Endorphinz Posted July 5, 2016 Share Posted July 5, 2016 By now everyone knows what legendary mods are. Seeing how they offer a substantial boost in power, all based upon your good timing when the void trader comes around. I just noticed that my sidearm has 3 legendary mods equipped on it (target cracker, pistol gambit, heated charge) and maybe it's just not a good idea to let things inflate too ridiculously. I propose limiting maybe only one or two legendary mods per build, just for balance reasons Link to comment Share on other sites More sharing options...
Vedlom Posted July 5, 2016 Share Posted July 5, 2016 That seems like it'd kind of ruin endgame for most people. Link to comment Share on other sites More sharing options...
Endorphinz Posted July 5, 2016 Author Share Posted July 5, 2016 1 minute ago, Vedlom said: That seems like it'd kind of ruin endgame for most people. But it would also alleviate the feeling of "oh no, I missed X legendary mod, now I'm not at my 100% potential and I shouldn't get into high-level stuff" Also everyone's definition of "end-game" is pretty much open for debate. Link to comment Share on other sites More sharing options...
Siolith Posted July 5, 2016 Share Posted July 5, 2016 Wait for "damage 3.0" and let's see.... Link to comment Share on other sites More sharing options...
DLVargas Posted July 5, 2016 Share Posted July 5, 2016 I don't know; on the one hand, yes, it may help with powercreep. Yet on the other, if a player is willing to dedicate that much time, effort and resources (forma included) to put as many of those primed mods as he/she wants onto an item, should it not be allowed? I feel this is one of those delicate situations the devs face with game balance in the near future. There's no easy answer. Link to comment Share on other sites More sharing options...
Vedlom Posted July 5, 2016 Share Posted July 5, 2016 Just now, Endorphinz said: But it would also alleviate the feeling of "oh no, I missed X legendary mod, now I'm not at my 100% potential and I shouldn't get into high-level stuff" Also everyone's definition of "end-game" is pretty much open for debate. That's true, but let's not forget that goals are a nice aspect in this game. "I didn't get x, so I'll have to farm up enough y to sell or trade so I can get x." Link to comment Share on other sites More sharing options...
NeithanDiniem Posted July 5, 2016 Share Posted July 5, 2016 9 minutes ago, Endorphinz said: But it would also alleviate the feeling of "oh no, I missed X legendary mod, now I'm not at my 100% potential and I shouldn't get into high-level stuff" Also everyone's definition of "end-game" is pretty much open for debate. If you are of the mind that you require legendary mods in order to even attempt "endgame" stuff, then you haven't played this game long enough to know that people were doing that exact same "endgame" stuff before legendary mods existed. And the legendary mods cycle, making you only have to wait a month or two for it to return. Legendary mods are not the gateway to endgame, they only make the task easier. This is best left for the mod rework to sort out. Link to comment Share on other sites More sharing options...
Arkvold Posted July 5, 2016 Share Posted July 5, 2016 Keep in mind that you can dynamically switch weapons and warframes. I don't want to throw on a new weapon that has a lot of primed mods in it and suddenly be told "oops, too many primed mods in your build, removing..." and then have to painstakingly go through my crap one item at a time fixing things. I already have to do that when sentinel weapons and regular weapons share the same mod. It's annoying enough already. Link to comment Share on other sites More sharing options...
FollowTheFaceless Posted July 5, 2016 Share Posted July 5, 2016 They not affecting PvP, so its not OP since mobs scaling IS OP RIGHT NOW instead. Link to comment Share on other sites More sharing options...
Soketsu Posted July 5, 2016 Share Posted July 5, 2016 25 minutes ago, Endorphinz said: By now everyone knows what legendary mods are. Seeing how they offer a substantial boost in power, all based upon your good timing when the void trader comes around. I just noticed that my sidearm has 3 legendary mods equipped on it (target cracker, pistol gambit, heated charge) and maybe it's just not a good idea to let things inflate too ridiculously. I propose limiting maybe only one or two legendary mods per build, just for balance reasons yeah, we have to wait couple of months & even after that we shouldn't allow the players to use them in he same time, as if not having/using them really limiting your gameplay... Link to comment Share on other sites More sharing options...
d3me Posted July 5, 2016 Share Posted July 5, 2016 Let me clear something: this is PvE game. We are here to screw AI for fun and amusement. No offense, but many proposition like that is, in fact, hidden rants "I don't have it, so screw the ones who use that". To achieve the ability to put such energy-heavy mods into the weapon, one should work hard putting Formas and leveling gear, and this is kinda fun for many end-gamers. Have you heard about high power Zephyr+Tonkor trick? It takes at least 6 formas to accomplish. Link to comment Share on other sites More sharing options...
(PSN)avatar-heart Posted July 5, 2016 Share Posted July 5, 2016 25 minutes ago, Siolith said: Wait for "damage 3.0" and let's see.... primed pressure point was just made .-. Link to comment Share on other sites More sharing options...
jmthebigman Posted July 5, 2016 Share Posted July 5, 2016 Less random and useless nerfs more buffing other stuff. Link to comment Share on other sites More sharing options...
(XBOX)simo949 Posted July 5, 2016 Share Posted July 5, 2016 Or just don't use them yourself? Link to comment Share on other sites More sharing options...
(XBOX)Twinna25 Posted July 5, 2016 Share Posted July 5, 2016 It would remove the value of the legendary mods, which are supposed to be rare and difficult to level up. Link to comment Share on other sites More sharing options...
-N7-Leonhart Posted July 5, 2016 Share Posted July 5, 2016 48 minutes ago, Endorphinz said: By now everyone knows what legendary mods are. Seeing how they offer a substantial boost in power, all based upon your good timing when the void trader comes around. I just noticed that my sidearm has 3 legendary mods equipped on it (target cracker, pistol gambit, heated charge) and maybe it's just not a good idea to let things inflate too ridiculously. I propose limiting maybe only one or two legendary mods per build, just for balance reasons *Primed mods. The only legendary mod is the Fusion Core, and that is really legendary-tier powerful. Not just a meager 1.9x more. Link to comment Share on other sites More sharing options...
Clem2-TheClemening Posted July 5, 2016 Share Posted July 5, 2016 Just now, -BM-Leonhart said: *Primed mods. The only legendary mod is the Fusion Core, and that is really legendary-tier powerful. Not just a meager 1.9x more. The rank is Legendary, much like the others are Common, Uncommon and Rare. Link to comment Share on other sites More sharing options...
Grumpy Posted July 5, 2016 Share Posted July 5, 2016 Can we get people to stop dropping from groups and going afk, before we start talking nerfs again ? LOL. Seriously, you need that extra boost to carry the one or two people who are hiding in holes during missions, or leave you fighting for self when they run to the end of an exterminate mission. My favorite is when you get one or two hydroids that turn into a pool of water during the mission, and pop up to collect loot, and then go back into pool mode. We need more controls on dealing with toxic players... Link to comment Share on other sites More sharing options...
taiiat Posted July 5, 2016 Share Posted July 5, 2016 the only step forward that could be made here would be the Mods not existing in the first place.maybe some exceptions as a few of these Mods have actually successfully created playstyles rather than just being powercrepe. Link to comment Share on other sites More sharing options...
EyeLaikCheez Posted July 5, 2016 Share Posted July 5, 2016 I don't really like this. I suggest making the Primed Mods rare, right now literally everyone has access to them. I think that these mods should be untradeable or a rare item in Baro's stock. I suggest replacing Baro's casual Primed Mods with other mods like Buzz Kill, Argon Scope, other rare mods or maybe even special Baro color packs or skins for frames. (I realize that these suggestions aren't ideal but hopefully you get my point. I'm just sick of seeing people buying and selling Primed Mods for 30-40 platinum. These mods are supposed to be legendary, rare.) Link to comment Share on other sites More sharing options...
Katinka Posted July 5, 2016 Share Posted July 5, 2016 Limiting each item to only use one Legendary would kill the use of certain mods (even more than are already dead). I mean, Primed Pistol Gambit with it's reduced effect per rank isn't that much better than regular Pistol Gambit (which is considerably easier to get and level). Couple that with the generally low crit stats of secondaries and I really don't see it getting used in it's current state if it blocks the use of Primed Target Cracker (which you'll also want in a crit build) or Primed Heated Charge (which gives a reliable constant damage increase compared to crits). Link to comment Share on other sites More sharing options...
LordOfScrugging Posted July 5, 2016 Share Posted July 5, 2016 This all stems from the mentality that "I need primed mods to be good" if you miss a prime mod, it won't make or break the game. same can be said vice versa, but why limit those that obtained the mods because others were unfortunate to miss them? it's not like the mods will never re-surface like a certain primed frame. If you missed it, then just keep going til you get it, we've survived without primed mods before, missing a baro visit won't hurt your build. Link to comment Share on other sites More sharing options...
armedpoop Posted July 5, 2016 Share Posted July 5, 2016 (edited) There is literally no reason to place arbitrary limits on players. Just cause people miss out on mods, doesnt mean those that havent should be punished over it and frankly hiding this reasoning behind "balance reasons" is pretty weak. I mean, have you even considered what this would do to some primed mods that are already considered worthless? Why would I ever use Primed heavy impact over primed pressure point? Why would I ever use prime fury over primed pressure point? Some of the primed mods would become more of a joke than they already are. (primed fast hands, im looking at you) what exactly would this balance anyway? People would just use the primed damage mods only, and everything else would be a wasted primed mod slot Edited July 5, 2016 by armedpoop Link to comment Share on other sites More sharing options...
Weidro Posted July 5, 2016 Share Posted July 5, 2016 legendary or primed mods are supposed to be expensive min-maxing and endgame they require tones of credits and cores to max + most of the time an aditional forma why take away the last bit of progress for veterans ? Link to comment Share on other sites More sharing options...
(XBOX)Zweimander Posted July 5, 2016 Share Posted July 5, 2016 So because some people don't have one or two primed mods they need to be limited for the sake of balance? Last I checked the time it takes time to forma stuff an rank these mods after you obtain them and your TAKING PROGRESSION AWAY if this were to happen. We don't need another Destiny where you can only equip one exotic weapon or armor piece. Link to comment Share on other sites More sharing options...
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