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Wave 60 - Several Heated Charges On The Long Road To Hell...


wraith.exe
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First, I cannot express how much fun I had with my friends getting this far, both in the grind of leveling gear, personal skill, warframes, mods, and so on. This game is one of the best games I've ever played. 

That said, the reward system continues to be anti-climactic. After several hours of wave defense and many of the rewards being Heated Charges™ I must say that I'd deeply prefer to see a weighted sub-tier system instead of flat RNG. By that I mean:

 

Currently, the drop rate on Heated Charge™ is 15.18%, according to the http://warframe.wikia.com/wiki/Mission:_Endless_Defense'>Wikia. At the same time rare mods, keys and blueprints range from 2.01% to 2.21%, flat; meaning that at any point along the way you're probably going to get (depending on mission) Deep Freeze, Hellfire, Convulsion, Shocking Touch, Northwind or the aforementioned Heated Charge™. 

I'd really hope to see something of a graduated ranking on this. For example:

Loot Tier Start (Wave 1):
Tier 1: 50% (2 Mods @ 25%)

Tier 2: 35% (4 Mods @ 8.75%)

Tier 3: 15% (1.5% @ 10 mods)

 

Wave 5

Tier 1: 45% (2 Mods @ 22.5%)

Tier 2: 40% (4 Mods @ 6.25%)

Tier 3: 15% (1.5% @ 10 mods)

 

Wave 10

Tier 1: 40% (2 Mods @ 20%)

Tier 2: 45% (4 Mods @ 11.25%)

Tier 3: 15% (1.5% @ 10 mods)

 

Wave 15

Tier 1: 35% (2 Mods @ 17.5%)

Tier 2: 45% (4 Mods @ 11.25%)

Tier 3: 20% (2% @ 10 mods)

 

Wave 20

Tier 1: 30% (2 Mods @ 15%)

Tier 2: 40% (4 Mods @ 10%)

Tier 3: 30% (3% @ 10 mods)

 

Wave 25

Tier 1: 25% (2 Mods @ 12.5%)

Tier 2: 35% (4 Mods @ 8.75%)

Tier 3: 40% (4% @ 10 mods)

 

Wave 30

Tier 1: 20% (2 Mods @ 25%)

Tier 2: 30% (4 Mods @ 7.5%)

Tier 3: 50% (5% @ 10 mods)

 

Wave 35

Tier 1: 15% (2 Mods @ 7.5%)

Tier 2: 30% (4 Mods @ 7.5%)

Tier 3: 55% (5.5% @ 10 mods)

 

Wave 40

Tier 1: 10% (2 Mods @ 5%)

Tier 2: 30% (4 Mods @ 7.5%)

Tier 3: 60% (6% @ 10 mods)

 

Wave 45

Tier 1: 10% (2 Mods @ 5%)

Tier 2: 25% (4 Mods @ 6.25%)

Tier 3: 65% (6.5% @ 10 mods)

 
Wave 50 - Tier 3 now more likely to drop than either Tier 1 or Tier 2.

Tier 1: 5% (2 Mods @ 2.5%)

Tier 2: 25% (4 Mods @ 6.25%)

Tier 3: 70% (7% @ 10 mods)

 

Wave 55

Tier 1: 0% (2 Mods @ 0%)

Tier 2: 25% (4 Mods @ 6.25%)

Tier 3: 75% (7.5% @ 10 mods)

Wave 60

Tier 1: 0% (2 Mods @ 25%)

Tier 2: 20% (4 Mods @ 5%)

Tier 3: 80% (8% @ 10 mods)

 

Wave 65

Tier 1: 0% (2 Mods @ 0%)

Tier 2: 15% (4 Mods @ 3.75%)

Tier 3: 85% (8.5% @ 10 mods)

 

Wave 70

Tier 1: 0% (2 Mods @ 0%)

Tier 2: 10% (4 Mods @ 2.5%)

Tier 3: 90% (9% @ 10 mods)

 

Wave 75

Tier 1: 0% (2 Mods @ 0%)

Tier 2: 5% (4 Mods @ 1.25%)

Tier 3: 95% (9.5% @ 10 mods)

 

Wave 80

Tier 1: 0% (2 Mods @ 0%)

Tier 2: 0% (4 Mods @ 0%)

Tier 3: 100% (10% @ 10 mods)

 
...

The tiers of this system work inside of the current tier system. So, a tier 1 map (Kiliken, Venus) would have a sub-tier system as follows:
Tier 1: 2 Common Mods
Tier 2: 4 Uncommon Mods
Tier 3: 10 Rare Mods/Keys
 
While a tier 3 map would have a sub-tier system as follows:
Tier 1: 2 Uncommon Mods 
Tier 2: 4 Rare Mods
Tier 3: 10 Rare Mods/Keys/Rare Blueprints
 
This could then also apply to a true, Orokin Void tier, whereby Prime Parts & Blueprints are inserted into the third tier:
 
Tier 1: 2 Rare Mods
Tier 2: Rare Blueprints/Void Only Mods
Tier 3: Prime Parts & Blueprints

I feel this maximizes the enjoyment/reward/payoff for the player and give incentive for players to play beyond repeating wave 5, and truly rewards the player for putting the time and effort into some very difficult missions where a single mistake can cost the whole team the mission. 

Thank you for reading and DE, thank you for an amazing game. 
Edited by wraith.exe
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+ 1, Im tired of doing 5 waves in defense and getting a void key, yet when I do ten or fifteen waves I get things like true steel or trick mag. worst was when I went 20 rounds and got a level 3 fusion core -_-.

 

players should be rewarded for higher levels on defense, not punished because the RNG gods felt like it that day.

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Wave 5

Tier 1: 45% (2 Mods @ 22.5%)

Tier 2: 40% (4 Mods @ 10%)

Tier 3: 15% (1.5% @ 10 mods)

 

 

 

 

+1

 

Also, Wave 5 needs 10% x4 to reach 40% in total. (Edit: Loot Tier Start also has wrong % for Tier2: 4 x 8.75%= 35%)

 

I really get headaches when seeing so many COMMON mods when reaching high lvls on high tier defenses.. I mean, to get there, probably, I've only encountered XXXX pieces of said mod already, if not more.

Edited by Chronodroid
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I mean, to get there, probably, I've only encountered XXXX pieces of said mod already, if not more.

 

+1

Brilliant post, OP, and I'm not just saying that because that's my Antimatter Drop exploding in the screenshots. :P

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  • 2 weeks later...

Murder the useless mods. Take them out of the higher loot tables altogether.

 

 

I believe once a reward has come up, it shouldn't appear again. That way the higher the way you go, the better the chances of getting the one you want.

 

Combine that

 

Higher Wave more % of getting rare mods and exclude previous "passed" mods from the rewards :)

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