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A Possible Solution To Helmets...


RealmDestroyer
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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 by RealmDestroyer
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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 by Danakar
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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 by Loswaith
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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 by Davoodoo
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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)

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