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Devstream Overview 32 Part 2, Scaling, Balance And Mods

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Bare ‘essential’ Mods like Serration can always be adjusted to provide less benefit in order to make secondary Mod choices more appealing, but the focus of our development team is not making continuous trial changes to the core gameplay of Warframe in an attempt to find what works.

Nope, they cannot be "adjusted" or even "nerfed properly", bcs they are ESSENTIAL.

 

Main target of the gun is DAMAGE. "Base" mods providing damage, elmental mods providing special damage, dual mods providng damage+status, critical mods providing damage.

 

And players just stacking most important stat, without any real "choice". There isn't any chance for "additions" in fair competition - "essential" mods always better.

Remove Serration - we will stack Multishot.

Remove Multishot - we will stack Elemental damage.

Remove Elemental damage - we will stack Physical damage.

 

And only if DE remove "essential" damage part from mods, we can obtain real variety.

Edited by letir
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Nope, they cannot be "adjusted" or even "nerfed properly", bcs they are ESSENTIAL.

 

Main target of the gun is DAMAGE. "Base" mods providing damage, elmental mods providing special damage, dual mods providng damage+status, critical mods providing damage.

 

And players just stacking most important stat, without any real "choice". There isn't any chance for "additions" in fair competition - "essential" mods always better.

Remove Serration - we will stack Multishot.

Remove Multishot - we will stack Elemental damage.

Remove Elemental damage - we will stack Physical damage.

 

And only if DE remove "essential" damage part from mods, we can obtain real variety.

 

so then each guns dmg is not changeable, and the only modifications would be to things not directly adding dmg.

 

in which case certain guns become essential and thus specific builds to cater to the guns functionality... which kind of kills the whole variety thing if you ask me because people will still find what ends up doign the most dmg overall.. be it per shot, per second.. w/e ..

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A lot of mods need to be looked at for their usage percentages, and narrow down what's 'essential' and what's not. What weapon modding boils down to is stacking damage upon damage to attain the highest possible damage output.

 

Shotgun mods need to be looked at, magazine mods need a revision (majorly), ammo bonus mods were outmoded by the mutation mods, reload speed mods for primaries need a looksie, and, well, a lot of things need revision and looking over to ensure that there's an incentive to use something that doesn't stack damage.

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Problems?.... yes, in mods balance: ie. Rifle Mods:

 

Serration capacity 9 = +90% damage BEST ALL ROUNDER

Elementals capacity 9  = +-60& elemental GOOD CHOICE

Speed Trigger capacity 9 = +60% fire rate NICHE*

Magazine Warp capacity 9 = +30% magazine capacity SUPER NICHE*

Metal Auger capacity 9 = Joke, capacity 9 doesn't exist LOL

Rifle Aptitud capacity 9 = +15% status chance WHAT?

 

Serration capacity 7 = +60% damage BEST ALL ROUNDER

Dual stat Elementals capacity 7 = +-60 elemental + 50 statius chance GOOD CHOICE

Fast Hands capacity 7 = -30% reload speed NICHE*

Eagle Eye capacity 7 = +40% ads zoom SUPER DUPER NICHE*

 

*read NICHE as BAD CHOICE or "I heard you like skill challenges...TRYHARD... ROFLMAO"

 

 

 

Same issue all over the mod system, from Warframes to Sentinels

 

 

Personal choice would be... adjust the Mo-Fu ratings:

 

Serration capacity 9 = +60% damage BEST ALL ROUNDER

Elementals capacity 9  = +-60 elemental GOOD CHOICE

Speed Trigger capacity 9 = +60% fire rate GOOD CHOICE

Magazine Warp capacity 9 = +80% magazine capacity GOOD CHOICE

Metal Auger capacity 9 = +0.5 punch through GOOD CHOICE

Rifle Aptitud capacity 9 = +90% status chance GOOD CHOICE

 

Serration capacity 7 = +30% damage BEST ALL ROUNDER

Dual stat Elementals capacity 7 = +-60 elemental +60% status chance GOOD CHOICE

Fast Hands capacity 7 = -50% reload speed GOOD CHOICE

Eagle Eye capacity 5 = +50% ads zoom VALID CHOICE

 

 

There, adjust, rinse&repeat in all mod areas and... problem with choiche: ERADICATED

Edited by (PS4)feel-T_ornado
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I am now curious how the hell are they going to deal with pure damage mods...

From one point it's painfully obvious that said mods are must have in every single build and it's as obvious that at least serration/point blank/hornet strike should have special slot alike aura. But from the other point - there are many people who actually invested their efforts into leveling up so much mods. Hopefully they will introducse something that turns the tables so we could enjoy the new era of dmg mods.

 

Also, I saw somewhere that they referred to the U14 as "totally new game". Hopefully they will make it happen in accord.

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I almost think they should just remove the basic damage buff mods (and give those of us who maxed the dang things a butt load of legendary cores) and add a damage bonus to the weapon leveling up.

 

Split chamber should either divide the damage or use ammo per bullet. Either way it should probably lose accuracy a bit too.

Edited by ValhaHazred
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