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Increase In Mod Slots


DrRandom7
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With the introduction of several mods, it's becoming apparent that there's far too many in order to equip some in a certain way to create a hybrid build etc reasons reasons.

 

What I'm suggesting is that mod slots are increased from 10 to 12 for frames, and 8 to 10 for weapons.

 

There are several ways that DE can implement this feature.

 

 

1) A new type of potato is introduced which overcharges the item increasing slot capacity by 2, obtainable the same way current taters are. - This model prevents a pay to win method of straight out buying with platinum.

 

2) At rank 30, the weapon/frame goes through it's own type of mastery test, upon completion capacity is increased by 2.

 

3) The same as 1, but instead the item is a void key reward.

 

Thoughts?

 

 

EDIT: Just wanted to add, this would also benefit DE as the need to use forma would be increased positively affecting sales.

Edited by TerataiHancur
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I'm not talking about mod capacity, I'm talking about slots.

indeed, the problem is not the points, i have everything maxed, 1 of them is even on different  polarity and i still have 5 points left.

 

I'm not gonna forma it to get extra "free" mod points. I need slots

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10 slots for weapons are enough in my opinion, but 6 (with all abilities equipped) is not enough for Frames, so i suggested a while ago that a seperate section for abilties should be created, in which ONLY ABILITIES can be apllied. The obvious effect would be, that Frames would have all 10 Slots open for regular customization, which is a fair amount considering how much the Mod count has increased and will continue to increase.

 

Also this would be a much less punishing way of customization, as you would no longer be forced to choose between abilities and Stats.

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10 slots for weapons are enough in my opinion, but 6 (with all abilities equipped) is not enough for Frames, so i suggested a while ago that a seperate section for abilties should be created, in which ONLY ABILITIES can be apllied. The obvious effect would be, that Frames would have all 10 Slots open for regular customization, which is a fair amount considering how much the Mod count has increased and will continue to increase.

 

Also this would be a much less punishing way of customization, as you would no longer be forced to choose between abilities and Stats.

 

With the creation of this thread, the benefit was directed more at frames than weapons, and the point is pretty fair that you're making, just seems that there's too many mods atm and most need to be shelved for others regardless of their usefulness. Making mod hunting increasingly pointless.

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I'm for increasing weapon capacity to 10, but not upping the Warframe capacity; There's a much easier solution. Akin to the Polarity slot, we should be able to put up to four powers in an additional slot, akin to a list.

The reason why I say up to four powers, and not 'all the powers', is because there's a good chance we'll be seeing a second set of powers for warframes eventually, and not every frost will run with Freeze or Ice wave, or every Vauban with bounce.

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Just saying 

 

Nein! nein Nein ! Nein! nein Nein !Nein! nein Nein !Nein! nein Nein !Nein! nein Nein !Nein! nein Nein !Nein! nein Nein !Nein! nein Nein !

 

Please don't spam my thread with that bandwagon junk and leave constructive criticism instead please.

 

I'm for increasing weapon capacity to 10, but not upping the Warframe capacity; There's a much easier solution. Akin to the Polarity slot, we should be able to put up to four powers in an additional slot, akin to a list.

The reason why I say up to four powers, and not 'all the powers', is because there's a good chance we'll be seeing a second set of powers for warframes eventually, and not every frost will run with Freeze or Ice wave, or every Vauban with bounce.

 

I'm not quite sure I follow on your solution, could you explain it?

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I believe that's what the new Nightmare mods are intended for:

With the double stats on a single mod, you get the possibility to free slots for a trade off in stats.

For example, you can equip Constitution intead of equiping both continuity and handspring, freeing a mod slot in the process.

 

More will probably be released in the future.

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I believe that's what the new Nightmare mods are intended for:

With the double stats on a single mod, you get the possibility to free slots for a trade off in stats.

For example, you can equip Constitution intead of equiping both continuity and handspring, freeing a mod slot in the process.

 

More will probably be released in the future.

 

What you're saying is true and it may go down that way, however the problem with this is that what if say. Mod A, B and C are single stat mods and Mod D is a combination of A and B.

 

What if I want C and A instead yet this mod doesn't exist. Double stat mods provide the same effect with significantly less flexibility.

 

Though thank you for the response.

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I think weapon slots are fine currently. Its more along the lines of you have to build your mods around a specific faction to be the most effective and not so much around a single build you never have to change and its still the most effective against everything. You can still do that but it won't be as effective now. The only problem with this is that currently its a pain in the butt to swap mods. 

 

 

 

As for warframes, perhaps the ability slots should be separated from the other slots and 2 more frames slots added? A total of 8. The ability slots would be moved to the right hand side on their own, they'd still count towards mod points obviously but would lose the ability to put anything else in there? You could still choose not to use an ability or two if you wanted as well, you wouldn't be forced into using them all. 

 

I don't know. 

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I need all mah abilities D:

on some frames? yes, but some you dont, example, excal only really need slash dash and redial javalin, other 2 skills situational, ember, only really need world on fire, and depand on your playstyle, overheat or fire blast, vauban really dont need the jump pads, and vortex is buggy to the point it make enemies randomly invincible, wich mess with sentinels targeting and may only hurt in infested defense if it happens to healers.

but yea, just find the 2 skills you absolutly cant live without and stick with them :p

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on some frames? yes, but some you dont, example, excal only really need slash dash and redial javalin, other 2 skills situational, ember, only really need world on fire, and depand on your playstyle, overheat or fire blast, vauban really dont need the jump pads, and vortex is buggy to the point it make enemies randomly invincible, wich mess with sentinels targeting and may only hurt in infested defense if it happens to healers.

but yea, just find the 2 skills you absolutly cant live without and stick with them :p

 

 

My standards involve having all the abilities on most frames.

 

I even use bounce.

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Well, you have 2 options OP:

 

1. Make your frame a Jack of All Trades, Master of None.... 

or

2. Build your frame with a specific goal/purpose, a master of a certain craft.

 

Hybrid builds are possible, but keep in mind that they will not be as effective as focused/specialized builds. The system is fine as is. Just be glad that you GAIN mod points from auras now.

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abilities shouldnt be mods IMO. All frames should have them all passively and you can choose whether to use them or not at any time. DE should replace the 4 ability slots with two extra mod slots. Maybe do something similar to auras where you can upgrade the abilities but they won't take up mod capacity (or they add capacity like auras, maybe 1 per level starting at 0 for each ability for 12 total if you max all 4 abilities).

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abilities shouldnt be mods IMO. All frames should have them all passively and you can choose whether to use them or not at any time. DE should replace the 4 ability slots with two extra mod slots. Maybe do something similar to auras where you can upgrade the abilities but they won't take up mod capacity (or they add capacity like auras, maybe 1 per level starting at 0 for each ability for 12 total if you max all 4 abilities).

 

Giving players even more mod points seems like too much.

 

If anything, I think the idea of removing the 4 ability slots and replacing them with 2 unpolarized slots (and then having all abilities be a passively-equipped item) is a much better idea.

 

This does challenge the drawback of upgrading ability mods though; having them not draw on mod points would remove the double-edged sword aspect of upgrading them. In my opinion, the double edged sword aspect is a good mechanic.

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Giving players even more mod points seems like too much.

 

If anything, I think the idea of removing the 4 ability slots and replacing them with 2 unpolarized slots (and then having all abilities be a passively-equipped item) is a much better idea.

 

This does challenge the drawback of upgrading ability mods though; having them not draw on mod points would remove the double-edged sword aspect of upgrading them. In my opinion, the double edged sword aspect is a good mechanic.

 

Well one thing I've heard to alleviate that double edged sword aspect for auras at least is to make it so that they can only be upgraded using duplicate aura mods. I feel like if DE replaced the ability slots with 2 extra mod slots and made abilities like auras, this idea could apply to that as well. That way you couldn't just upgrade all your abilities with fusion cores/other mods. It would also make a better use of duplicate ability mods. I know that when I get a ultimate mod for a frame such as World on Fire or Avalanche, I just think "oh great another useless card to rank up my serration". So it would make the game more challenging by making it so it would be harder to rank up a frame's 3 and 4 ability since they are rare. You still wouldn't get penalized for ranking up the ability, but it would be much harder to level it up. Ranking a frame's ult would be just like finding any other rare mod, while the 1 and 2 abilities would be much easier. Of course the amount of duplicates required to rank up an ability should be lessened, especially for the ultimate (Maybe 1 duplicate/rank). 

Edited by Duelshock
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potato  based  slots is pay to win - even right now .. if you are LUCKY you may get 1 and reactor catalyst per MONTH from alerts.

More items would pollute rewards even more so chances would get even lower.

 

 

As for skill slots -  why would al lthe frame have 4 polarized slots for skills by default - lets say you have 2 or 3 and  other ones would be a matter of forma.

 

Any change to how skilsl get upgraded would be  pointless now - every new player  or frame user would be #*($%%@ while old players enjoy easily maxed skills.

Remove the maxed skills from old players - and you get loads of rage.

Edited by Ketec
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I am against the addition of more mod slots.

 

I already have enough points to slot almost any combination of mods, the last thing the game needs is the ability to slot every single useful mod on the same frame simultaneously.

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