Bibliothekar Posted March 22, 2014 Share Posted March 22, 2014 Okay, my little adventure with Jagged Edge made me think: Maybe DE should put a bit more sense into which unit drops which mod. Pistol mods, for example, should primarily drop from units, that use pistols (Detron Crewman, Shield Lancer, Seeker, ...). Rifle mods should drop from units, that use rifles (Lancer, Crewman, ...). Melee mods should drop from melee units (Butcher, Flameblade, Prodman, ...). Sentinel mods should drop from Sentinel-like units (Drones, Ospreys, Rollers). Grineer drop mostly Impact and Slash damage mods, Corpus drop mostly Puncture and Slash damage mods. Flameblades drop melee fire damage, Prodmen drop melee electrical damage. Toxic Ancients drop melee poison damage. And so on and so forth. Of course, that doesn't work for every mod. Warframe abilities, for example. On the other hand, I don't really understand why those drop at all. You get one copy of each when you buy or build the frame, and unless you're an idiot and sell it, they are only good for transmutation, because it's faster and cheaper to upgrade them with Fusion Cores. But at least it's easier to explain, why e.g. Desecrate drops from Corrupted Ancients, than why Jagged Edge, a mod that increases melee slash damage, drops from a unit that doesn't use any melee weapon. Oh, yeah, and those Bane/Cleanse/Expel/Smite mods? They should drop from the opposite faction. There is absolutely no sense in a Lancer who uses a mod to increase damage to his own team ... Link to comment Share on other sites More sharing options...
Thundervision Posted March 22, 2014 Share Posted March 22, 2014 Good point. But, i think droplist (Faction and Void) will be changed in U13. Link to comment Share on other sites More sharing options...
Krotalon Posted March 22, 2014 Share Posted March 22, 2014 I agree with you, OP. That makes sense. Link to comment Share on other sites More sharing options...
SharkWithALaserBeam Posted March 22, 2014 Share Posted March 22, 2014 this needs to be viewed at yes. Link to comment Share on other sites More sharing options...
gnat6 Posted March 22, 2014 Share Posted March 22, 2014 I think this makes a lot of sense some of the enemys would need a buff to spawn rate first but apart from that its a good idea as for the frame abilitys just stick them on the boss that gives you the frame blueprints. Link to comment Share on other sites More sharing options...
Llyssa Posted March 22, 2014 Share Posted March 22, 2014 The official word for why we need warframe ability drops is "underclocking". Also, it's always cheaper to use duplicates than cores, just so you know. The idea in general is good. I think many warframe abilities could perhaps be a drop from bosses--that is, in addition to whatever else the boss drops, they should have an EXTRA drop on the ability table. As for frames without a boss, I'm not sure. I suppose traps should have them--arc traps drop volt mods, shockwave traps drop banshee mods, Zephyr mods would need to be either oxprey drops or fanblades(or both). As for vauban, he should probably be laser traps and a bonus drop on missions for his parts. Link to comment Share on other sites More sharing options...
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