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Posted (edited)

Hello fellow Tenno and [DE]. I am FoxFX and I would like to bring in a thought on aura mods and other mods that we could work around with.

 

As of now, we have around a total of 16 Aura Mods. As we know, Auras allow players to use a team support that will benefit for all players in a mission. Based on how many multiples of a single Aura one team has, the effects stack or create combos that can turn the tide in our favor.

 

I would like to add in a few Aura and other mod suggestions I feel can allow players more diversity and possibly give players more incentive to try other auras instead of Energy Siphon.

 

I would also suggest if it will be possible for players to see what are the auras each teammate is bringing with them in order for them to further plan out their strategy in the missions.

 

 

Suggested Aura Mods

 

 

17px-D.png Reinforced Plate

> Increases Armor of allies by +8%/+11%/+14%/+17%/+20%

> Max of +80% armor increase stack

 

17px-D.png Shield Overcharge

>Increases Shield of allies by +8%/+11%/+14%/+17%/+20%

>Max stack of +80% shield increase

 

17px-D.png Longetivity

> Increases Shield and Health of all allies by +6%/+9%/+12%/+15%

>Max stack of +60% Shield/Health increase for all allies

 

17px-D.png Firewall

>Allies have a chance to resist status proc by +5%/+8%/+11%/+14%/+17%

>Max stack of 68% chance to resist status proc

 

17px-D.png Shield Deflection

>Shields have a chance to reflect 100% enemy ranged damage at a chance of 6%/9%/12%/15%

>Max stack of 60% chance to reflect 100% of enemy ranged damage

 

17px-D.png Shield Stun

>Shields have a chance to stun an enemy that strikes their shields with a melee attack

> 8%/11%/14%/17%/20% stun chance

>Max stack of 80% chance to stun

>stunned enemies are prone to Stealth/Finisher attacks

 

19px-Bar.png Master Caster

>Increases casting speed of most Warframe Abilities by +2.5%/+5%/+7.5%/+10%

>Max stack of +40% ability cast speed

 

19px-Bar.png Treasured Tactics

>Grants chance of enemy drops to drop a Rare Mod by 2%/+4%/+6%/+8%

>Max stack of 32% chance for enemy to drop a Rare Mod

 

19px-Bar.png Exposure

>Allies will be able to see highlighted enemy weak spots within 5m/7.5m/10m/12.5m

>Max stack of 50m distance of shown enemy vulnerable spots

 

19px-Bar.pngMute Tactics

>Noise reduction for all weapons increased by +5%/+10%/+15%/+20%

>Max stack of 80% reduced sound from weapons

 

18px-V.png Critical Sense

>Improves allies critical chance with weapons by +3%/+5%/+7%/+9%/+11%/+13%

>Max stack of +52% additional critical chance with all weapons

 

18px-V.png Status Sense

>Improves allies status chance proc with weapons by +3%/+5%/+7%/+9%/+11%/+13%

>Max stack of +52% additional status chance proc with all weapons

 

18px-V.png Rifle Acceleration

> Increases Attack speed of Rifle weapons by +5%/+10%/+15%/+20%

>Max stack of +80% increased attack speed for rifles

 

18px-V.png Rifle Shrapnel

> Primary Weapons have an increased +6%/+9%/+12%/+15% bullet multishot

>Max stack of +60% multishot

 

18px-V.png Flash Rifle (Nightmare)

> Primary Weapon's attack speed and multishot increases by +7%/+9%/+11%/+13%

>Max stack of +52% attack speed and multishot

 

18px-V.pngFatal Blow

>Increases Critical Damage by +30%/+40%/+50%/+60% for all weapons

>Max stack of +240% Critical Damage

 

18px-V.pngDesperate Strategy (Corrupted)

> Increases allies Power Strength @ the cost of reduced Health

> Increases Power Strength by +5%/+10%/+15%/+20%

> Reduces allies health by -2.5%/-5%/-7.5%/-10%

> Max stack of +80% Power Strength and -40% Health

 

Suggested Warframe Mods

 

19px-Bar.pngForsaken Shield (Corrupted Mod)

>Tenno can use their shield instead of their energy to cast their skills, but at the cost of heavily reduced shield recharge

>Shield power sued to cast Tenno powers will NOT be affected by Power Efficiency Mods

>Improves efficiency of using shields to cast abilities by +75%/+50%/+25%/+0%

>Heavily reduces Shield recharge by -30%/-50%/-70%/-90%

 

18px-V.pngCombo Mastery

>increases the Combo Counter time for melee attacks

>grants a maximum of +100% Combo Counter time for melee attacks

 

19px-Bar.pngHack Upload

>Successfully hacking a console grants the hacker energy/health recovery

>The quicker you hack the console, the more Energy/Health you gain

> grants 6/7/8/9 Health and Energy for a successful hack per second

> Health/Energy gained = (Time remaining from successful hack)*(6/7/8/9 factor)

 

17px-D.png Status Guard

>resist status procs done to you @ a chance of max +60%

 

17px-D.pngProto Conversion (Nightmare)

> Changes Tenno Shield to Proto Shield and reduces chance to receive status chance at max +40%

 

 

I'd like to add in more suggestions later (especially for the suggestion of Nightmare/Corrupted Auras), but for now this is what I have come up with.

 

Comments?

Edited by FoxFX
Posted

i like the idea of your auras but there

so many auras yet we only use about 3 of them.

Which is why I wanted to introduce more additional auras that would entice players to try out.

 

Also, we seriously need to see which aura players are bringing with them to certain missions

Posted

adding new Bow-Mod

 

 

18px-V.pngIron Arrow

>Decreases Max Ammo for an increase in Damage and grants a chance for enemies hit by Bow attacks to drop ammo for bows

>Max Ammo decreases by 65%/60%/55%/50%

>Damage Increase by 70%/90%/110%/130%

>Enemy killed by Arrow attacks drop ammo for bows @ a chance of 60%./70%/80%/90%

Posted

How about we fix the current auras to make them all viable before adding more, so that people will not ignore all other auras just because there is this one aura that overshadows all, including the new ones?

Posted

How about we fix the current auras to make them all viable before adding more, so that people will not ignore all other auras just because there is this one aura that overshadows all, including the new ones?

 

You kinda lost me here. Are there auras that aren't working or something?

Posted

Naw he saying that a good portion of the auras are not useful enough to change or build tactics for........so even seeing them (which is a great idea) wouldn't be as useful.......

Posted

You kinda lost me here. Are there auras that aren't working or something?

Speed Holster, Scavenger Mods and Physique are a few that are inferior to the other Aura Mods, such as Energy Siphon and Rejuvenation. 

 

We first make every aura mod viable and useful, then start to add new ones. 

Posted

Speed Holster, Scavenger Mods and Physique are a few that are inferior to the other Aura Mods, such as Energy Siphon and Rejuvenation. 

 

We first make every aura mod viable and useful, then start to add new ones. 

You mean like what [DE] did with Steel Charge but do it to the other uncommonly used mods?

Posted

What do you mean by that?

 

On Update 12.0, the melee damage bonus of Steel Charge was increased from 3% to 5%, while its maximum rank was also increased from 5 to 10. As of Update 12.2.0 Steel Charge was reduced to a rank 5 mod, bringing melee damage in line to provide +60% at max rank, and granting 9 additional mod energy points at max rank (as opposed to the relatively standard 7).

 

In other words, what I'm asking is if they left some of the already useful Auras like Energy Siphon with a max charge of 7 and make some of the other uncommonly used auras like Physique and the other auras I have proposed into 9 or more additional mod energy points at max rank.

 

It would give more incentive to try out other aura mods that while to most players are not as great as having energy recovery, but can grant additional energy points for higher end Warframe modding.

Posted

How about we fix the current auras to make them all viable before adding more, so that people will not ignore all other auras just because there is this one aura that overshadows all, including the new ones?

 

this

Posted

How about we fix the current auras to make them all viable before adding more, so that people will not ignore all other auras just because there is this one aura that overshadows all, including the new ones?

 

 

this

 

I kinda suggested a solution for this in my previous posts.

Posted

You kinda lost me here. Are there auras that aren't working or something?

 

its really not the fact that they're not working as much as its everybody is taking energy siphon if they have it available to them and thats it. there is quite literally no other mod anybody should ever be taking 

Posted

I don't like the idea of corrupted mods debuffing the rest of the team as they have little to no control over the aura equipped on whoever they're playing with

 

 

I added to the beginning of this thread that the Auras a player is bringing to a mission should be visible to all players before and after the start of a mission. With this, players can discuss on switching or changing around different auras that would suit themselves.

 

I'll consider perhaps reducing the debuffing of the Corrupted Aura Mods, but I feel some auras should exist in this game that don't.

Posted

Ok, here are some of my comments on your suggested aura mods: 

 

Reinforced Plate: Armour, to my current knowledge, does not really increase survivability (with the exception of Valkyr, but even so, she survives for probably 1 - 1.5s more), and only Snow Globe uses armour value to calculate its total health after the invulnerability period. 

 

Shield Overcharge: I would prefer if it uses maximum shield to calculate, rather than base shields. If so, then it would be fine to decrease the value of Shield Overcharge by quite a bit, just to make it more equal with the other aura mods (this should also be applied to Physique). 

 

Longevity: Same comment as the Shield Overcharge. 

 

Firewall: Boost it up to 10% at base, +2.5% per rank up to 20% at max rank (meaning four Firewalls = 80% status resist, which will make it be very significant and allow it to be considered in gameplay). 

 

Shield Deflection: I have Reflection Mods for that, but it seems alright (although this does fall to the mercy of RNG, and I probably would not want to go and guess whether the next bullet reflects [personally]). 

 

Shield Stun: Maybe I would not use it, but I can see some niche uses for melee only players. I am not sure how to make it more viable though. 

 

Master Caster: The values feel a bit too low. Maybe have it at 7.5% at base, increase +2.5% per rank until 15% at max rank to make it feel more noticeable? 

 

Treasured Tactics: Just another one of those RNG auras (not my favourite). And given the current Mod drops, the Rare Mods would probably consist of 50% Warframe Mods, 30% Rare 5 Fusion Cores, 20% of relatively useless Rare Mods and 10% actually useful Rare Mods. 

 

Exposure: Fine. At least people can find the MOA gun packs. 

 

Mute Tactics: I sincerely think barely anyone is going to use it (an unranked Hush/Suppress already has a higher value than that), although it would be interesting to see an almost quiet shotgun. 

 

Critical Sense: Fine, I guess (but just a question: Is it additive or multiplicative?)

 

Status Sense: Increase the base to 5%, 15% at max rank (+2% per rank). Maximum stack at 60%. This will also mean all status chance mods should be buffed to make both choices viable. 

 

Rifle Acceleration: I would like it if it became an aura to increase projectile speed (of course, for this one, there should be a mod for weapons to increase projectile speed), with the same values as of now. 

 

Rifle Shrapnel: I would prefer if Split Chamber provides 100% Multishot at max rank than have this aura. 

 

Flash Rifle: I am on the fence about Nightmare Aura Mods, so I would not comment on that. 

 

Fatal Blow: Tone it down by a half (15% at base, +5% per rank to 30% at max rank, 120% maximum stack), so that it feels a bit more in line with the other aura mods. 

 

Desperate Strategy: I am not sure how to comment on that. 

Posted

Ok, here are some of my comments on your suggested aura mods: 

 

Reinforced Plate: Armour, to my current knowledge, does not really increase survivability (with the exception of Valkyr, but even so, she survives for probably 1 - 1.5s more), and only Snow Globe uses armour value to calculate its total health after the invulnerability period. 

 

Shield Overcharge: I would prefer if it uses maximum shield to calculate, rather than base shields. If so, then it would be fine to decrease the value of Shield Overcharge by quite a bit, just to make it more equal with the other aura mods (this should also be applied to Physique). 

 

Longevity: Same comment as the Shield Overcharge. 

 

Firewall: Boost it up to 10% at base, +2.5% per rank up to 20% at max rank (meaning four Firewalls = 80% status resist, which will make it be very significant and allow it to be considered in gameplay). 

 

Shield Deflection: I have Reflection Mods for that, but it seems alright (although this does fall to the mercy of RNG, and I probably would not want to go and guess whether the next bullet reflects [personally]). 

 

Shield Stun: Maybe I would not use it, but I can see some niche uses for melee only players. I am not sure how to make it more viable though. 

 

Master Caster: The values feel a bit too low. Maybe have it at 7.5% at base, increase +2.5% per rank until 15% at max rank to make it feel more noticeable? 

 

Treasured Tactics: Just another one of those RNG auras (not my favourite). And given the current Mod drops, the Rare Mods would probably consist of 50% Warframe Mods, 30% Rare 5 Fusion Cores, 20% of relatively useless Rare Mods and 10% actually useful Rare Mods. 

 

Exposure: Fine. At least people can find the MOA gun packs. 

 

Mute Tactics: I sincerely think barely anyone is going to use it (an unranked Hush/Suppress already has a higher value than that), although it would be interesting to see an almost quiet shotgun. 

 

Critical Sense: Fine, I guess (but just a question: Is it additive or multiplicative?)

 

Status Sense: Increase the base to 5%, 15% at max rank (+2% per rank). Maximum stack at 60%. This will also mean all status chance mods should be buffed to make both choices viable. 

 

Rifle Acceleration: I would like it if it became an aura to increase projectile speed (of course, for this one, there should be a mod for weapons to increase projectile speed), with the same values as of now. 

 

Rifle Shrapnel: I would prefer if Split Chamber provides 100% Multishot at max rank than have this aura. 

 

Flash Rifle: I am on the fence about Nightmare Aura Mods, so I would not comment on that. 

 

Fatal Blow: Tone it down by a half (15% at base, +5% per rank to 30% at max rank, 120% maximum stack), so that it feels a bit more in line with the other aura mods. 

 

Desperate Strategy: I am not sure how to comment on that. 

 

I'll take these in consideration. Any comments on the other tab: the Warframe Mod suggestions?

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