Scherhardt Posted November 15, 2016 Share Posted November 15, 2016 I'm going to write this idea by step so it can be easier to understand. Here goes. - We get a blank "??? Riven Mod" from sortie. ??? = Weapon Typ(Rifle, Shotgun etcc.) - We equip blank Riven Mod to weapon of choice. It binds it to the weapon for good. You cannot remove it but you can move it. -Blank Riven Mods have 0 capacity cost until given stats later on. -Under actions button in the mod screen. We get a new option "Riven Fusion". -Riven Fusion option allows us to give the preferred stats to the blank riven mod. -When you open Riven Fusion screen, you are presented with 3 empty slots by which where you will put your normal mods in. Minimum of 2 mods. -You cannot use rank 0 mods. Must be maxed. Fusion requires Kuva as payment. Mods are consumed in the process. -Primed mods cannot be used in Riven Fusion. -Empty slots are divided by Primary, Secondary and Tertiary. -If mod is placed in Primary, mod stat gets 20% reduction. -If mod is placed in Secondary, mod stat gets 40% reduction. -If mod is placed in Tetriary, mod gets 60% reduction. -After fusion e.g. Serration(165%) + Point Strike(150%) + Vital sense(120%). -Will have 130% DMG + 90% CritC + 50% Crit DMG. -Dual Stat Riven Mods Have 18 Drain maxed while Tri Stat Riven Mods consume 24. -Newly fused riven mod starts at rank 0. Consumes just as much endo when fusing as Primed mods. -Has a maxed rank of 10. -Unveiling no longer required but IMO blank riven mods should be rarer. That's all. What do you guys think? How would you change it? Link to comment Share on other sites More sharing options...
Heckzu Posted November 15, 2016 Share Posted November 15, 2016 Being able to choose the stats, as well as not having any negative effects, would just further increase the problem of these Riven mods being an absolute power creep, and it's almost never going to be equipped onto anything besides the tonkor / simulor / etc. meta weapons. Link to comment Share on other sites More sharing options...
xXx_mtv_xXx Posted November 15, 2016 Share Posted November 15, 2016 Too late to close Pandora's box, too late to put the genie back in the bottle, etc. Link to comment Share on other sites More sharing options...
Redthirst Posted November 15, 2016 Share Posted November 15, 2016 So essentially, add even more insane power creep into the game? Link to comment Share on other sites More sharing options...
BiomiZ Posted November 15, 2016 Share Posted November 15, 2016 Too much freedom. Link to comment Share on other sites More sharing options...
(PSN)H3x3wahn Posted November 15, 2016 Share Posted November 15, 2016 My suggestion: only change 1 thing. Whenever you reroll, you can choose 1 stat on the mod that will remain the same. Reduces the odds of RNG screwing you over. Link to comment Share on other sites More sharing options...
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