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Arcanes Helmets and Enhancements: Investment vs. Use


Voltage
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Arcanes are gear meant to take players to the next level. They improve gear and escalate the battlefield with unique buffs to create diverse, unique, and meaningful builds. Arcanes in general have failed at this, and many of them are completely useless. The Plains of Eidolon arcanes will not be mentioned as they are already part of a niche and need more content to make them more relevant. I believe that Arcanes should be added to the slots of our Warframes, Zaws, and Operators in the Arsenal. An Example of this in the UI can be shown below:

Spoiler

Warframe:
5b66bc5963366da6e50de69d8f0ffe0d.png
Operator:
a7752be3e223e254ae826b6df5828aa7.png
Amp:
d71f537992d204911a32b35e3bda71b4.png
Zaw:
d1c2186cda600efe6d0e6344262f250b.png

I believe that with changes to Arcanes across the board, players may be more inclined to try raids, and push build diversity even further with unique passives and buffs.

Arcane Helmets

Spoiler

Arcane helmets are retired cosmetics that gave stat increases as well as a drawback. These were removed for being tied to cosmetics and limiting player fashion. My concept is to model the Arcane helmets that we have, and having a system similar to Riven Mods. BUT WAIT!! I am comparing them to rivens in the nature of rolling, NOT the randomized stat values.

My example would be like this: I obtain an empty Arcane Helmet Enhancement Blueprint from Quill Onkko. I then defeat a new Eidolon and get some sort of gem. The gem then unlocks my Arcane Enhancement. I would get, say an "Arcane Excalibur Enhancement". This Enhancement gives me a roll of +15% Power Strength and -5% Armor (Old Pendragon Helmet stats). I can lock the specific Warframe, positive stat, or negative stat using Eidolon Cores. If I roll a Warframe I enjoy, such as Nova, I can lock this Enhancement to only roll the positive and negative stats. Likewise, if I get +15% Duration and -5% Wall Latch for Loki, but I would rather use that on my Trinity, I could lock the positive and negative stats, and roll until I get Trinity.

All current and future Warframes would be eligible for rolling. 

Statistics rolled would be constant. Rolling +10% Power Duration and -10% Power Duration would NEVER change. This creates diverse niches. Ex: +Range and -Duration on Mag built for Crush.

This system would not be out of hand like Rivens because the player can decide what they want and grind with meaning. Players who had existing Arcane Helmets would receive a Warframe Helmet Enhancement associated with the stats of the original helmet. These would be trade-able.

This system would turn Arcane Helmets into an enhancement, not a cosmetic like we have now. All enhancements throughout my post would fit into an Arcane Slot, not tied to Helmets or Syandanas.

Possible Enhancements (Positive)
+ Power Strength (15%)
+ Power Duration (15%)
+ Power Range (25%)
+ Power Efficiency (20%)
+ Base Energy Capacity (50 Energy)
+ Base Armor (200 Armor)
+ Base Health (150 Health)
+ Movement Speed (0.2)(see Conclave mods)
Possible Drawbacks (Negative)
- Power Strength (15%)
- Power Duration (15%)
- Power Range (15%)
- Power Efficiency (15%)
- Base Energy Capacity (30 Energy)
- Base Armor (25 Armor)
- Base Health (50 Health)
- Sprint Speed (5%)
- Bullet Jump Velocity (10%)
- Aim Glide and Wall Latch Duration (10%)

Arcane Enhancements from Trials (ALL Enhancement stats based on max rank)

  1. The Law of Retribution and The Law of Retribution (Nightmare)
    Spoiler

    Arcane Acceleration (Normal)
    Current: 4% chance on critical hit to increase the fire rate of rifles by 20% for 6 seconds.
    Proposal: 5% chance on critical hit to increase the fire rate of primaries by 20% for 7 seconds.

    Arcane Agility (Normal)
    Current: 4% chance on damaged to increase movement speed by 20% for 8 seconds.
    Proposal: 10% chance on damaged to increase movement speed by 20% for 8 seconds.

    Arcane Avenger (Normal)
    Current: 14% chance on damaged to add 30% critical chance for 8 seconds.
    Proposal: 15% chance on damaged to add 30% critical chance for 8 seconds.

    Arcane Awakening (Normal)
    Current: 12% chance on reload to increase damage on secondaries by 60% for 16 seconds.
    Proposal: 50% chance on reload to increase damage on secondaries by 30% (after modding) for 15 seconds.

    Arcane Barrier (Nightmare)
    Current: 4% on damaged for full shield recovery.
    Proposal: 5% chance on damaged for full shield recovery.

    Arcane Deflection (Nightmare)
    Current: Passively resists Slash procs by 40%.
    Proposal: 35% chance on Status proc to inflict Slash Status in a 6m radius. Slash damage dealt to the player increases the damage of their next status proc by 60%.

    Arcane Eruption (Normal)
    Current: 20% chance on energy pickup to knockdown enemies in a 20m radius.
    Proposal: 30% chance on energy pickup to grant 5% Health Regen for 5 seconds.

    Arcane Grace (Nightmare)
    Current: 6% chance on damaged to grant 4% health regen for 6 seconds.
    Proposal: 6% chance on damaged to grant 5% health regen for 6 seconds.

    Arcane Guardian (Normal)
    Current: 20% chance on damaged for 60% additional armor for 20 seconds.
    Proposal: No change.

    Arcane Healing (Nightmare)
    Current: Passively resists radiation procs by 40%.
    Proposal: 50% chance on radiation proc to disarm enemies in a 20m radius. Radiation damage dealt to the player increases the damage of their next status proc by 60%.

    Arcane Ice (Normal)
    Current: Passively resists heat procs by 40%.
    Proposal: 50% chance on heat proc to confuse enemies in a 15m radius. Heat damage dealt to the player increases the damage of their next status proc by 60%.

    Arcane Nullifier (Normal)
    Current: Passively resists magnetic procs by 40%.
    Proposal: Passively resists magnetic procs by 100%. Magnetic damage dealt to the player increases the damage of their next status proc by 60%.

    Arcane Phantasm (Normal)
    Current: 16% chance on parry to increase movement speed by 20% for 12 seconds.
    Proposal: Parrying an attack increases movement speed by 30% for 10 seconds.

    Arcane Pulse (Nightmare)
    Current: 20% chance on health pickup to replenish additional health for you and nearby allies in a 20m radius.
    Proposal: No change.

    Arcane Rage (Normal)
    Current: 10% chance on headshot to increase damage on primaries by 20% for 16 seconds.
    Proposal: 25% chance on headshot to increase damage on primaries by 30% (after modding) for 15 seconds.

    Arcane Resistance (Nightmare)
    Current: Passively resists electric procs by 40%.
    Proposal: 50% chance on electric proc to stun enemies in a 15m radius. Electric damage dealt to the player increases the damage of their next status proc by 60%.

    Arcane Strike (Normal)
    Current: 10% chance on hit to increase melee attack speed by 20% for 12 seconds.
    Proposal: No change.

    Arcane Trickery (Normal)
    Current: 10% chance on finisher to go invisible for 20 seconds.
    Proposal: 25% chance on finisher to go invisible for 20 seconds.

    Arcane Victory (Nightmare)
    Current: 8% chance on headshot to grant 2% health regen for 8 seconds.
    Proposal: Headshots grant 10% life steal.

    Arcane Warmth (Normal)
    Current: Passively resists cold procs by 40%.
    Proposal: 50% chance on cold proc to freeze enemies in a 15m radius. Cold damage dealt to the player increases the damage of their next status proc by 60%.

  2. The Jordas Verdict
    Spoiler

    Arcane Aegis
    Current: 6% chance on damaged for 60 shield regen for 20 seconds.
    Proposal: No change.

    Arcane Arachne
    Current: 60% chance on wall latch for 100% bonus damage on next hit.
    Proposal: 100% chance on wall latch for 100% bonus damage on next hit.

    Arcane Consequence
    Current: 100% chance on headshot for 40% additional Aim Glide and Wall Latch for 12 seconds.
    Proposal: Headshot kills grant the player with 20 energy per enemy killed. 

    Arcane Energize
    Current: 40% chance on energy pickuo to replenish energy for you and nearby allies in a 20m radius.
    Proposal: No change.

    Arcane Fury
    Current: 20% chance on critical hit increases melee damage by 40% for 12 seconds.
    Proposal: 20% chance on critical hit increases melee damage by 20% (after modding) for 12 seconds. Blocking will attract enemies within a 30m radius.

    Arcane Momentum
    Current: 4% chance on critical hit to increase fire rate on snipers by 100% for 8 seconds.
    Proposal: 25% chance on critical hit to increase fire rate on snipers and bows by 90% for 8 seconds.

    Arcane Precision
    Current: 40% chance on headshot to increase damage on secondaries by 60% for 8 seconds.
    Proposal: 40% chance on headshot to increase damage on secondaries by 30% (after modding) for 10 seconds.

    Arcane Tempo
    Current: 10% chance on critical hit to increase fire rate on shotguns by 60% for 8 seconds.
    Proposal: 20% chance on critical hit to increase fire rate on shotguns by 60% for 10 seconds. Critical headshot hits force a Slash proc.

    Arcane Ultimatum
    Current: Finishers grant 60% additional armor for 40 seconds.
    Proposal: Finishers grant 60% armor and 60% health for 30 seconds.

    Arcane Velocity
    Current: 40% chance on critical hit to increase fire rate on secondaries by 20% for 6 seconds.
    Proposal: 40% chance on critical hit to increase fire rate on secondaries by 30% for 10 seconds.

     

All in all, Arcane helmets should be reintroduced as ehancements and be placed into the game as a meaningful grind, and Trial arcanes should be upgraded across the board to be more diverse and offer kit alternatives. Currently, the time investment on an arcane set is rather meaningless aside from the few "meta" ones (Energize and Grace). These changes are hoping to bring light to all Arcanes in some fashion.

Edited by --Q--Voltage
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Most of your suggestions look good. I'm somewhat unclear in the mechanics of elemental arcanes though.

For example arcane resistance will proc when the player is hit by electric damage, or if the player performs an electric proc? Very few things do electric damage, most common being arc traps.

 

Also 100% magnetic proc immunity is a pipe dream. At best we might hope for 50%.

Frankly I feel some arcanes should be installed on weapons rather than cosmetics. That would drive the demands for many arcanes way up and make them useful. It would also be conceptually cooler to install arcane awakening sets on my sidearms. That's just me though.

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8 hours ago, --Q--Voltage said:

An Example of this in the UI can be shown below:

This is something what I had in mind also.I think it is the best way.Good job for nice visual presentation.

 

8 hours ago, --Q--Voltage said:

I believe that with changes to Arcanes across the board, players may be more inclined to try raids, and push build diversity even further with unique passives and buffs.

This and the issue with their placement on syandanas and helmets.This kind of limits you to using only syandanas and helmets you have arcane on.For me most used syandana is one with Energize set on it.I think they should be what they are,appearance items that are only used for looks.Theme of each warframe is different and this kind of spoils fashionframe and kills our wish to buy and own more syananas.It also kills market for appearance items which are very profitable market items for DE.

 

8 hours ago, --Q--Voltage said:

Trial arcanes should be upgraded across the board to be more diverse and offer kit alternatives. Currently, the time investment on an arcane set is rather meaningless aside from the few "meta" ones (Energize and Grace).

Agreed.A lot of arcanes are just useless.If they only had one usage for one Warframe and only one of its abilities I would be satisfied.Something like Pulse on Desecrate Nekros.

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I am all for seperate arcane slots. This was asked for time and time again and was even confirmed for the new arcanes by Steve in a tweet. Seeing how this isn't what we've gotten, it seems that DE does not understand what was asked.

10 hours ago, --Q--Voltage said:

All in all, Arcane helmets should be reintroduced in a grindy yet meaningful way

I could not disagree more strongly with this though. Arcane helmets should be purged. Decouple stats from cosmetics already. I'd like to use whatever cosmetic I want and not what I feel I have to use because it's more powerful (Which will end up in me NOT buying other skins I would like, due to the fact that I feel it necessary to optimize).

TL;DR: I am for more options. I am against coupling stats with cosmetics.

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2 hours ago, ScribbleClash said:

TL;DR: I am for more options. I am against coupling stats with cosmetics.

If you actually read my post, that is exactly the argument I made in the entire first section. If you are going to hack at what I'm saying, please don't use my last sentence and actually read my post. I want all arcanes, including the helmets to be changed and detached from cosmetics.

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12 hours ago, --Q--Voltage said:

This system would turn Arcane Helmets into an enhancement, not a cosmetic like we have now. All enhancements throughout my post would fit into an Arcane Slot, not tied to Helmets or Syandanas.

Sorry, missed this part.

12 hours ago, --Q--Voltage said:

All in all, Arcane helmets should be reintroduced in a grindy yet meaningful way

I do suggest though to change this line to "All in all, the enhancements of arcane helmets should be reintroduced in a grindy yet meaningful way" to avoid confusion. Especially because the closing words is what sticks with people.

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I fully support buffing the less useful arcanes and also finally decoupling them from cosmetics, so that cosmetics can finally be used freely as they should be.

Also really liking the proposed changes for the old arcane helms. Again, it's very frustrating to have to choose between cosmetic and power options.

Having just read through the whole list of arcanes I'm not 100% sure about how I feel about all the specific changes or how exactly some of them would work, but it all sounded pretty good. As it is most of these arcanes are either just useless or clearly inferior options.

 

12 hours ago, TaylorsContraction said:

Frankly I feel some arcanes should be installed on weapons rather than cosmetics. That would drive the demands for many arcanes way up and make them useful. It would also be conceptually cooler to install arcane awakening sets on my sidearms. That's just me though.

This is what I've been thinking too. It makes no sense to bind arcanes that buff specific weapons (sniper, shotgun, pistol etc.) to our warframes, clearly they are specific to a weapon and it only seems logical that they should be attached to that weapon. I guess one issue is that as a whole class of arcanes they don't exactly present us with a variety of options. Corpus raid? :devil:

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Being able to finally ditch my (last; sold like four or five of them) Arcane Chorus helm on Banshee would be nice.

I very much agree with the idea of actually completely decoupling the Arcanes from cosmetics. I would say transferring a number of the to general weapons (leaving the current Zaw exodias as zaw-only), and we'd finally be able to actually remove the arcane helmets from the game- replace them with a normal helm and the Frame Arcane(s) that were closest to what they were.

My only request is that you let me sell my Arcane Essence Loki helm before this drops lol

 

On frame arcanes themselves...
I feel like we shouldn't ditch the ranking mechanic, and I also feel like you're introducing a bit more RNG than they need- specifically on the frame-picking part. I'd much rather see the Frame part require you to play the frame you want, and just time-gate it. Sort of a "you must become one with the frame to tweak it" type deal. As an example of how I'd do it:

The system would be comprised of two components: Boon and Bane Shards which forge Tweaks, and Frame Shards which power them.
Frame shards would be acquired by playing the frame you want a shard for in a sort of solo mini-sortie with sane levels- say, 30-40. This is supposed to be a form of endgame +1 system, but we don't wanna make this too hard, and in the event that the mission selection is bad for one frame, it changes daily. Boon and Bane shards, on the other hand, will be RNG loot from some Eidolon boss, and do what it sounds like: each is a keyed to a specific bonus or penalty (respectively). Pairing equal numbers of boons and banes lets you forge a Tweak, with a maximum of 3 each boons and banes. You then equip both a Tweak and 1-3-6-10 Frame shards to set the rank of the Tweak.

From here we could also roll in a number of the current frame-centric arcanes as more stable variations on them (ie, Energize would be a simple percentage increase to energy pickups rather than a chance to add a flat increase that has an aoe), and then refund the old ones as boon shards. Additionally, we could add an inverted variant as banes for some of them (for example, the elemental defense ones could increase your chance of getting proc'd by that element).

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I will not continue to participate in any form of raid until the heavily skewn RNG on the arcanes is toned completely down. I don't have the time and/or patience to run a few glorified co-op puzzle maps in order to get a random chance at a single arcane in a relatively large list of them that I have barely any use for.

Regardless, this thinly veiled attempt at breathing life into the raid community falls short. Most people aren't avoiding raids due to the arcanes. They're avoiding raids because they aren't even raids nor are they even remotely entertaining.

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On 20/12/2017 at 9:47 PM, Chipputer said:

I will not continue to participate in any form of raid until the heavily skewn RNG on the arcanes is toned completely down. I don't have the time and/or patience to run a few glorified co-op puzzle maps in order to get a random chance at a single arcane in a relatively large list of them that I have barely any use for.

I see the main issue here being that so many arcanes are worthless trash, and count as dilution / no reward. If these were brought to a level of having some value then it would be far less of an issue, which is what this suggestion is largely about.

On 20/12/2017 at 9:47 PM, Chipputer said:

Regardless, this thinly veiled attempt at breathing life into the raid community falls short. Most people aren't avoiding raids due to the arcanes. They're avoiding raids because they aren't even raids nor are they even remotely entertaining.

I agree that the raids themselves are pretty poor. However I play with friends and clannies on voice, and it provides a very different context for playing the game, where we actually socialise and co-operate. It brings an otherwise lacking sense of purpose to the clan and a little life to the supposedly multiplayer experience. For me personally they are a valuable addition to the game despite their flaws.

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I think I agree with pretty much everything here, but I'll go through the list anyway.

  • Equip Arcanes in Arsenal: Yes, please, we need dis. (Although I am one for a complete overhaul of the Operator UI in general as it is pretty garbage atm, but that is off topic).
  • Riven Arcanes (aka how Rivens should be for weapons). I actually really like this idea. Some of the stats may be a bit high IMO. 100 Armor is questionable, but 150 BASE Health is absurd. If it was 150 Health after mods it would be okay, but bumping that down to 50 Health base would still be extremely good (50 (or maybe 75) base health would be 270 (405) health with Vitality). Also Efficency should probably see a bump down to 10%/15%. And of course the negatives would need the same balances. However, these are nit-picks, the core concept of RNG Arcanes in this vein is great. And while I would love more reason to fight Eidolons, I don't want to see too much piled on top of them. Maybe have them be drops from the Corpus big baddy we get on the next open landscape.
  • LOR Arcanes:
    • Does Grace really need a buff? 
    • Also Arcane Victory may be a bit overtuned, there are many weapons you could use and just be instantly max health all of the time. I'd argue Victory is fine as is. Niche, sure, but still viable if your load out is centered around headshots. 
  • JV Arcanes:
    • Arachne has always made me chuckle because it is so funny. Yeah, the buff would be nice. 
    • Consequence is interesting, I think I like it, does not seem too overtuned, I can get behind it. 
    • -prepare to be triggered- I actually think Energize could stand for a wee nerf. 40% chance for 200 energy for everyone in a radius overshadows even your buffed Arcanes by a pretty massive margin. It either needs its AoE dropped or to have the max rank be more like 100 energy (I run with only a rank 2 Energize (screw you too JV) and it already feels like the best Arcane in the game)... or maybe both. I know, nerf bad, but we both no some of the BS that Energize can allow for. 
    • Arcane Fury change warms my heart, taunting needs to be more of a thing in Warframe. 

 

So pretty much every "issue" I have with the proposed stuff are extremely minor details that are basically irrelevant as DE will retune all of the numbers anyway. +1

 

And just to shoot out an idea for Raids in general, what if they were increased to a 3 day cooldown but tripled the rewards (One Arcane per stage maybe?)? This way it would be a bit more realistic for the casual audience to consistently get Arcanes as well as tone down the burnout raid veterans get. 

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On 12/20/2017 at 3:47 PM, Chipputer said:

Regardless, this thinly veiled attempt at breathing life into the raid community falls short. Most people aren't avoiding raids due to the arcanes. They're avoiding raids because they aren't even raids nor are they even remotely entertaining.

Whether or not something is entertaining is an opinion, not a fact. The reason most players do not raid is because it cannot accommodate lazy players. When you do a Trial, you MUST be willing to carry your own weight and be a part of a team. There is no room for a "CP leech" like their is in most games. There is also a learning aspect. Any potato can walk into Cetus and start a bounty and mindlessly walk to objectives. The Law of Retribution and The Jordas Verdict have puzzles and objectives that no matter how much you enjoy/dislike, it requires you to learn how to do them, communicate with players, and work together to finish the mission.

The real reason no one does raids is because it requires competent players.

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  • 3 weeks later...
On 12/22/2017 at 11:20 AM, --Q--Voltage said:

Whether or not something is entertaining is an opinion, not a fact. The reason most players do not raid is because it cannot accommodate lazy players. When you do a Trial, you MUST be willing to carry your own weight and be a part of a team. There is no room for a "CP leech" like their is in most games. There is also a learning aspect. Any potato can walk into Cetus and start a bounty and mindlessly walk to objectives. The Law of Retribution and The Jordas Verdict have puzzles and objectives that no matter how much you enjoy/dislike, it requires you to learn how to do them, communicate with players, and work together to finish the mission.

The real reason no one does raids is because it requires competent players.

That is a contributor to the factor, yes, but not the sole reason. Warframe's raids and little puzzles feel more like a longer more tedious sortie for its worth. Ever since the raids released I've said the same thing and i still stand by it, raid rewards are a joke. Period. Look at other mmos and you will see a pattern for most raids. Gear. Warframe suffers from end game content the average player looks for, and that would be cosmetics. Why raid when you can just buy prime frames and bad &#! cosmetics? What's the point? DE should introduce raid specific cosmetics, but instead they keep their focus on the market. Also the advertisement for the raids is INCREDIBLY PISS POOR. Most players don't even knowledge its existence.

Calling people lazy for not wanting to do raid mechanics is a contributing factor for sure, but the fun/reward ratio for the trouble is seriously laughable and calling it the real reason is by far a long shot. How about this?

"HEY TENNO! NEW RAID JUST LAUNCHED! BATTLE THE KUVA FOR A CHANCE TO GET AN EXCLUSIVE KUBROW/KAVAT/SYANDANA/COSMETIC/TROPHY/STATUE/DECORATION/SHIP/WEAPON/FRAME! (any variation of these will get people. Seriously. look at every damned mmo in existence. Exclusive solid meshed/ 3d art thing you can say "yeah, see this? I did the raid" something, something pride and accomplishment) CHECK OUT THIS STREAM OF THE RAID GOING LIVE AT (INSERT TIME) TWITCH PRIME USERS RECEIVE XXXX FOR DOING XXXX!" etc...

"Oh i get a badge?... some minor arcane enhancement? Mods that aren't meta anymore? Eh I'll pass". <--- 80% of players out there.

 

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