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The Ultimate Mod Change List.


PerishedFraud
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Hello. This is a list of all mods that require changes of any kind. This list has been created with only balancing in mind, and no personal preference.

 

If you think that I have missed a mod, or disagree with any of the changes that are listed, please reply accordingly.

 

 

Ammo nation:

-Ammo and clip size mods are useless in comparison to scavengers and mutations, seeing as ammo doesn't really affect power directly, the mod stats could go up to 60% if not more and become viable

-Normal reload speed mods need a major buff, as they are normally useless mods, probably up to 100%.

 

Tons of damage:

-The base damage mods of every weapon are different, this basically forces the use of rifles somewhat, mods that give base damage to shotguns, secondary weapons and melee all need the same stats as Serration.

-Split chamber needs to give 120% multishot like the shotgun and pistol versions.

-Firing rate mods for every weapon need to give the same stats.

 

Critical chance:

-All critical-related mods for different weapons need to give the same bonus to critical chance or damage. The worst offender is true steel, which gives 60% while the point strike gives 150%.

 

For all weapons: Base status effects and anti-faction:

-Anti-faction mods need buffs. at 30% damage, you're better off adding an element mod, even if they are strong against it.

-Base status effect mods offer ridiculously small buffs, if you treat status chance like an element, this means they should give +90% status chance. (in comparison to other event mods)

 

 

About elemental/damage sets/mods:

-All basic elemental damage mods should give the equal amount of damage, seeing as most give 90%, this should be the normal value.

 

-Focus energy/Wildfire/Blaze need addition of mods with the same effect, but different elements for every weapon, as well as stat equality.

 

-Rending strike needs addition of mods that offer the same stats in different combinations.

 

-There are still some mods for the same weapon type that give different amounts of base damage (imp/pun/sla), these need to give the same amount.

 

 

Warframe Sets that need  balancing:

-Normal ability-related mods: need higher base power, possibly 50%.

 

-Elemental resistance mods: Need to have same power, either 45% or 60% for all of them. More elements need to be added, such as, but not limited to viral and blast.

 

-Nightmare ability-related mods: Need to have the same power, the mods currently have different balances of their positive and negative stats, seeing how the usefulness really differs on frames/abilities, there is no reason for this. In addition, since energy efficiency can be applied to everything with equal effect, the down side of fleeting expertise needs to also be universal, possibly decreasing of max energy?

 

Warframe mods that need balancing:

-Constitution: Buff to ability duration, possibly to 30 or 40%, keeping the suggested change for Continuity in mind.

-Intruder: Needs a rework, possibly the worst mod in the game. Perhaps more rewards for hacking?

 

 

Other Rifle mods that need balancing:

 -Critical delay: Needs a buff to critical chance and inability to use on snipers, needs a new mod made specifically for snipers that is less OP.

-Hammer shot: Needs either one of its stats changed into something that is good on any weapon.

-Shred: Needs a buff to fire rate

-Tainted mag: needs a buff to mag size.

-Vile Precision: it just doesn't pay off. Possibly needs less negative stat reduction

 

Other Shotgun mods that need balancing:

-Tainted shell and Vicious spread. Because spread is totally a game-changing weapon aspect.

 

Other Pistol mods that need balancing:

-Hollow Point: Needs increased crit damage and versions for the rifle and shotgun.

-Magnum Force: Needs stat equality with Heavy Caliber

-Tainted Clip: See tainted mag above.

 

Other Melee mods that need balancing:

-Fury: Needs to give a much higher attack speed boost.

-Corrupt Charge: Needs more channeling damage

-Parry: For the love of god, it is just 4% more...

-Throwing weapon mods: Need their own separate slots on throwing weapons, they. really. do.

-Quickening: Needs a huge buff, needs to give higher attack speed than fury at a lower cost, essentially a bad mod.

-Second Wind: Mod is relatively useless, a rework is on order, possibly make it into a mod that gives a bit of energy on attacks or crits.

-True Punishment:: Needs a huge buff, much like quickening.

 

 

Aura mods that need balancing

 

-Damage mods. They all need to give equal amounts of damage.

-Infested impedance: Needs Grineer and Corpus impedance added.

-Speed holster: Also increases reload speed

Edited by BeeOverlord
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Fury was nerfed from 60% to 30% for a reason, I don't think DE's planning to change it anytime soon.

Hammershot gives status and crit damage, what needs to be changed?

I have to disagree with you with on some of the mods. Although True Steel at max gives 60% Crit chance but Point Strike gives 150%, melee does have Berserker which is a crazy crit mod. I'm not really keen with all mods having the same percentage of bonus damage.

Edited by izzatuw
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Well... I agree the damages on elemental mods probably need to be equalized (since some electric/frost mods randomly have lower percentages).  

 

Some damage mods need to be looked at (Magnum Force is mathematically worse as a damage mod than pretty much anything, and has a negative to boot).  Faction damage mods.... well, they're currently better than Magnum Force.

 

As well, status chance mods in general are utter crap (including things like Hammer Shot) because the percentage chances are typically blown out of the water by a single Event mod.  

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I agree with everything short of Faction mods. Faction mods actually add a ridiculous boost to damage output, more so than adding another 90% element mod would 9 times of 10. 

 

But I still think we need Bane of Corrupted and other weapon variants of it.

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hmmmm. A lot of variables on why certain weapon types have different numbers attributed to the percentages. It's gonna take data, and research to figure out what a lot of the mods really need to be "worth using". Some mods, from my observation, are intentionally, "worse" then others, but when stacked or paired with certain weapons, may actually become useful. This does not excuse their general uselessness however, and I certainly feel many if not a greater majority of the mods in the game "could" use a rework.

 

Starting off.....

 

Intruder- should not merely affect hack times, but should also provide some form of utility use. In addition to extending the time you have to hack, it could also; lets you hack the entire system from a standby terminal, to put up a firewall, forcing the enemy to remove the firewall next time they try to alert the alarms (essentially making the enemy have to set the alarms twice, giving you a longer time before the alarms get set off. this could also prevent the enemy from putting the room into lockdown), or hacking a terminal automatically resets all alarms to standby and puts enemies back into un-alerted state (even if the whole level was in lockdown). as a result, Intruder cannot be ranked up, and costs 4 slots or so.

 

Glaive Weapon Mods; I agree, these need to have a couple unique slots for their unique mods, in addition to the others. The benefits of unique thrown weapon mods are not great enough to warrant use over the typical melee weapon builds. At least 2 unique Glaive Mod Slots would be nice, but then your only allowed 2 glaive mods on your thrown weapon, which would allow you to experiment with different combinations etc. Powerthrow and Whirlwind, or Whirlwind and Quick Return, or Power Throw and Bounce, etc. It almost feels like they were designed for that.

 

Damage resistance and Utility mods; These need to be treated differently altogether. I for one, think DE should add "Skin Slots" and "Skill Slots" or something, allowing for 2 more mods for FREE.

 

Skin Slot mods consist of  mods like; Elemental Resist Mods.

 

Skill Slot mods consist of mods like: Parkour, non-combat modifiers etc. You can only have these mods in these slots, and they don't cost you mod slots, they are FREE.

 

This way you would have 4 types of mods for your warframe: Aura's, Core Abilities, Resistances, and Skills. You could have a free Aura that gives you more slots, a free resistance mod, a free Skill mod, and all of the rest of your abilities and main stat modifiers.

 

This would allow you to use Maglev and Rush without feeling like your missing out, or have Quick Rest on your low Stamina Frames without having to sacrafice power modifying mods. For the first time in forever, we would have a use for less popular mods.

 

anyway, all of this stuff needs extensive play testing and lots of discussion, but I'm glad you recognize at least a lot of mods need to be given their own unique slots in order for them to become "usable" when compared to all the other mods available.

Edited by Temphis
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A few things u mentioned are things which might be good to change.

But eventho u have to keep in mind that a lot of people would have to change their set-up's and builds while a lot of people worked, formed and adjusted their builds until they are finally happy with it.

That's why such a drastically change is a thing which probably a lot of people wouldn't appreciate

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