RealmDestroyer Posted March 26, 2014 Share Posted March 26, 2014 (edited) Something that could work would be to take out all of the stats of the helmets, but instead convert all these stat changers into 'Helmet Mods' that could be inserted into a single 'Helmet Mod Slot' with a little popup menu in your Warframe's loadout. This can probably balance the cosmetic with the stat cosmetic issue. These mods could be used by every frame, maybe. Sure, Loki with Vanguard stats would be really freakin' fast, but it would also add tons of variety with the helmets and stats they give, allowing players to use their favorite mod and helmet. This does have holes in it, I know, and could probably be exploited to have the highest efficiency with all frames: IE Penndragon stats would be the most meta because it increases warframe ability damage, etc, but it is at least a thought to consider. Though, DE, you've probably thought of this at one time, and this may have already been brought up, but it's at least my two cents on the issue, what with the Proto-Armor that just came out today, not letting you wear a different helmet with it. I mean like right now, the thing would be either being useful with Penndragon for the damage, or be swag with the Proto-Armor, forgoing the stat boost. After all said and done, these helmet stat mods could be alert only mods like the helmets, or found on certain enemies. Or just bought with credits on the marketplace. Either way, this could fix the whole issue of fans against certain helmets. Edited March 27, 2014 by RealmDestroyer Link to comment Share on other sites More sharing options...
Orbister Posted March 26, 2014 Share Posted March 26, 2014 sounds like a great idea. Link to comment Share on other sites More sharing options...
RealmDestroyer Posted March 27, 2014 Author Share Posted March 27, 2014 And.. buried already. Link to comment Share on other sites More sharing options...
LunaticMethod Posted March 27, 2014 Share Posted March 27, 2014 Yes. Make sure the helmets produced pre-patch have their respective mod inside it, so nobody has any reason to flip their lid. People will do so anyway, but at least it won't be as justified. Link to comment Share on other sites More sharing options...
AscendantWyvern Posted March 27, 2014 Share Posted March 27, 2014 Sooner or later these suggestions will get through DE's head...it's quite simply the best solution to the helmet problem. Miles better than this silly idea of making stat helmets exclusive and "optionally removing them". /support Link to comment Share on other sites More sharing options...
Danakar Posted March 27, 2014 Share Posted March 27, 2014 (edited) I agree that this would be a perfect way to adress the situation and will be fair for everyone; both newcomer and oldtimer. As stated in another thread I also believe that the best approach would have been to give helmets a 'helmet slot' and turn all these effects into 'helmet mods'. That way people can equip the helmet they like with the helmet mod they like. Just like they converted Aura mods back then to be slotted, they can do the same with helmets by separating the effect from the item and allowing you to choose which one to slot. Edited March 27, 2014 by Danakar Link to comment Share on other sites More sharing options...
ArcLightCRO Posted March 27, 2014 Share Posted March 27, 2014 Helmet "aura" or "mod" slot. Best idea ever, that way you can have a helmet which you think looks better with the stats of the helmet that actually is more meaningful (like for example mag helmet) or you can run "stat-less" if you really want to Link to comment Share on other sites More sharing options...
Loswaith Posted March 27, 2014 Share Posted March 27, 2014 (edited) A spin on this could be simply moving the stat modifiers to be additional personal aura mods (or add them to the generic powers pool), now you have a choice to enhance the group (with an aura) or yourself (with a stat modifier) and maybe even offer some consideration as to whether you take energy siphon or one of the stat modifiers. Edited March 27, 2014 by Loswaith Link to comment Share on other sites More sharing options...
Davoodoo Posted March 27, 2014 Share Posted March 27, 2014 (edited) We simply wanted to split helmets and stats. Examples: Ash scorpion great looking helmet, but stats are terrible. Menticide imo bad looking but still stats were objectively just bad. Pendragon looks awful but have great stats. We shouldnt be forced into specific look to get bonuses. Thats why transmog in wow exist and tbh its only post wotlk addition that i truly support. DE taken this idea and twisted it and now wants to remove stats from helmets. Why?? Why not just split stats from helmets. We have great looking helmets and great stats attached to them with not so much balanced penatlies but still. It was good idea DE but poorly done, additional stats are ok but dont tie it with customization. Edited March 27, 2014 by Davoodoo Link to comment Share on other sites More sharing options...
RealmDestroyer Posted March 27, 2014 Author Share Posted March 27, 2014 Good, this is good stuff, yes. Link to comment Share on other sites More sharing options...
AscendantWyvern Posted March 28, 2014 Share Posted March 28, 2014 That's the problem with threads like these. A topic that everyone agrees with receives no controversy...or attention :P Winds up being buried constantly. Link to comment Share on other sites More sharing options...
ArcLightCRO Posted March 28, 2014 Share Posted March 28, 2014 That's the problem with threads like these. A topic that everyone agrees with receives no controversy...or attention :P Winds up being buried constantly. Sticky plz mod Link to comment Share on other sites More sharing options...
Ttariel Posted March 28, 2014 Share Posted March 28, 2014 Bump This idea has been posted many times, but his does not mean its a bad one. Melee weapons get a special slot too, so i dont think this would be impossible. Link to comment Share on other sites More sharing options...
frontbrexer Posted March 29, 2014 Share Posted March 29, 2014 I like the idea in general, though I'd modify it a bit. Instead a helmet with a single mod slot I'd give each helmet two mod-slots, but no mod energy of its own. (In this case the helmet should get its own section, like warframe, sentinel, melee weapon, primary, etc) There would be two types of mods. The first would detract from your stats (less armour, power strenght, efficiency,...) and give you mod energy (like an aura), that you could use to pay for the mod with the bonus (faster running speed, etc.). The result would be a build with the same result as the old helmets, but more modular. (A positive value and a negative one) If you don't want to dilute the mod-pool too much you could also use only one type of mod and a positive and a negative slot. (I don't know whether that would work with the game code) Example: a mod gives +15% Power Efficiency => if you place it in a negative slot, it gives you mod energy and -15% Power Efficiency, if you place it in a positive slot you need to pay mod energy and it would give you +15% Power Efficiency. (The helmet mods would of course improve your base-stats, like the old helmets) Link to comment Share on other sites More sharing options...
RealmDestroyer Posted March 29, 2014 Author Share Posted March 29, 2014 But the idea is to just have the stats we have now and make them into mods themselves. Not complicate the whole thing with completely different stats. People would always choose the least draining con every time. Link to comment Share on other sites More sharing options...
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