Archonos23 Posted November 17, 2016 Share Posted November 17, 2016 (edited) Thank you DE for always listening closely for feedback. I feel like the random weapon lock is punishing players who already are trying out many weapons outside the meta ones. They already tried many weapons, so they know which ones they like and not like (the looks, mechanics etc.) So what they would want (I assume, I certainly do) is to get a Riven mod that will help up the ones that they personally like, not for the ones that they don't like. PS: TWW Quest is great! Really love the scenes and all the epic, cool and bad*ssness! I used to not like Teshin but this quest made me like him. Edited November 17, 2016 by Archonos23 Link to comment Share on other sites More sharing options...
Rin01 Posted November 17, 2016 Share Posted November 17, 2016 1 minute ago, (XB1)Ph4nt0mL0rdX said: Bad mods for good weapons Bad weapons for good mods So essentially you could have just buffed the underpowered weapons and saved us the trouble of having to farm these mods that roll random stats just for you to nerf them on any gun you deem "good" The Riven mods system is here to stay. All we can do now is try to help DE iterate them to a place we are all happy with. Link to comment Share on other sites More sharing options...
(XBOX)Ph4nt0mL0rdX Posted November 17, 2016 Share Posted November 17, 2016 2 minutes ago, Rin01 said: The Riven mods system is here to stay. All we can do now is try to help DE iterate them to a place we are all happy with. It just blows my mind sometimes... Link to comment Share on other sites More sharing options...
LazerusKI Posted November 17, 2016 Share Posted November 17, 2016 12 hours ago, [DE]Rebecca said: Some of this Dev Workshop will be a continuation from Part 1 (https://forums.warframe.com/topic/719453-spoiler-dev-workshop-new-mods/), but the rest will cover some more clear changes coming to Riven Mods.Part 1 Primer: Riven Disposition. You may recall we talked about 'Riven Disposition' on Monday. Here's the repeated information in a nutshell: - 'Riven Disposition' is the way in which power level of Mods is attuned to the weapon it is generated for. Mastery Rank and Stats will factor into this attunement, so you can expect to see more powerful Rivens for less used weapons and vice versa. - This modification will also affect existing Riven Mods to reflect our desire to give new life to ‘discarded’ weapons in a unique way, and not increase the power of the top tier ones. - Prepare to see a difference in stats of existing Riven Mods in an upcoming hotfix. This means that existing and future Rivens will have stats that skew based on a given weapon. What have we changed already? The past couple of Hotfixes have had more fixes than changes, but we have released some iteration. - Riven Mods now have more information available after they have been Cycled and Unveiled so more can be deduced at a glance. This includes Mastery Rank and Item compatibility, as well as how many Cycles have occurred of a given Riven. - Tweaked and removed some of the more frustrating challenges for Riven Unveiling. What changes are coming soon? The following changes are coming soon: - You will only have to Unveil a Riven Mod one time: on first discovery. - When Cycling a Riven with Kuva, you can now choose to "Accept" or "Decline" a Cycle result. - Kuva Cycling costs have been reduced significantly.Before: Cycle 1: 900 Cycle 2: 1000 Cycle 3: 1300 Cycle 4: 1800 Cycle 5: 2500 Cycle 6: 3400 Cycle 7: 4500 Cycle 8: 5800 Cycle 9: 7300 Cycle 10: 9000After: Cycle 1: 900 Cycle 2: 1000 Cycle 3: 1200 Cycle 4: 1400 Cycle 5: 1700 Cycle 6: 2000 Cycle 7: 2350 Cycle 8: 2750 Cycle 9: 3200 Cycle 10: 3600 - Accessing Kuva Siphons is being experimented with to not be a random chance in a tileset, but rather a guaranteed spawn on planets when the Fortress is in the vicinity (like Fomorians and Negators) with a possible cooldown. To be determined! RNG Mods in Warframe!? We should certainly take some time to speak to the doom that RNG Mods being a sign of nefarious dealings. While it may pre-date many accounts, Warframe already had RNG Mods in the game. In fact RNG Mods used to be the only type of Mod you could find for Upgrading your gear. We switched to a static Mod system in Update 7, and now 12 Major Updates later we are revisiting the concept with completely different intentions: an End-Game option rather than the only path. Thanks for reading, stay tuned for more updates! Interesting, but i have a few questions. Could you implement an ingame warning for the upcoming changes, so that no one trades a Tonkor mod for thousands of plat just to see a nerf for it later? What about alternate ways to get them? like a Weekly quest? currently the sortie reward adds several layers of RNG. RNG to get that mod from the sortie, RNG to for the weapon it is for, RNG for the stats, and RNG to reroll it when it is bad. So many layers of rng isnt fun, especially not when you only get 2000 endo over and over again :/ That weekly could even let you choose the weapon you want it for, to reduce the RNG a bit more, or reduce it by letting you choose from a randomized list. What about "additive stats"? so that a pure elemental weapon (like lanka) could get IPS damage too? Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 17, 2016 Share Posted November 17, 2016 The prices are better, but still exponential that is like going from X^3 to X^2...slower, but still exponential. One of these infinite series is slower but they both still converge at infinity, as in never at all. Imagine farming 100,000 kuva..... thats for one roll eventually. The option to deny a change is great, it will possibly allow us to get a "perfect roll" in our lifetimes. This video really well explains why we wouldn't be able to otherwise: Even factoring in that positive change, you may not have said it, but I am going to assume you will still pay for that denied roll AND the amount of Kuva will still increase. " RNG Mods in Warframe!?We should certainly take some time to speak to the doom that RNG Mods being a sign of nefarious dealings. While it may pre-date many accounts, Warframe already had RNG Mods in the game. In fact RNG Mods used to be the only type of Mod you could find for Upgrading your gear. We switched to a static Mod system in Update 7, and now 12 Major Updates later we are revisiting the concept with completely different intentions: an End-Game option rather than the only path. " I don't think things you did in update 7 justify having those things repeat all on their own. In short, having a randomly generated "end game" mod does not = end game content. Just more ---> " - Accessing Kuva Siphons is being experimented with to not be a random chance in a tileset, but rather a guaranteed spawn on planets when the Fortress is in the vicinity (like Fomorians and Negators) with a possible cooldown. To be determined! " Good change. ]\'[ Link to comment Share on other sites More sharing options...
(XBOX)Ph4nt0mL0rdX Posted November 17, 2016 Share Posted November 17, 2016 Inb4 riven mods are in the market for 40p Link to comment Share on other sites More sharing options...
SDGDen Posted November 17, 2016 Share Posted November 17, 2016 Quote Shotguns out DPS Assault Rifles at range (defeating the reason for Assault Rifles to exist), compete with Sniper Rifles at range(defeating the... you get the point), out DPS DMR's at range, and ofcourse now we have not only excellent an Status performance option but another that take take advantage of cheesing with Slash Status. hmmm weird.. i have never seen my boar, hek, vaykor hek, tigris, drakgoon, sobek or kohm do that..... and listen. your tigris prime will not outdamage my vectis at about 60 meters. and comparing dps on burst dps weapons vs sustained dps weapons is kinda unfair. yes. tigris prime deals more damage within one second compared to soma prime. but the soma prime does not have to reload after every second. and yes. i actualy own all the weapons exept soma and tigris prime i mentioned above. Link to comment Share on other sites More sharing options...
MokutoBunshi Posted November 17, 2016 Share Posted November 17, 2016 Also, DE, I know you guys wont like this option but it is soon enough that you can just not keep the riven system. Maybe leave the already upgraded mods in circulation and remove it. I am not sure if you can actually pull of the changes to keep this from being a negative system in a reasonable amount of time. Ignore this if you know you can. ]\'[ Link to comment Share on other sites More sharing options...
RacerDelux Posted November 17, 2016 Share Posted November 17, 2016 @[DE]Rebecca Can you provide us with a list of the weapons you plan to have the mods be "nerfed" on? Will my lovely opticore be on that list? I would hope not, as I see these mods as a chance to bring new life to such a wonderful weapon. It has some power yes, but it is out classed by so much. Link to comment Share on other sites More sharing options...
Rin01 Posted November 17, 2016 Share Posted November 17, 2016 (edited) 16 minutes ago, Archonos23 said: I feel like this system is punishing players who already are trying out many weapons outside the meta ones. They already tried many weapons, so they know which ones they like and not like (the looks, mechanics etc.) So what they would want (I assume, I certainly do) is to get a Riven mod that will help up the ones that they personally like, not for the ones that they don't like. I kind of agree with this. I myself choose weapons that fit my playstyle and aesthetic. If I can find weapons that fit both of those then i am happy. That said, I also try to choose weapons that are at least capable in high end content, otherwise it just gets frustrating to use them. Therefore, if I get a Riven mod for a weapon I previously liked, because it fit my playstyle and aesthetic style, but was too weak to seriously consider before, a Riven mod may be just the thing to make the weapon capable. There will be people who like top tier weapons and they will never try anything else, no matter how good the Riven buffs are. But for many I suspect there are weapons players would like to use but can't because they are too weak. If these Riven mods can improve that then I am all for it. Balancing the weapons themselves would have been the preferred way to fix this, of course, but if DE wants to fix it via RNG Riven mods I'm ok with that. At the end of the day, Riven mods are not needed to tackle high end content. We already have the tools for that. All this system is trying to do is mix things up a bit and give us more toys to play with. It's not here to improve our already good weapons, its here to give us more options, all be it randomly. It's kind of like having a lucky dip where you put your hand in and pull out a random and (hopefully) more useful weapon you haven't used before or in a long time. I think people need to stop looking at this like it's a weapon upgrade system. It's not, it's a build options system or a toolbox upgrade system. It's giving us more choice. Now DE just needs to iterate it to a level we are all happy with. Edited November 17, 2016 by Rin01 Link to comment Share on other sites More sharing options...
Nosaru Posted November 17, 2016 Share Posted November 17, 2016 (edited) Thank you for listening to us . Now I just ask to let us get the riven aahahaha, from the first day of the sortie I never get a Riven so far (my friends too), so I ask if you can make a new mission to obtain Riven mods. Like other people said a teshin's week challenge like the one for Maroo would be good :), and buff the drop rate on the sortie ( for now got only endo and lens...). P.S: just noticed the: "with possible cooldown" hope it don't lock it for hours without letting us farm kuva. Edited November 17, 2016 by Nosaru Link to comment Share on other sites More sharing options...
(PSN)Mofojokers Posted November 17, 2016 Share Posted November 17, 2016 Is it possible to somehow put Riven mods on the back burner till damage 3.0 and scaling balance?. My comment from another thread DE : [Riven mods should not of been the answer to poorly balanced weapons.] The first problem comes from the amount of weapons always getting pumped out. Instead of pumping out new weapons all the time they could instead work on the current 100+ weapons. Then continue to release skins for the time been to keep the platinum sales going. The next problem is the power creeping while 99% of the star map can be facerolled. Last is the mod system and the need for a overhaul to remove the *must equip* mods. Riven mods have just made this problem worse and taken further modding choice away from us. I always prefer mods to be passives over stat booster boring stuff lol.... 120% slash < Every kill gain 1 stack of building power , every 20 kills gain unleashed power for 20 seconds increasing your damage and knock enemies to the floor with each attack. Other ideas for passive mods : ☆ Grim Reaper : Chance on enemy death to teleport to target. ☆ Poison Tipped: Add XXX poison damage per second for 3 seconds to each bullet. ☆ Adrenaline Junky : Each melee kill increases speed by 5% for 15 seconds , refreshes with each kill and stacks 10 times. ETC ETC.... Just something to consider, really loving what i have seen so far outside of Riven mods (obvious reasons). Link to comment Share on other sites More sharing options...
RacerDelux Posted November 17, 2016 Share Posted November 17, 2016 2 minutes ago, (PS4)Mofojokers said: Is it possible to somehow put Riven mods on the back burner till damage 3.0 and scaling balance?. My comment from another thread DE : [Riven mods should not of been the answer to poorly balanced weapons.] The first problem comes from the amount of weapons always getting pumped out. Instead of pumping out new weapons all the time they could instead work on the current 100+ weapons. Then continue to release skins for the time been to keep the platinum sales going. The next problem is the power creeping while 99% of the star map can be facerolled. Last is the mod system and the need for a overhaul to remove the *must equip* mods. Riven mods have just made this problem worse and taken further modding choice away from us. I always prefer mods to be passives over stat booster boring stuff lol.... 120% slash < Every kill gain 1 stack of building power , every 20 kills gain unleashed power for 20 seconds increasing your damage and knock enemies to the floor with each attack. Other ideas for passive mods : ☆ Grim Reaper : Chance on enemy death to teleport to target. ☆ Poison Tipped: Add XXX poison damage per second for 3 seconds to each bullet. ☆ Adrenaline Junky : Each melee kill increases speed by 5% for 15 seconds , refreshes with each kill and stacks 10 times. ETC ETC.... I have said before that I think the riven mods would be a great place to put unique abilities, almost like arcanes for weapons: ----- Stats Apart from being able to lock in stats, here are my thoughts: 1) Thinking of Terra here, lets have a main ability. This would be a UNIQUE ability. Examples: a) On enemy hit, that enemy is pushed away from the user b) Units hit by weapon are given a (cold,toxin,electric,fire) proc for x seconds (x being based on MR) c) On reload, send a blast of damage that knocks any enemy within a certain radius down (radius based on MR) d) Hitting an enemy has a % chance (MR based) to spawn an explosive that goes off after a few seconds dealing blast damage e) While actively holding the fire button down, any damage taken is redirected into extra damage, capped at a certain bonus modifier (MR based) and is reset once fire button is released. f) Using melee on an enemy (tapping e, primary still out) has a % chance to instantly reload your weapon (MR based %) g) The last hit enemy will have an aura that slows and attracts nearby enemies. Last for x seconds (MR based). Killing the unit unleashes a wave of damage based on health to nearby units. Can self damage, does not chain. h) When killing a unit, if no other unit is currently under your control, said unit gains full health and fights by your side until killed. Your weapon gains bonus elemental damage based on unit type. I think you get the idea. Unique and fun abilities. Many of these could even make unused weapons fun to play with! Could even have some projectile type or weapon type specific modifications too. Link to comment Share on other sites More sharing options...
Ronan_Dragon Posted November 17, 2016 Share Posted November 17, 2016 (edited) 13 hours ago, [DE]Rebecca said: @[DE] Cycle 1: 900 Cycle 2: 1000 Cycle 3: 1300 Cycle 4: 1800 Cycle 5: 2500 Cycle 6: 3400 Cycle 7: 4500 Cycle 8: 5800 Cycle 9: 7300 Cycle 10: 9000 Cycle 15000 (reset to 0) please need a reset option Edited November 17, 2016 by Ronan_Dragon Link to comment Share on other sites More sharing options...
AuroraSonicBoom Posted November 17, 2016 Share Posted November 17, 2016 7 hours ago, DatDarkOne said: This still doesn't change how I'm viewing the situation of the riven mods. If I find one i like, then cool. If I don't get one I like, I'm still cool. Why, because I already have the gear and setup that I like to play. Anything extra is just icing on the cake for me. Warframe is a form of entertainment. When it stops providing that entertainment I will move on. :D Yeah, for a lot of people, being one percent off from peak gear performance because random chance determines how well they perform can neuter any fun for them. Why should I have to choose between spending thousands of plat on a perfect mod or years of Kuva farming just to put whatever the new meta gun will be on the same level as the other, incredibly lucky guys with the same weapon? No, making "balance" - and I use the word very loosely here - dependent on luck and/or money is a completely short sighted move at best, and a despicable plan to monetize said balance. I don't see how luck should have such a significant factor in deciding how well I can preform compared to other players. That is unreasonable. Link to comment Share on other sites More sharing options...
Relentless.Zen Posted November 17, 2016 Share Posted November 17, 2016 13 hours ago, [DE]Rebecca said: - When Cycling a Riven with Kuva, you can now choose to "Accept" or "Decline" a Cycle result. What means now? When?? xD thats an awesome change, cant wait for it. Link to comment Share on other sites More sharing options...
Luxpluff Posted November 17, 2016 Share Posted November 17, 2016 Excellent news! Do you have any estimates on when we should expect these changes to go live? Link to comment Share on other sites More sharing options...
ZUBO-EGT- Posted November 17, 2016 Share Posted November 17, 2016 The changes that are already planned seem to go in the right direction. And I have no problem with RNG, but it should not be too bad, so here are some suggestions: - Make riven mods a reward for finishing the first assault mission of the day. (With that you can make sorties accessible to players who have not yet played TWW and assault missions will get the attention they deserve) - Since mods are now easier to get you should probably make re-rolls more rewarding. (would work very well with the option to keep the roll you already have, perhaps you could also add 3 options for each re-roll you can choose from in addition to keeping the old one) - Make nonsensical stat combinations impossible. (what is the use of +200% crit damage if the mod also has -120% crit chance?, or impact damage on an elemental weapon?, magazine size for a bow? Crit chance on a weapon that cannot crit? etc.) - You should not be able to get another mod for the same weapon (this opens up nice options for people who do not use the "best" ones to make some plat, while the people who already use the "best" ones cannot get them again - whatever "best" is.) In addition you could think about these things: - Add riven mods as rewards from alerts on the fortress (visible only if node unlocked for spoiler reasons) - Make kuva missions invasion style where for a while some nodes of the planet where the fortress is spawn these special missions. This way you would not interfere with the normal missions. - Make kuva something that you can also farm on the fortress tile set (drops from enemies, found in containers, reward in endless missions instead of endo, etc.) Link to comment Share on other sites More sharing options...
(PSN)Mofojokers Posted November 17, 2016 Share Posted November 17, 2016 23 minutes ago, (PS4)Mofojokers said: Is it possible to somehow put Riven mods on the back burner till damage 3.0 and scaling balance?. My comment from another thread DE : [Riven mods should not of been the answer to poorly balanced weapons.] The first problem comes from the amount of weapons always getting pumped out. Instead of pumping out new weapons all the time they could instead work on the current 100+ weapons. Then continue to release skins for the time been to keep the platinum sales going. The next problem is the power creeping while 99% of the star map can be facerolled. Last is the mod system and the need for a overhaul to remove the *must equip* mods. Riven mods have just made this problem worse and taken further modding choice away from us. I always prefer mods to be passives over stat booster boring stuff lol.... 120% slash < Every kill gain 1 stack of building power , every 20 kills gain unleashed power for 20 seconds increasing your damage and knock enemies to the floor with each attack. Other ideas for passive mods : ☆ Grim Reaper : Chance on enemy death to teleport to target. ☆ Poison Tipped: Add XXX poison damage per second for 3 seconds to each bullet. ☆ Adrenaline Junky : Each melee kill increases speed by 5% for 15 seconds , refreshes with each kill and stacks 10 times. ETC ETC.... Just something to consider, really loving what i have seen so far outside of Riven mods (obvious reasons). Also to add onto here , As someone who has nothing left to buy with platinum until the next update ( hopefully with alot more tennogen items). I intend to just buy the required Riven mods. I have no intention into been forced into doing up weapons i do not like. Tigress Prime Staticor Venka (soon Venka prime) Are my main weapons because i enjoy them. that is not to say i dont have all the strongest done up. But i use what i prefer and it's why i hate the idea of Riven mods. Especially because it's just a boring stat bandaid * see my above post *. Link to comment Share on other sites More sharing options...
DxAdder Posted November 17, 2016 Share Posted November 17, 2016 13 hours ago, EmptyDevil said: RNG Mods in Warframe!? We should certainly take some time to speak to the doom that RNG Mods being a sign of nefarious dealings. While it may pre-date many accounts, Warframe already had RNG Mods in the game. In fact RNG Mods used to be the only type of Mod you could find for Upgrading your gear. We switched to a static Mod system in Update 7, and now 12 Major Updates later we are revisiting the concept with completely different intentions: an End-Game option rather than the only path. RNG Mods are the Worst Idea Ever... Does DE think people are going to spend endless hours getting Kuva just to re-roll the stats on there Riven Mods ? IF DE thinks this is "End Game" they have no concept what end game content is. Link to comment Share on other sites More sharing options...
tnccs215 Posted November 17, 2016 Share Posted November 17, 2016 (edited) Hey, @[DE]Rebecca, I got two questions that might be important. I made a thread about them, but for visibilities sake, it's probably better to write it in here too: QUESTION 1: So, as you surely know, the same weapon series can house the same Riven mod -- the Braton Prime can house mods for the Braton, the Soma Prime for the Soma, the Rakta and Mutalist Cernos for the Cernos, and so forth. So, how will Riven Disposition take the different "power levels" of each weapon in a series this into account? Because, if Riven Disposition is an automated algorithm it might create an oversight that allows ungodly powerful weapons to use Riven mods made for not-so-powerful weapons. For example: I get a Riven Mod for the Cernos. The cernos is not a good weapon, and therefore Riven Disposition takes Cernos' poor stats into account, making a great mod to power it up. Thing is, I also have the Rakta Cernos, which, unlike its original counterpart, is quite the opposite of bad. So I end up with an overpowered Rakta Cernos. How will you deal with this? (If you want a possible solution, maybe you could do this: ) perhaps you could add a "Disposition Factor" to each weapon in a series, which would multiply the Riven Mod's boosts according to their already present stats. For example, if the Riven Mod for the Cernos I got gave a boost to Fire Rate, The Rakta Cernos would multiply said buff by 0.50, taking the already increased fire rate into account. QUESTION 2: How will you deal with weapons that are good on paper, but mediocre in practice? Truth is, an algorithm cannot judge in an abstract way, and there are times where the stats seem to be there, but for some reason or another, the weapon isn't good. Different stat conjugations can literally make or break a weapon. What would be a great thing in some cases isn't in this, and vice versa. There is no better case study of this than the Daikyu: The Daikyu has stupendous status chance, the highest base damage of all bows, it's arrows do not arc... And yet cannot compete with the "powerful trifecta" of Paris Prime, Dread, and Rakta Cernos. A person can easily know why, simply by looking: The conjunction of an woefully low fire rate and the fact it is a bow heavily destroy its DPS capabilities. Bows' natural reliance on Burst damage make them depend immensely on Crit, something the Daikyu lacks. Added to this, Status is naturally more effective on high fire rate weapons, and the Daikyu's condition as a bow added to its below average fire rate make Status Chance on the Daikyu a lot less important than it would be in other weapons. Adding some insult to injury, its IPS damage distribution also hinders the importance of Status: Would its main damage be slash, than this would not be the same conversation. In the end, a person can look at the Daikyu, and say "This bow isn't completely terrible... But it isn't great either" But a simple algorithm... can't. It cannot deal with the relative importance of a stat. It does not know 45% status chance in the Daikyu is worth much less than 35% in the Zhuge, weapons that even belong to the same category. It doesn't understand that 15% crit chance, while perfectly reasonable for a machine gun, is not enough for a bow. An algorithm would probably go, in a 1-7 scale: " Daikyu evaluation: Base Damage -- 7 Extremely Good crit chance -- 4 Average crit multiplier -- 5 Good Fire Rate -- 2 Very bad Status Chance -- 7 Very Good Total Average: 5 'Good' " While any sane person would put it on "4.0 Average" at best All in all, I ask you to take the relative importance of each stat, be it between each other or inside the weapon class, into consideration while making the algorithm[/b], or, even better, to Personally assign each weapon to a value of Riven Disposition. If you are interested, (and taking the risk of sounding like Im telling you how to do a job you surely know better how to do) I suppose this could be a good algorithm: each stat is assigned a "Value", which is dependent both on the weapon class they belong to, and other interactive stats. Taking the Daikyu Example: Base evaluation: Base Damage: 7 crit chance: 4 crit multiplier: 5 Fire Rate: 2 Status Chance: 7 Bow modifiers: Base Damage: N/A: 7 Crit chance: -2 (crit chance is more important in bows as in other weapons): 4-2 = 2 Crit multiplier: N/A: 5 Fire Rate: -Y: 2-2=1(reached lowest value) Status Chance: -2: 7-2=5 Stat relative worth: Crit Multiplier: Absolute Weapon Crit Multiplier worth x ( Weapon Crit chance worth / Average ) x (Base Damage / Average): 5 x (2 / 4) x (7 / 4) = 5 x 0.5 x 1.75 = 4.375 Status Chance: Absolute Weapon Status Chance worth x (Weapon Fire Rate worth / Average) = 5 x (1 / 4) = 1.25 Final Daikyu Evaluation: Base Damage: 7 Crit Chance: 2 Crit Multiplier: 4.375 Fire Rate: 1 Status Chance: 1.25 Total Average: 3.125 mediocre This 3.125 seems much more on pair with the Daikyu actual worth than the supposed 5. Of course, all this modifiers can and should be more fine tuned, but I hope this was enough to give you ideas for what to do (if you haven't found a solution already). Regardless, I truly hope you read this, and I hope you already know how to deal with these issues. Best of lucks. Edited November 17, 2016 by tnccs215 Link to comment Share on other sites More sharing options...
Xenogelion Posted November 17, 2016 Share Posted November 17, 2016 (edited) Would the option to reroll exclusively the % be a possible option. There are currently 276 different combinations of just 2 stats and if the same one can't appear twice. I'm certainly interest in a Tonkor with magazine capacity and multishot but if I get it and the percentages are weak as balls it's going to suck to reroll to try and get another good version of the same stats. I can imagine the resource cost would be a bone of contention but maybe use some of the older resources, like Nitain and/or Orokin Cells and/or Neural Censors? Edited November 17, 2016 by Xenogelion Link to comment Share on other sites More sharing options...
Patzer Posted November 17, 2016 Share Posted November 17, 2016 Sounds good! Spoiler Link to comment Share on other sites More sharing options...
Lindsrhyl Posted November 17, 2016 Share Posted November 17, 2016 (edited) When balancing mods, what about giving weapons what they lack? For example a flat base or flat final critical damage to weapons with x1.5 crit dmg (adds 0.1 base crit damage / adds 0.3 crit damage per rank). This (and its crit chance counterpart) will make any weapon able to access crit builds which are the main source of damage for top tier weapons (let's call then TTW for now), said tonkor, soma for example. Or give base/flat status chance for flux weapons, on which the first multiS#&$ nerf/rework took this away (proc machine flux rifle yay, unairu glaxion yay). Maybe even reload speed on shotguns. Or you could also make "gazal boosts" in your mods, for example: kraken Scicapit => (+130% slash dmg, on headshot refund the next skill cost) sheev Morido => ( on finisher +50 finisher damage for skills for 5 seconds, + 110% cold damage) Just ideas... Edit: Awawawaw, tenno'd on the gazal idea... Edited November 17, 2016 by Lindsrhyl Link to comment Share on other sites More sharing options...
(XBOX)PompousNinja156 Posted November 17, 2016 Share Posted November 17, 2016 Just a reminder that there are no potential uses for negative stats on weapons due to the fact that no weapons have been designed with intentionally lowering a certain stat outside of extreme edge cases like Vectis Prime (Lowering Mag Capacity via Depleted Reload gives it 1 shot per clip -> Slotting Prime/Charged Chamber) or Glaive weapons (Lowering number of bounces for a faster return). Also, a reminder that 200% of 0 is still 0, thus I will never try a status build when the Riven mod gives me a whopping 15% from the original 5% status chance after slotting it. This is the biggest gripe with it in it's current state: It doesn't really buff awful stats as high as you'd think, and has a chance of biting you if you get a negative stat roll on it. Link to comment Share on other sites More sharing options...
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