IfritKajiTora Posted August 4, 2013 Share Posted August 4, 2013 (edited) Many skills in warframe are unbalanced, and more slots for mods is needed for WARFRAMEs.My suggestion:1.Remove 2 slots for skill mods and delete polarities in 2 others. (two new slots for mods)2.Warframes will get skills for free just by Leveling.1st skill - 0 lvl2nd skill - 7 lvl3rd skill - 15 lvl4th skill - 25 lvl3. all skills gain own exp and levels (30max)4. all skills can be modded and have own mods for it.All skills are weak without the mods, Just like first level mod cardMod for skills example:FROST:FREEZE:-more damage: 50/75/100/125-add armor piercing dmg: 20%/40%/60%/80%/100%-time the enemy is frozen: 6/8/10/12/14-frozen target get bonus damage: +20%/+40%/+60%/+80%/+100%-freeze stops work after enemy get more damage: 150/300/450/600/750/900 dmgICE WAVE:-more damage: 350/450/550/650/750 dmg-add armor piercing dmg: 20%/40%/60%/80%/100%-range: 12/14/16/18/20/22/24/26 metres-slow down enemies for: 5/7/9/11 seconds-Ice Crystals stay on the map for: 4/6/8/10 seconds and shoting them cuse to explode them to the pieces staggering and dealing 50dmg armor piercing to all nearby enemies.NYX:PSYCHIC BOLTS:-More damage: 100/150/200/250-add armor piercing dmg: 20%/40%/60%/80%/100%-more bolts: 4/5/6/7/8-when enemies are hitted by psychic bolt they are confused for: 2/3/4/5 secondsMAG:PULL:-Range: 25/30/35/40/45/50 metres-more dmg: 40/60/80/100-pull more targets: 5/6/7/8 (infinite is OP)-abble to pull ally only if get downedBULLET ATRACTOR:-range: 35/40/45/50 metres-duraction: 10/12/14/16/18/20 seconds-cause damage around the dead target: 100/150/200/250/300/350/400 dmg-all targets in magnetize range are slowed down (because of being more heavy)CRUSH:-Range: 8/11/14/17/20 metres-Deal: 1100/1200/1300/1400/1500 dmg-Add armor piercing dmg: 20%/40%/60%/80%/100%-After the crush all enemies are magnetized to the floor and can't stand up for: 2/4/6/8 secondsRHINO:STOMP:-Enemies are lifted up for: 5/7/9/11/13 seconds-more damage: 900/950/1000/1100/1200-range: 8/11/14/17/20 metres-add armor piercing dmg: 20%/40%/60%/80%/100%ROAR:-add more boosted dmg: 30%/35%/40%/50%/55%/60%/65%-more duraction: 17/19/21/23/25 seconds-Stagger all nearby enemies range of: 4/5/6/7/8/9/10 metresEXCALIBUR:SLASH DASH:-more dmg: 225/300/375/450/525/600 dmg-add armor piercing dmg: 20%/40%/60%/80%/100%-range: 9/10/11/12/13/14/15/16 metres-Slash dash can kill more enemies: 4/5/6/7 (unlimited is OP)-add knockdown chance: 20%/40%/60%/80%/100%-THESE ARE JUST A EXAMPLES OF MODS FOR SKILLS-This will repeair the problem of no balanced skills because you can put mods what you want.-2 more mods slots for warframes-all skills now be usefull on all missions levelsThe slot mods of the skills can't be polarized. so you can't get all mods at max level, it is just like powerup something damage or range or add special effect like stagger it's depending on your choice what is for you weak in this skill and you will power it up.Example: Some people want more damage to the skill, some people want a spiecial effect to this skill and some people want bigger range of this skill. Edited August 4, 2013 by IfritKajiTora Link to comment Share on other sites More sharing options...
Gnaix Posted August 4, 2013 Share Posted August 4, 2013 The point of limiting is to stop a single frame from becoming all purpose all powerful, each frame serves a specific purpose and is not meant to bruce lee through every mission type. Link to comment Share on other sites More sharing options...
Shion963 Posted August 4, 2013 Share Posted August 4, 2013 Many skills in warframe are unbalanced, and more slots for mods is needed for WARFRAMEs. My suggestion: 1.Remove 2 slots for skill mods and delete polarities in 2 others. (two new slots for mods) 2.Warframes will get skills for free just by Leveling. 1st skill - 0 lvl 2nd skill - 7 lvl 3rd skill - 15 lvl 4th skill - 25 lvl 3. all skills gain own exp and levels (30max) 4. all skills can be modded and have own mods for it. Sounds like a skill tree. Warframe had a Skill tree pre-U7. And the DEvs did away with that. Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 (edited) Gnaix is right - the limitations are there for a reason Sure, loads of people would love it if they could put every single mod in existence on 1 'frame - but then what would be the point of getting any of the other 'frames? Oh and btw, Mag's Pull is not OP - if any 'frame's 1st power is OP, then it's either Vauban's or Nova's Edited August 4, 2013 by Ezard Link to comment Share on other sites More sharing options...
IfritKajiTora Posted August 4, 2013 Author Share Posted August 4, 2013 The point of limiting is to stop a single frame from becoming all purpose all powerful, each frame serves a specific purpose and is not meant to bruce lee through every mission type. 1.Many skills are useless. 2.The slot mods of the skills can't be polarized. so you can't get all mods at max level, it is just like powerup something damage or range or add special effect like stagger it's depending on your choice what is for you weak in this skill and you will power it up. Example: Some people want more damage to the skill, some people want a spiecial effect to this skill and some people want bigger range of this skill. another Example: If the company of Warframe game will add bigger damage to the skill for others the skill will continue to be too weak on higher level missions. Like for me the special effects like Slowing, Freezing, Stagger, knock down is better on the higher level missions because it gives you time to shot from you weapon that make bigger damage. Link to comment Share on other sites More sharing options...
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