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[Suggestion] Mods - Mod Alterations


matrixEXO
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This suggestion is to improve the game's modding design under the premise of choices. Given that Prestige will come out eventually, there has to be a design that keeps the core aspect of modding in place, the aspect called limitation of modding.

 

Mod alterations enhance the mods' capability in certain aspects but adds a specific mod cost that can never be reduced. They apply post-mod bonuses and will never gain bonuses from mods of identical effect. This alteration relies on the mod's rank itself and one mod can only hold one alteration.

 

Some examples of mod alterations are:

 

Sharpshooter - 5 Mod Points

Increases crit chance by (1 * Mod Level)%. This increase is additive to the base crit chance.

 

Attachable on: Any except Melee.

 

 

Higher Caliber - 8 Mod Points

Increases damage dealt by (5 * Mod Level) damage. This damage bonus does not increase if the attack crits.

 

Attachable on: Any except Melee, Shotgun and Shotpistols (currently only Bronco).

 

 

Extended Mag - 8 Mod Points

Increases magazine ammo limit by (1 * Mod Level). This bonus is halved on Shotguns and Shotpistols, rounded up.

 

Attachable on: Any except Melee.

 

 

Elemental Enhancement - 5 Mod Points

Enhanced elemental capability.

 

Fire: Applies an additional 100% of it's mod's damage as DoT over 5s.

Ice: Applies Frost effect on each shot, increasing the effect of movement and attack speed reduction. This effect stacks up to (20 - Mod Level) times, where the enemy will be Frozen for 3s. After the Frozen effect ends, the Frost stacks are reset and will not stack for 2s.

Electrical: Any nearby enemy units will be shocked as well, dealing 25% less elemental damage. Maximum of (1 * Mod Level) enemies can be shocked.

ArP: Bullets fired will pierce the target, dealing 1% less damage per 0.01 + (0.01 * Mod Level) meters. Damage dealt to the second enemy onwards does not apply any other elemental damages other than ArP.

 

Attachable on: Elemental Mods.

 

So, what do you guys think?

Edited by matrixEXO
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So you want mods to mod mods. it sounds like a waste of space, time, and mod points.

and it sounds like you are wanting mods to do the exact thing they already do again waste of time.

Not the exact same thing. Sharpshooter gives an additive +10% if attached to a 10 ranked mod. That is a flat +10%. Imagine a gun that has 1% crit chance. Now add that 10% onto it and it becomes 11% crit chance. It's way WAY better than normal crit mods but they do have a stacking effect together. This suggestion is to give an alternative design to % of weapon damage or % to weapon whatever as well as to enhance the mods itself, like Elemental Enhancement. And instead of having it as a separate mod, have it rely on the mod's level for whatever it's attached on. This makes mods like Serration be more desirable to have maxed as well as create certain decision-making choices like "Do I want more damage or more crit chance?" viable. Rather than just "Hey! I want MOAR STEADY DAMAGE!" which is the current meta for all the weapons.

Edited by matrixEXO
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