Leyden Posted July 25, 2013 Share Posted July 25, 2013 (edited) Hi people i'm here to sugest a new concept for tactic mod, The idea is to get some cool advantage mods but with downside, Since they already have -side Those would be low cost and unpolarized. Some possible exemple Post your + - mods idea and give me your tought on this. For those who like, Other Topic with relative content : https://forums.warfr...as/#entry917643 Edited July 25, 2013 by Leyden Link to comment Share on other sites More sharing options...
E.R.I.C Posted July 25, 2013 Share Posted July 25, 2013 (edited) OMG this is have so much potential!!! -Cold blooded = +50% resistance to cold damage -50% resistance to fire damage -carbon fiber =+15% movement speed -10% armor -bionic shooter =+20% deal damage above range 5 meters =-20% deal damage below range 5 meters Edited July 25, 2013 by E.R.I.C Link to comment Share on other sites More sharing options...
Meenmu Posted July 25, 2013 Share Posted July 25, 2013 Had a similar idea a while ago. I called them "antimods." Basically, you get a separate screen, the "back" of your usual mod slotting screen. No polarities here. They work basically like regular mods, but in reverse. For example, antiquickdraw. Works the same way as quickdraw with the same stat changes, but in reverse. At base level, instead of 8% faster reload speed, it slows down reload speed by 8%. And instead of costing 2 mod points, it would add 2 mod points to your normal pool to be used for other mods (or maybe half that, if necessary for balance). Might be useful if you have something that doesn't rely so much on one stat, that you would prefer to further mod to improve another. Ultimately I just thought it was silly and forgot about the idea until now. I think a lot of people have had enough of the whole + and - mod points mathing with this aura system thing. And forma'ers might also be upset with such a system. Link to comment Share on other sites More sharing options...
gell Posted July 25, 2013 Share Posted July 25, 2013 Yep, been brought up a number of times by various people. I think it's a good idea. Your mod ideas could use balance and testing, but otherwise, if those things are exposed values that are easily changed, I think DE could pull it off rather easily. e.g. the Berserk mod would need a much bigger downside. You rarely ever take melee damage in this game aside from teleporting Flameblades and Chargers. Really, it would be relatively balanced on Infested maps, but super OP on Grineer or Corpus maps, since their melee attackers are laughable. A reduction in shields might work, or making your other weapons less effective, although this would really benefit melee players even more without a real downside if they already don't use their other weapons anyway. Link to comment Share on other sites More sharing options...
Leyden Posted July 25, 2013 Author Share Posted July 25, 2013 OMG this is have so much potential!!! -Cold blooded = +50% resistance to cold damage -50% resistance to fire damage -carbon fiber =+15% movement speed -10% armor -bionic shooter =+20% deal damage above range 5 meters =-20% deal damage below range 5 meters Those sounds pretty cool too :p Had a similar idea a while ago. I called them "antimods." Basically, you get a separate screen, the "back" of your usual mod slotting screen. No polarities here. They work basically like regular mods, but in reverse. For example, antiquickdraw. Works the same way as quickdraw with the same stat changes, but in reverse. At base level, instead of 8% faster reload speed, it slows down reload speed by 8%. And instead of costing 2 mod points, it would add 2 mod points to your normal pool to be used for other mods (or maybe half that, if necessary for balance). Might be useful if you have something that doesn't rely so much on one stat, that you would prefer to further mod to improve another. Ultimately I just thought it was silly and forgot about the idea until now. I think a lot of people have had enough of the whole + and - mod points mathing with this aura system thing. And forma'ers might also be upset with such a system. It would have been a really cool add when aura didn't offer shiload of energy. Yep, been brought up a number of times by various people. I think it's a good idea. Your mod ideas could use balance and testing, but otherwise, if those things are exposed values that are easily changed, I think DE could pull it off rather easily. e.g. the Berserk mod would need a much bigger downside. You rarely ever take melee damage in this game aside from teleporting Flameblades and Chargers. Really, it would be relatively balanced on Infested maps, but super OP on Grineer or Corpus maps, since their melee attackers are laughable. A reduction in shields might work, or making your other weapons less effective, although this would really benefit melee players even more without a real downside if they already don't use their other weapons anyway. Sure is, yeah value are an exemple, i could have put XX everywhere Berserk would be better with + XX Melee damage (hight value ) +XX Taken damage (all damage) (low value ) If i had all of the one i made i would only take the first one ^^ Link to comment Share on other sites More sharing options...
Tragixx Posted July 25, 2013 Share Posted July 25, 2013 +1 love this idea! I like the ones with bigger cost/risk (like the energy drain), and think they would make good Tier 2 Nightmare rewards. Link to comment Share on other sites More sharing options...
Frostmire Posted July 25, 2013 Share Posted July 25, 2013 (edited) How about : [Warframe]Master at arms (Cost : 9 ) - 60% weapon changing time + 30% damage to all weapons Edited July 25, 2013 by Frostmire Link to comment Share on other sites More sharing options...
Lumireaver Posted July 25, 2013 Share Posted July 25, 2013 The original mod set should have been designed like this. Link to comment Share on other sites More sharing options...
Aizeol Posted July 25, 2013 Share Posted July 25, 2013 The original mod set should have been designed like this. At the very least most, if not all rares should be designed like this. Link to comment Share on other sites More sharing options...
CeePee Posted July 25, 2013 Share Posted July 25, 2013 Similiar like my suggestion: https://forums.warframe.com/index.php?/topic/84035-suggestion-nightmare-mod-debuff-ideas/#entry917643 I called them Risk & Reward mods, I'd love having them since they add a new level of customization. Also thought of full negative mods that add mod points. Link to comment Share on other sites More sharing options...
Leyden Posted July 25, 2013 Author Share Posted July 25, 2013 (edited) The original mod set should have been designed like this. At the very least most, if not all rares should be designed like this. Thanks i had the exact same tought :D Similiar like my suggestion: https://forums.warframe.com/index.php?/topic/84035-suggestion-nightmare-mod-debuff-ideas/#entry917643 I called them Risk & Reward mods, I'd love having them since they add a new level of customization. Also thought of full negative mods that add mod points. I Just got there, some interesting stuff related to this topic. i'll add a link to yours in this one Edited July 25, 2013 by Leyden Link to comment Share on other sites More sharing options...
grillv20 Posted July 25, 2013 Share Posted July 25, 2013 pretty cool idea Link to comment Share on other sites More sharing options...
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