R34LM Posted July 7, 2016 Share Posted July 7, 2016 (edited) I hadn't really thought of this, but what is going to happen to all of the exalted weapons? A change for regular weapons has already been suggested, that their damage will increase with their level, but where does this leave exalted weapons? If all the base damage mods are removed then exalted weapons do lose out on damage. Edited July 7, 2016 by R34LM Changed faulty wording and removed multishot mods from context Link to comment Share on other sites More sharing options...
VisionAndVoice Posted July 7, 2016 Share Posted July 7, 2016 1 minute ago, R34LM said: A change for regular weapons has already been established, that their damage will increase with their level [citation needed] Link to comment Share on other sites More sharing options...
R34LM Posted July 7, 2016 Author Share Posted July 7, 2016 2 minutes ago, VisionAndVoice said: [citation needed] It was suggested during one of the devstreams when they discussed removing Serration and Split Chamber. I cannot recall which one. Link to comment Share on other sites More sharing options...
VisionAndVoice Posted July 7, 2016 Share Posted July 7, 2016 Well, "suggested" does not equal "established". I saw that devstream as well, they did not talk about it as if it was something they settled on. Link to comment Share on other sites More sharing options...
That1Cactus Posted July 7, 2016 Share Posted July 7, 2016 Keep in mind that they aren't going to remove the Multishot mods, they're going to rework them so that they actually use up more ammo. With that in mind too is that they're hoping to look at a lot of weapons that chew through ammo way too much to make sure they won't chew more with the new multishot. Link to comment Share on other sites More sharing options...
R34LM Posted July 7, 2016 Author Share Posted July 7, 2016 12 minutes ago, VisionAndVoice said: Well, "suggested" does not equal "established". I saw that devstream as well, they did not talk about it as if it was something they settled on. Yeah, my choice of words wasn't correct. Link to comment Share on other sites More sharing options...
Aurea_Hiigara Posted July 7, 2016 Share Posted July 7, 2016 By Exalted weapons I assume you mean things like Vaykor Hek, Synoid Simulor etc.? Other than the means of acquiring them, what makes them different from any other weapon that they won't scale like everything else if that is the path DE chooses? Link to comment Share on other sites More sharing options...
[DE]Momaw Posted July 7, 2016 Share Posted July 7, 2016 24 minutes ago, R34LM said: If all the base damage mods are removed then exalted weapons do lose out on damage. If weapons end up with their damage set by their rank (a notion that is damaged somewhat by the recent change where weapons start with "free mod points" based on your own mastery rank), then I would guess weapon-like abilities would have their damage set by the rank of the frame. Logical? Link to comment Share on other sites More sharing options...
Dromeos-Prime Posted July 7, 2016 Share Posted July 7, 2016 (edited) 6 minutes ago, Aurea_Hiigara said: By Exalted weapons I assume you mean things like Vaykor Hek, Synoid Simulor etc.? Other than the means of acquiring them, what makes them different from any other weapon that they won't scale like everything else if that is the path DE chooses? OP means the exalted ability weapons: Peace Maker, Exalted Blade, Artemis Bow, & Primal Fury. Edited July 7, 2016 by reptillicus Link to comment Share on other sites More sharing options...
PoisonHD Posted July 7, 2016 Share Posted July 7, 2016 (edited) 7 minutes ago, Aurea_Hiigara said: By Exalted weapons I assume you mean things like Vaykor Hek, Synoid Simulor etc.? Other than the means of acquiring them, what makes them different from any other weapon that they won't scale like everything else if that is the path DE chooses? No exalted weapons as in Exalted Blade, Hyteria, Primal Fury, Peacemaker etc. ability weapons that scale based in damage mods. Edited July 7, 2016 by PoisonHD Link to comment Share on other sites More sharing options...
rapt0rman Posted July 7, 2016 Share Posted July 7, 2016 (edited) It'd be extremely easy to just add a new modifier to the abilities so that they wouldn't need base damage mods, these changes don't happen in a vacuum. Edited July 7, 2016 by rapt0rman Link to comment Share on other sites More sharing options...
Stratego89 Posted July 7, 2016 Share Posted July 7, 2016 What part of "obviously everything will need to be rebalanced" do people not understand? Better yet, why doesn't anyone listen to DE speak past the part that they don't like what they hear? Is it really so hard to continue listening calmly to a person finish their sentence before flying into a frenzy and freaking out? You guys wouldn't do that in real life... right? Link to comment Share on other sites More sharing options...
Roboplus Posted July 7, 2016 Share Posted July 7, 2016 They may not remove the base damage mods entirely. They may just change how you apply them, so that they no longer take up mod slots. They still serve a function as a progression tool and resource sink for early players. Link to comment Share on other sites More sharing options...
Hemmo67 Posted July 7, 2016 Share Posted July 7, 2016 propably they would scale with ability ranks Link to comment Share on other sites More sharing options...
PopGligor Posted July 7, 2016 Share Posted July 7, 2016 32 minutes ago, VisionAndVoice said: Well, "suggested" does not equal "established". I saw that devstream as well, they did not talk about it as if it was something they settled on. Is this why primed pressure point was a problem for damage 3.0? That they were toying with the idea of totally removing pressure point and now there's a primed mod, kind of solidifying the idea that damage mods will stay? Link to comment Share on other sites More sharing options...
Trichouette Posted July 7, 2016 Share Posted July 7, 2016 What will happen ? Well the opposite of what happened to mesa's peacemaker. Her ult's base damage have been lowered in order to be affected by mods. If they remove damage mods, the base damage will be increased. It's as easy as this... Link to comment Share on other sites More sharing options...
Tymerc Posted July 7, 2016 Share Posted July 7, 2016 I'm really worried about how this will go in general. Are weapons going to be diverse or just have copy/pasted stats? Link to comment Share on other sites More sharing options...
AutoPhox Posted July 7, 2016 Share Posted July 7, 2016 Keep in mind that enemy scaling is also in the works. As stated above, changes dont happen in a vacuum. Link to comment Share on other sites More sharing options...
AdunSaveMe Posted July 7, 2016 Share Posted July 7, 2016 If damage increase mods are removed and made innate to the weapon, you just make those weapons scale off the innate stat. Simple. Link to comment Share on other sites More sharing options...
Rhaenxys Posted July 7, 2016 Share Posted July 7, 2016 Exalted abilities are already dependant on the ability rank so if base damage mods are removed you only need to tweak that value, either they start at the same value as of now at 0 rank but the amount of base damage per rank is increased or they start at rank 0 at a higher value, afterall they only need to reach the same base damage as with the mod when reaching max rank. My question is, if this change is implemented, what will happen to primed mods who add base damage like primed pressure point/point blank? Link to comment Share on other sites More sharing options...
RealPandemonium Posted July 7, 2016 Share Posted July 7, 2016 Exalted weapon damage would be adjusted per-rank to compensate, just like with everything else. It's still way too early to be talking about this, though. Link to comment Share on other sites More sharing options...
Birdframe_Prime Posted July 8, 2016 Share Posted July 8, 2016 Have you thought that, maybe, this: The base damage mods are removed, but the damage increase is affected by level instead (Steve's concept for it from the DevStream) = Damage of Exalted weapons scaling off the increasing base damage of the weapon. A person levelling up the warframe and the weapon at the same time would get more return, while a person levelling a new warframe with a maxed weapon would get better damage from the moment the ability unlocked. This way just taking a weapon boosts your damage, even without mods on it, and you have more mod-slots free to add a decent build to make sure the weapon functions as both an Exalted booster and as a regular weapon. Link to comment Share on other sites More sharing options...
Gorila_Azul Posted July 8, 2016 Share Posted July 8, 2016 Just treat them like the regular physical weapons whose damage stats will be increased by an equal amount of damage given by those mods. What's so complicated? Link to comment Share on other sites More sharing options...
(PSN)MrNishi Posted July 8, 2016 Share Posted July 8, 2016 Not sure why you removed MultiShot from exalted weapon talk (Artemis Bow?) Would it count as increased or doubled energy drain per fire...as Artemis Bow counts as Energy drain per fire shot??? I see either weapon damage all around getting lowered ...which would be fine if accompanied by Damage 3.0 rework Or DE can tie damage to weapon level just like Finisher Multipliers currently are. Higher the weapon level the higher the base damage. (Currently all Melee weapons have same Finisher multiplier based on weapon level with level 30 being 8x times 400% Stealth Multiplier for 32x total Finisher multiplier)* For Exalted weapons that take from the equipped Weapon mods...I assume they could also attach equipped Weapon level in regards to Base damage boost....which I think would be better than a Flat Damage boost on exalted weapons for the sake of Sortie Challenge types: Melee only Sortie should not have Artemis Bow with free built in Maxed Serration...if tied to Primary Weapon level then using Artemis Bow without a Primary equipped would perform the same as currently using no Primary Weapon with Artemis Bow. Same for Sniper/Shotgun/Assault Rifle only for Exalted Blade, Primal Fury, and Hysteria: rather than these abilities getting a flat damage buff if Serration, Pressure Point, Point Blank, and Hornet Strike get removed. They can tie the base damage boost into equipped Melee weapon level. Believe Regulators on Mesa may also be considered Exalted weapons now* Link to comment Share on other sites More sharing options...
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