Trenggiling Posted March 8, 2014 Share Posted March 8, 2014 (edited) Hi thanks for reading! If you are the kind of person who is intimidated by long bodies of text then I recommend focusing on each of the 9 points one at a time. It really isn't as long as it looks, and there are pictures latter so bear with me. As we all know, Warframe's mod system has a couple of problems. 1: We have a massive list of mods that would be fun to use, but are totally outclassed by other, more important mods. I think that we can solve this problem by dividing all mods into three different categories, combat mods, utility mods, and power mods. Weapons would have mods in combat, and utility, sentinels would get combat, and power mods, and warframes would have mods in all three! Each category for a piece of equipment would get its own set of slots, and points to spend. 2: Things need to work slightly differently for the varies categories, for reasons of functionality. The combat category has 8 slots, and it is the only category that gets bonuses for having a reactor/catalyst installed. The utility category has 6 slots. The power category has 4 slots, you can't use forma on it, all mods placed in it are unaffected by mod polarities, and the costs for warframe powers in their respective tiers are readjusted to have costs of 0/1/2/3, 3/4/5/6, 6/7/8/9, and 9/10/11/12, bringing the total cost of equiping all max level powers to 30. 3: If you ask me the auras in general are in a rather weird place right now. So my solution is to make it that an aura no longer gives, or takes mod points, the extra points you get for utility, and powers should compensate for that. Also the auras should all have the same polarity, this will help give people more options, rather than backing them into a corner where most people would just get a dash polarity so that they can use energy siphon and be done with it. 4: Melee stance mods would function similarly to auras. They no longer give, or take mod points, they all have the same polarity, and they get their own special slot. 5: Alternate helmets are in a sorry state.And the switch to arcane helmets did not solve the problem, it just shoved it onto a smaller minority. What is the problem with arcane helmets you might ask?Well many people are unable to get them because they are no longer available, and even if you do have one then you can easily get stuck in a position where you must sacrifice aesthetic preference for the stats you want, or vice versa. What I am trying to do here is get rid of the arcane helmets by reintroducing them as warframe essences that are equipped like mods, but don't level up or cost points!And they get there own slot of course! Click Here for more details 6: The ability to rescale mods that you have already leveled is something that warframe desperately needs. This ability will allow for more fluid modding and will help people level the growing number of rank ten mods, by eliminating the penalties for leveling mods, and allowing you to use the leftover mods for big projects like equilibrium, hornet strike, steel fiber, extra. 7: I think that you should be able to swap the polaritys on any item even if you haven't used a forma on it yet. By the way, swapping will be restricted to categories, so if you have a D polarity on your combat tab you will be unable to swap it to your utility tab. 8: Currently sentinels have interchangeable weapons, but not interchangeable fighting styles, and to be perfectly honest the fighting styles we have right now are almost all carbon copies of each other! So my solution is to replace all of the fighting styles we have right now with a new set of more complex fighting styles! Upon building a sentinel you would get a very basic "attack whatever you want" style, as well as a more specialized fighting style like "don't attack unless they attack first" that sort of thing. And the range could easily be adjusted for any weapon by simply scaling the mod's level up or down! Once again this shouldn't cost mod points, and should get its own special slot. 9: Warframe skill arrangement is needed if we ever want to have more than 4 skills per warframe to choose from. So I think that the location of the skill's mod should effect its position on your hot bar. Here are some examples of what I mean. ===Pictures=== ===Warframe Example=== ===Skill Modding Example=== If you mod yourself like this. Then your skills will be arranged like this. But if you mod yourself like this.The your skills will be arranged like this. ===Weapon Example=== ===Sentinel Example=== Combat mod list. ===Warframe Combat=== Blind RageConstitutionContinuityFast DeflectionFleeting ExpertiseFlowFocusFortitudeMarathonNarrow MindedNatural TalentOverextendedQuick RestQuick ThinkingRageRedirectionSteel FiberStreamlineStretchVigorVitality ===Rifle Combat===Bane of CorpusBane of GrineerBane of InfestedCharged ChamberCritical DelayCryo RoundsHammer ShotHeavy CaliberHellfireInfected ClipPiercing HitPoint StrikePrimed ChamberRuptureSawtooth ClipSerrationShredSpeed TriggerSplit ChamberStormbringerThunderboltVital SenseWildfire ===Shotgun Combat===Accelerated BlastBlazeBlunderbussCharged ShellChilling GraspCleanse CorpusCleanse GrineerCleanse InfestedContagious SpreadDisruptorFlechetteHell's ChamberIncendiary CoatPoint BlankRavageShotgun SpazzShredderVicious Spread ===Pistol Combat===Barrel DiffusionConcussion RoundsConvulsionDeep FreezeExpel CorpusExpel GrineerExpel InfestedGunslingerHeated ChargeHornet StrikeIce StormLethal TorrentMagnum ForceNo ReturnPathogen RoundsPistol GambitPistol PestilenceRazor ShotTarget Cracker ===Melee Combat===Corrupt ChargeFever StrikeFocus EnergyFuryHeavy TraumaJagged EdgeKilling BlowMolten ImpactNorth WindOrgan ShatterPressure PointReflex CoilRending StrikeShocking TouchSmite CorpusSmite GrineerSmite InfestedSpoiled StrikeSundering StrikeTrue SteelVirulent Scourge Utility mod list. ===Warframe Utility=== AcrobatAntitoxinAviatorDiamond SkinEnemy SenseEquilibriumFlame RepellentHandspringHeavy ImpactInsulationIntruderLightning RodMaglevMaster ThiefParryProvokedReflectionReflex GuardRetributionRushShield FluxShock AbsorbersSure FootedThief's WitUndying WillWarm Coat ===Rifle Utility===Ammo DrumArrow MutationEagle EyeFast HandsFirestormHushMagazine WarpMetal AugerSniper Ammo MutationStabilizerTainted MagVile PrecisionRifle Ammo MutationRifle Aptitude ===Shotgun Utility===Ammo StockBurdened MagazineSeeking ForceShell CompressionShotgun Ammo MutationShotgun SavvyTactical PumpTainted Shell ===Pistol Utility===Hawk EyeHollow PointPistol Ammo MutationQuickdrawSeekerSlip MagazineSteady HandsStunning SpeedSuppressSure ShotTainted ClipTrick Mag ===Melee Utility===BerserkerFinishing TouchMelee ChannelMelee ProwessPower ThrowQuick ReturnReachReboundSecond WindWhirlwind Click Here for a full list of my threads. Edited August 27, 2014 by Trenggiling Link to comment Share on other sites More sharing options...
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