Virsalus Posted November 12, 2016 Share Posted November 12, 2016 These mods have the potential to make new builds possible on weapons that have been a lot less viable than the popular choices of recent times. Considering that and how many such weapons there are, it seems rather nonsensical to let players just have 15 of them at a time. Link to comment Share on other sites More sharing options...
Kalizy Posted November 12, 2016 Share Posted November 12, 2016 the purpose for these mods were solely to increase the diversity in the player's arsenal and not just stick with one weapon alone, the 15 mod cap is fine by me, otherwise you'd have a ton of players selling dupes and dupes for absurd prices Link to comment Share on other sites More sharing options...
ensignvidiot Posted November 12, 2016 Share Posted November 12, 2016 I'm a fan of the 15 mod cap. while I would like it to scale up to 25 with mastery rank, for now it will work for the number of mod combinations that currently exist . (there is a few reddit threads compiling the total number of prefix-suffix effects) Link to comment Share on other sites More sharing options...
Virsalus Posted November 12, 2016 Author Share Posted November 12, 2016 3 minutes ago, Kalizy said: the purpose for these mods were solely to increase the diversity in the player's arsenal and not just stick with one weapon alone, the 15 mod cap is fine by me, otherwise you'd have a ton of players selling dupes and dupes for absurd prices You're saying it yourself, increase diversity in the player's arsenal. How are you supposed to really increase diversity if you can only have mods for a few weapons? Link to comment Share on other sites More sharing options...
Virsalus Posted November 12, 2016 Author Share Posted November 12, 2016 (edited) 4 minutes ago, ensignvidiot said: I'm a fan of the 15 mod cap. while I would like it to scale up to 25 with mastery rank, for now it will work for the number of mod combinations that currently exist . (there is a few reddit threads compiling the total number of prefix-suffix effects) There may only be a limited number of afixes but there is also a pretty large number of weapons and since these mods are weapon specific, 15 just seems really low, given how many weapons there are. Edited November 12, 2016 by Virsalus Link to comment Share on other sites More sharing options...
CandyManCriminal Posted November 12, 2016 Share Posted November 12, 2016 increase it based on MR, done Link to comment Share on other sites More sharing options...
FLSH_BNG Posted November 12, 2016 Share Posted November 12, 2016 (edited) I'd say give us a base of 5 riven mod capacity to start, and increase it by one for every two MR we have... Eventually, at MR30, we'll be maxed out at 20 riven mods. That said, they may not have more than a few over a dozen mods, so the mod capacity might be moot. Unless I'm misunderstanding exactly how they're determined stat and weapon wise. They might be completely random as to what stats and weapons they're for, in which case, gather that Kuva and cycle them to get a new mod that works better for you! Or trade, that's usually an easy way. Edited November 12, 2016 by FLSH_BNG Link to comment Share on other sites More sharing options...
Virsalus Posted November 12, 2016 Author Share Posted November 12, 2016 20 is still too low. Link to comment Share on other sites More sharing options...
CandyManCriminal Posted November 12, 2016 Share Posted November 12, 2016 (edited) 1 minute ago, Virsalus said: 20 is still too low. 10+MR or even 15+MR *edit* or 5+(MR*2) Edited November 12, 2016 by CandyManCriminal Link to comment Share on other sites More sharing options...
Virsalus Posted November 12, 2016 Author Share Posted November 12, 2016 (edited) 4 minutes ago, CandyManCriminal said: 10+MR or even 15+MR *edit* or 5+(MR*2) Sounds a lot better. Or just let us by more capacity with plat. Edited November 12, 2016 by Virsalus Link to comment Share on other sites More sharing options...
CandyManCriminal Posted November 12, 2016 Share Posted November 12, 2016 the more i think about it the more i like the 5+(MR*2) one it takes MR5 to even unlock them, so at the earliest you could do it you'd have the 15 but then people who've spent the time to rank up, for example, to 15 would have 35 still not crazy high, but enough to feel.... comfortable Link to comment Share on other sites More sharing options...
ensignvidiot Posted November 12, 2016 Share Posted November 12, 2016 Wait. Serious question.... are you or anyone else AT the Riven mod cap? Link to comment Share on other sites More sharing options...
Virsalus Posted November 12, 2016 Author Share Posted November 12, 2016 Not yet, obviously. So what's the point? I have seen items of this kind in enough games to know that I will end up with A LOT of them eventually. Link to comment Share on other sites More sharing options...
ensignvidiot Posted November 12, 2016 Share Posted November 12, 2016 Why not wait for Sorties to get patched and start racking them up? I'd like to see how powerful/useless it feels at 15 Riven mods for a bit. If it isn't much diversity, then I'll demand that extra space scales with Mastery. Though 4 mods for every weapon type seems a good number. 32 total with if you only count: Rifle, shotgun, bow, sniper, pistol, thrown, melee, and warframe as the only categories . Link to comment Share on other sites More sharing options...
Virsalus Posted November 12, 2016 Author Share Posted November 12, 2016 So people should choose 4 weapons of each type and then just favor those over all other weapons? Link to comment Share on other sites More sharing options...
Racter Posted November 12, 2016 Share Posted November 12, 2016 These mods are incredibly busted. I've seen them with values as low as -122% (on damage of all things, what even happens when you shoot this, it heals the enemy?) and as high as +198% (damage). The crit chance versions seem to be additive as well, as I've seen a Paris Prime with just a Riven mod @ 17X% crit chance. Most of the rolls I've seen have been flat out worse than a regular elemental mod, while some of them have been better than a maxed Serration. Additionally, there is a cap on your total number of these mods, mods that have an RNG rolled stat splits for RNG rolled mods for weapons you might not even have (including, inexplicably, sentinel weapons), seemingly RNG (18 point drains at that) polarity on top of everything else. These were not well thought out or executed at all. Easily the worst part of this update for me. Link to comment Share on other sites More sharing options...
taiiat Posted November 13, 2016 Share Posted November 13, 2016 (edited) like with say Focus Lenses - the limit will force Players to choose between what's Efficient and breaks the game for maximum Effect, and what they think is cool. and when it comes down to it, game breaking will generally win over cool. making Players choose between what's game breaking and what feels cool isn't helping anyone. people will just choose to put the Mods on the already massively Overpowered Weapons, because they have to choose between that and something else. Edited November 13, 2016 by taiiat Link to comment Share on other sites More sharing options...
Rekkou Posted November 13, 2016 Share Posted November 13, 2016 The cap is probably there because each mod is unique so every single mod will require its own space in database unlike regular mod which is fixed so you only need one instance. So they have to limit it or it will clutter their database. Though, it still necessary to address how to keep the mods you want and disposing the one you didn't want Link to comment Share on other sites More sharing options...
PvtMaguire Posted November 13, 2016 Share Posted November 13, 2016 STRAIGHT UP GET RID OF IT - you invest time into farming the resources for a chance for your mod to get better OR WORSE meaning you might have to farm again to get back to the same mod level - not a system I'm a fan of Link to comment Share on other sites More sharing options...
(PSN)B0XMAN517 Posted November 13, 2016 Share Posted November 13, 2016 I've been reading about these mods being weapon specific, the ridiculous "unlock tasks", layers of rng, re-roll price stacking, gamebreakingly high stats, completely useless stats (like crit-buffs on a non-crit weapon), and now a 15 mod cap. Did DE do anything right in respect to these mods? Link to comment Share on other sites More sharing options...
IfritKajiTora Posted November 13, 2016 Share Posted November 13, 2016 19 hours ago, Virsalus said: These mods have the potential to make new builds possible on weapons that have been a lot less viable than the popular choices of recent times. Yes especialy when you get mod for Tonkor for Critical chance and damage xD Link to comment Share on other sites More sharing options...
Virsalus Posted November 13, 2016 Author Share Posted November 13, 2016 39 minutes ago, IfritKajiTora said: Yes especialy when you get mod for Tonkor for Critical chance and damage xD That is one specific weapon with one specific setup of bonuses you need. The chances of getting that are very slim. There are lots of other weapons though that if pushed just a little in certain stats could at least be somewhat viable to use. Weapons that used to be "just fun" but now with the right Riven Mod they may be more than just that. And it's more likely to get a Riven Mod for one out of say 20 weapons than for just one single particular weapon. Link to comment Share on other sites More sharing options...
_Vortus_ Posted November 13, 2016 Share Posted November 13, 2016 Think they are fine for now. Like the randomness of it. Guarantee's for this sort of thing in a game ruins it for me. These things are like a slot machine that gives treasure maps. Sometimes those maps lead to gold, sometimes to more maps that lead to gold, sometimes to nothing. And I like that. As to the limit, to me I think they should make it unlimited and make them non trade-able. Link to comment Share on other sites More sharing options...
IfritKajiTora Posted November 13, 2016 Share Posted November 13, 2016 40 minutes ago, Virsalus said: That is one specific weapon with one specific setup of bonuses you need. The chances of getting that are very slim. There are lots of other weapons though that if pushed just a little in certain stats could at least be somewhat viable to use. Weapons that used to be "just fun" but now with the right Riven Mod they may be more than just that. And it's more likely to get a Riven Mod for one out of say 20 weapons than for just one single particular weapon. Yep, those mods are good for weak weapons, Tonkor isn't the only one OP, synoid simulor, Tigris Prime, Vaykor Hek and some others, so if someone will get riven mod with decent stat on good weapon, the weak weapons are still useless. For example guys got Riven mod for dread and paris Damage + Critical chance, so they have around 70-85% chance for red crit, so all snipers for them are now useless : P Link to comment Share on other sites More sharing options...
Virsalus Posted November 13, 2016 Author Share Posted November 13, 2016 1 hour ago, IfritKajiTora said: Yep, those mods are good for weak weapons, Tonkor isn't the only one OP, synoid simulor, Tigris Prime, Vaykor Hek and some others, so if someone will get riven mod with decent stat on good weapon, the weak weapons are still useless. For example guys got Riven mod for dread and paris Damage + Critical chance, so they have around 70-85% chance for red crit, so all snipers for them are now useless : P Snipers are still not useless in sniper only sorties. And as I said. You first have to be lucky enough to even get a good mod for a strong weapon. Good luck with that. Link to comment Share on other sites More sharing options...
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