam that attack instead? Melee 2.0 was suppose to allow us to be more ninja and start using combos, blocks and parries, not just change what attack we will spam. Do you know already how the new Mods works? I´m not, to perform a new combo with one of the mods means maybe to push key combinations in melee mode like Left, Left, Right, Left Mousebutton or something else. The new mods will have all different key combinations i think and thats not spamming for me. Thats the way i thought Melee2.0 works if i´m wrong please excuse me and forget what i say... Link to comment Share on other sites More sharing options...
Drakonskyr Posted February 23, 2014 Share Posted February 23, 2014 If anything, I'd rather they develop an underlying system to the melee weapons that accentuate them rather than just slap the melee moves onto mod cards. Something like as the weapon gets levelled up, it opens up more slots that can allow players to slot these "melee moves cards" into them so they can customize it without having to infringe upon the attribute bonuses that the current mod slots give. Also, this would of course mean that the attribute bonuses tied to the new melee moves cards that they stated in the livestream would have to be removed, unless they were specifically giving the bonuses as situational usage as opposed to passive bonuses that come into play just by slotting them. Link to comment Share on other sites More sharing options...
Cpl_Facehugger Posted February 23, 2014 Share Posted February 23, 2014 Why should we not have specialist mods like this? Because they'll probably end up like mods like diamond skin and antitoxin and suchlike are now. Theoretically nice to have, but not nice enough to give up a slot when they're competing with things like redirection or focus or flow in a build. Or more relevantly, finishing touch. Mod slots are at a premium right now, and nobody's going to give up a slot on finishing touch when they could slot in pressure point or killing blow or similar; it's too situational. Link to comment Share on other sites More sharing options...
BlueThingy Posted February 23, 2014 Share Posted February 23, 2014 I really think they need to redo the mods like WoW did the Glyph system. Major, Minor, Fluff. Or something to that effect Give us a secondary set of slots at say... half the mod slots the item/frame has. And only let us slot the "useless" mods into it. So we have a reason to put "+3 seconds to hacking" into our build. ...Or at least, we're not punished for using it. This also lets them throw in all kinds of fluff mods that you'd never otherwise slot, things to customize your weapons/frame and make the experience unique. I'd love to slot up for stamina and speed, but not at the cost of health/armor/shields. And I'm sure there's those that would slot the various minor resistance and various defense mods if they had spare slots. Anything to get more customization out of this game. Link to comment Share on other sites More sharing options...
Strill Posted February 23, 2014 Share Posted February 23, 2014 Now we are getting mods for specific attack types, like jumping attacks do more damage and wall attacks etc... This is getting silly. I love the idea of damage 2.0 and giving our frame the ability to do melee only and really get combos, but someone get in there and tell DE that not everything needs new mods! Whats next mods for boosting jump shots with our guns or sliding attacks with a pistol? Mods should play apart in how we trick out the damage in our weapons, but not how we use those weapons. Yet another great idea that DE has completely derailed by getting totally off track with, let us off this crazy train DE! Is this confirmed? Where did they say this? Link to comment Share on other sites More sharing options...
XDeathCoreX Posted February 23, 2014 Share Posted February 23, 2014 You should be able to at least fuse melee mods or the new melee mods to make room for other mods that cannot fit due to the small number of mod slots which leads to very limited gameplay. Link to comment Share on other sites More sharing options...
MeduSalem Posted February 23, 2014 Share Posted February 23, 2014 (edited) Is this confirmed? Where did they say this? It is near to confirmed (I say that because they still may change things) as they stated it on the aftermath of Friday's livestream found here: Edited February 23, 2014 by MeduSalem Link to comment Share on other sites More sharing options...
Monolake Posted February 23, 2014 Share Posted February 23, 2014 Melee 2.0 mods sound awesome - finally they reward skill and add diversity instead of the same old stacking damage. Link to comment Share on other sites More sharing options...
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