Tei_S Posted August 15, 2013 Share Posted August 15, 2013 Several Livestreams back, Steve answered a question regarding a mod tier that was above Rare. He said that there is currently nothing in that tier, and it's just sitting there, empty. Well, recently I got thinking: What would be in that tier? From there, I started getting the idea for Power Modifying mods.These mods would be, of course, rarer than Rare mods, but extremely valuable. They would alter or add effects to a Warframe's powers. There would be one mod for every power for each 'frame, and only one could be equipped at a time (Perhaps there could be a separate slot for it, similar to how Auras are?). As for mod point cost, I'm not sure how that would play in. They would certainly be a good thing to dump excess capacity into, for the players who have a 'frame that has been polarized several times. Again, I'm not sure about it. However I do think most if not all of them should be able to be ranked up just like power mods (i.e., up to 3 times).I have prepared a list of some of my ideas for what these powers would do. Remember, these do not replace powers, nor are they alternate powers. They modify what the original powers do. Excalibur: 1) Rend: Deals increased damage to enemies directly in front of Excalibur while dashing. Also deals bonus armor piercing damage. 2) Afterimage: Enemies have greatly decreased accuracy for 2/3/4/5 seconds after recovering from being blinded. 3) Peregrine: Air-to-Ground Melee attacks deal heavily increased damage after Superjumping. 4) Perforate: Javelins pierce enemies and light cover. Mag: 1) Push: Reverses the polarity of Mag's Pull, causing it to send enemies tumbling through the air in the opposite direction. (Mod rank determines distance pushed, range is determined by Pull's rank + other mods on Mag.) 2) Siphon: Any amount of shield stolen or donated will add or subtract from Mag's own shield. 3) Solenoid: Causes bullets and other metallic objects caught by the Bullet Attractor to deal bonus Electric Damage. (i.e., Does not effect projectiles from laser weapons such as the Dera, Supra, Flux Rifle, Spectra, or MOA weapons.) 4) Ferromagnet: Causes enemies with heavier armor to take more damage from Crush. (Damage increased by .025/.05/.075/.1% per point of armor the enemy has. Does not effect bosses.) Loki: 1) Immaterial: Allows bullets to pass through the decoy, allowing for the possibility for enemies to deal damage to each other out of confusion. 2) Intangible: Allows Loki to pass through enemies while Invisible.(*) 3) Interchange: Causes a small radial stun at the beginning and end point of the Switch Teleport. 4) Interdiction: Causes enemy weapons to malfunction and explode instead of simply being removed. Deals only minor damage, but still disarms enemies. *-If Invisibility wears off while inside an enemy, the enemy is "pushed out of" Loki. Nyx: 1) Persuasion: Enemies will not be stunned by Mind Control, and instead immediately begin attacking their former allies. 2) Psychic Cloud: Each Psychic Bolt creates an area of intense psychic energy on impact, causing damage to any enemies who enter it. Lasts 1/2/3/4 second(s). (*) 3) Dementia: Enemies affected by Chaos take damage as their brains rapidly deteriorate. Only begins to take effect when the normal Chaos effect wears off. 4) Psychic Maelstrom: Absorb leaves behind a large Psychic Storm upon detonation, causing rapid mental deterioration in all who enter it. Lasts 2/3/4/5 seconds. (Effect is similar to Psychic Cloud, but afflicts a much larger area.) *-Enemies affected by the cloud take slight DoT, and the longer they remain alive, the more likely they are to begin attacking other enemies. (%chance for that effect follows a curve that increases at a decreasing rate.) Ash: 1) Seeker: Each Shuriken will seek out 1 additional target, but deals reduced damage to the additional target. 2) Smoke Bomb: Causes an additional radial stun upon exiting cloak. 3) Emergence: Causes the teleport target to be stunned upon teleporting, if it is an enemy. 4) Ambush: If Blade Storm ends without attacking its maximum number of targets, it will seek out new targets in the area until the maximum is reached. Blade Storm also deals bonus Critical damage from the Melee weapon used.(*) *-The Bonus Crit Damage includes only the base critical damage of the weapon. Damage bonuses from mods (Such as elemental damage) are not included. Banshee: 1) Harmonic: Sonicboom weakens the integrity of enemy armor by 2/3/4/5%. Effect does not stack. 2) Echolocate: Causes Sonar to ping multiple times throughout the first's duration, inducing Sonar's effect on additional enemies. (*) 3) Binaural: Adjusts the frequencies used in Silence, causing enemies to move sluggishly, furthering Banshee's ability to remain undetected. (Slow amount equal to Cryo elemental effect on enemies who are not alerted to your presence, but half of that on enemies who are.) 4) Wail: Enemies who are .25/.5/.75/1 meter(s) outside the range of Sound Quake are persistently stunned by the deafening sound of the Quake. *-The effect of each sonar ping does not stack on enemies who are already affected. Ember: 1) Brushfire: Enemies that walk through the persistent fireball receive lingering fire damage even after leaving the area of effect, and can spread the flames to others they come in contact with. 2) Combustion: Every time Overheat causes damage to an enemy, Ember randomly regains stamina, shields, or energy. Restores 2/3/4/5% of damage dealt. 3) Scorch: Fire Blast superheats the ground after the initial blast, causing enemies who walk inside the ring to be dealt minor burn damage while inside the ring. Deals 20/30/40/50 damage per second, ignores armor/resistances. 4) Inferno: Increases the maximum number of enemies World on Fire targets at once by 1/2/3/4. Frost: 1) Ice Spear: The bolt of ice can pierce enemies, causing each enemy hit to freeze for a diminishing amount of time. Pierces up to 2/3/4/5 enemies. (*) 2) Cold Front: Enemies who survive Ice Wave are slowed by 15/30/45/60% for 1/1/2/3 seconds. 3) Sheer Cold: Enemies who remain inside the Snow Globe for too long are eventually frozen solid. (Slow effect increases at a decreasing rate) 4) Frostbite: Enemies who survive Avalanche are slowed by 10/20/30/40% until death. *-Each additional enemy takes 1/n the amount of damage the first enemy receives, and is frozen for 1/nth the duration. (For example, the second receives 1/2 the effect, the third receives 1/3, the fourth receives 1/4, and so on.) Rhino: 1) Stampede: Enemies who survive Rhino's charge are sent flying instead of simply being knocked over. Can cause enemies to receive fall damage or damage upon striking a surface 2) Galvanize: Causes bullets to be deflected by Iron Skin. Deflected bullets can deal 10/20/30/40% of their original damage to any enemy they may happen to hit. They will still deal normal damage to Iron Skin before being deflected, however. 3) Deafen: Enemies who are nearby Rhino when he roars are stunned. 4) Impact: Enemies who are knocked up by Rhino Stomp are also sent flying away from the epicenter. Saryn: 1) Epidemic: Venom will also be cast upon 1/1/1/2 additional enemy(-ies) who are nearby the target enemy. Places 1/2/3/4 globules on the additional target(s). 2) Growth: Molting temporarily increases Saryn's armor by 2/4/6/8%. Effect does not stack. 3) Contaminate: Swinging a weapon affected by Contagion causes a lingering toxin to permeate the air, causing disease in enemies that inhale it. The toxin does not affect Saryn or her allies. 4) Biohazard: The toxic remains of enemies dissolved by Miasma linger as a hazardous waste, causing poison damage in enemies who come in contact with it. The hazard does not affect Saryn or her allies. Trinity: 1) Overheal: Allows Tenno to heal themselves above and beyond their normal capacity through Well of Life. The extra health will slowly diminish back down to normal levels. (Rate is by a %-age, not a static amount.) 2) Supercharge: Allows Tenno to recover energy beyond their normal capacities through Energy Vampire. Excess energy will slowly diminish until at or below normal levels. (Rate is by a %-age, not a static amount.) 3) Savior: Changes Link from a self-cast to a target-cast. Link can be cast upon allies, but not on Trinity herself. 4) Miracle: Blessing will also revive downed or dead Tenno, restoring them with 20/30/40/50% health. Vauban: 1) Arc: Causes Tesla shocks to arc to one additional target, dealing 10/20/30/40% of normal damage to the additional target. 2) Suspend: Enemies who walk onto the bounce pad are slowed in their fall, suspending them in air for a short time. 3) Drop: Enemies who are still alive when Bastille deactivates are violently slammed into the ground. 4) Singularity: Enemy bullets are also pulled into the vortex, and are violently released when the Vortex dissipates. Volt: 1) Current: Shock will chain to 1/2/3/4 additional target(s), dealing diminishing damage to each.(*) 2) Capacitance: Stamina cost for all actions is reduced while under the effect of Speed. 3) Resistance: The Electric Shield will deflect bullets instead of absorbing them. Deflected bullets can deal 20/30/40/50% of their original damage should they strike an enemy. 4) Inductance: Overload causes allies who are in its area of effect to deal bonus electric damage for a short time. *-Each additional enemy takes 1/nth the base damage after the 5th enemy in the chain. (Shock normally chains up to 5 times, so each additional chained target after the 5th will deal 1/nth the damage, similar to Ice Spear for Frost.) Nova: 1) Intercept: Null Star will attempt to intercept and annihilate dangerous projectiles. (Affects Napalm shots, Bombard missiles, Phorid's needles, Leeches from Ospreys, etc) 2) Polarity: By creating a drop composed of antimatter of only like charges, Nova creates an Antimatter Drop that can attract bullets to it for a short time (.4/.6/.8/1 second) after being cast. 3) Energetic: Nova's Wormholes become energetic and hot, causing enemies who pass through it to take severe damage. 4) Raze: The searing heat caused by the Annihilation of matter resulting from Molecular Prime superheats the ground. (Creates a .2/.3/.4/.5 meter-radius area of fire damage on the ground around enemies who die while tagged by Molecular Prime. This includes enemies who are tagged that die to the chain reaction effects.) So yeah, that's what I've got. I'm eager to hear other people's thoughts on this, and/or any feedback or support for this idea. I just hope this hasn't been suggested already :x Link to comment Share on other sites More sharing options...
Denvert Posted August 15, 2013 Share Posted August 15, 2013 Indeed, power modifiers or something, that enhances their effects are a neat thing and I'm hoping for such things to show up someday. Link to comment Share on other sites More sharing options...
Archistopheles Posted August 15, 2013 Share Posted August 15, 2013 There's nothing I like more in my power-curve growth rate than a RNG wall with a < 1% drop rate. Mmmm, sexy. Lets also have mods that only drop for the top 100 players so I can never hope to be as good as any of them. Link to comment Share on other sites More sharing options...
Ariarch Posted August 15, 2013 Share Posted August 15, 2013 Several Livestreams back, Steve answered a question regarding a mod tier that was above Rare. He said that there is currently nothing in that tier, and it's just sitting there, empty. Well, recently I got thinking: What would be in that tier? From there, I started getting the idea for Power Modifying mods. These mods would be, of course, rarer than Rare mods, but extremely valuable. They would alter or add effects to a Warframe's powers. There would be one mod for every power for each 'frame, and only one could be equipped at a time (Perhaps there could be a separate slot for it, similar to how Auras are?). As for mod point cost, I'm not sure how that would play in. They would certainly be a good thing to dump excess capacity into, for the players who have a 'frame that has been polarized several times. Again, I'm not sure about it. However I do think most if not all of them should be able to be ranked up just like power mods (i.e., up to 3 times). I have prepared a list of some of my ideas for what these powers would do. Remember, these do not replace powers, nor are they alternate powers. They modify what the original powers do. Excalibur: 1) Rend: Deals increased damage to enemies directly in front of Excalibur while dashing. Also deals bonus armor piercing damage. 2) Afterimage: Enemies have greatly decreased accuracy for 2/3/4/5 seconds after recovering from being blinded. 3) Peregrine: Air-to-Ground Melee attacks deal heavily increased damage after Superjumping. 4) Perforate: Javelins pierce enemies and light cover. Mag: 1) Push: Reverses the polarity of Mag's Pull, causing it to send enemies tumbling through the air in the opposite direction. (Mod rank determines distance pushed, range is determined by Pull's rank + other mods on Mag.) 2) Siphon: Any amount of shield stolen or donated will add or subtract from Mag's own shield. 3) Solenoid: Causes bullets and other metallic objects caught by the Bullet Attractor to deal bonus Electric Damage. (i.e., Does not effect projectiles from laser weapons such as the Dera, Supra, Flux Rifle, Spectra, or MOA weapons.) 4) Ferromagnet: Causes enemies with heavier armor to take more damage from Crush. (Damage increased by .025/.05/.075/.1% per point of armor the enemy has. Does not effect bosses.) Loki: 1) Immaterial: Allows bullets to pass through the decoy, allowing for the possibility for enemies to deal damage to each other out of confusion. 2) Intangible: Allows Loki to pass through enemies while Invisible.(*) 3) Interchange: Causes a small radial stun at the beginning and end point of the Switch Teleport. 4) Interdiction: Causes enemy weapons to malfunction and explode instead of simply being removed. Deals only minor damage, but still disarms enemies. *-If Invisibility wears off while inside an enemy, the enemy is "pushed out of" Loki. Nyx: 1) Persuasion: Enemies will not be stunned by Mind Control, and instead immediately begin attacking their former allies. 2) Psychic Cloud: Each Psychic Bolt creates an area of intense psychic energy on impact, causing damage to any enemies who enter it. Lasts 1/2/3/4 second(s). (*) 3) Dementia: Enemies affected by Chaos take damage as their brains rapidly deteriorate. Only begins to take effect when the normal Chaos effect wears off. 4) Psychic Maelstrom: Absorb leaves behind a large Psychic Storm upon detonation, causing rapid mental deterioration in all who enter it. Lasts 2/3/4/5 seconds. (Effect is similar to Psychic Cloud, but afflicts a much larger area.) *-Enemies affected by the cloud take slight DoT, and the longer they remain alive, the more likely they are to begin attacking other enemies. (%chance for that effect follows a curve that increases at a decreasing rate.) Ash: 1) Seeker: Each Shuriken will seek out 1 additional target, but deals reduced damage to the additional target. 2) Smoke Bomb: Causes an additional radial stun upon exiting cloak. 3) Emergence: Causes the teleport target to be stunned upon teleporting, if it is an enemy. 4) Ambush: If Blade Storm ends without attacking its maximum number of targets, it will seek out new targets in the area until the maximum is reached. Blade Storm also deals bonus Critical damage from the Melee weapon used.(*) *-The Bonus Crit Damage includes only the base critical damage of the weapon. Damage bonuses from mods (Such as elemental damage) are not included. Banshee: 1) Harmonic: Sonicboom weakens the integrity of enemy armor by 2/3/4/5%. Effect does not stack. 2) Echolocate: Causes Sonar to ping multiple times throughout the first's duration, inducing Sonar's effect on additional enemies. (*) 3) Binaural: Adjusts the frequencies used in Silence, causing enemies to move sluggishly, furthering Banshee's ability to remain undetected. (Slow amount equal to Cryo elemental effect on enemies who are not alerted to your presence, but half of that on enemies who are.) 4) Wail: Enemies who are .25/.5/.75/1 meter(s) outside the range of Sound Quake are persistently stunned by the deafening sound of the Quake. *-The effect of each sonar ping does not stack on enemies who are already affected. Ember: 1) Brushfire: Enemies that walk through the persistent fireball receive lingering fire damage even after leaving the area of effect, and can spread the flames to others they come in contact with. 2) Combustion: Every time Overheat causes damage to an enemy, Ember randomly regains stamina, shields, or energy. Restores 2/3/4/5% of damage dealt. 3) Scorch: Fire Blast superheats the ground after the initial blast, causing enemies who walk inside the ring to be dealt minor burn damage while inside the ring. Deals 20/30/40/50 damage per second, ignores armor/resistances. 4) Inferno: Increases the maximum number of enemies World on Fire targets at once by 1/2/3/4. Frost: 1) Ice Spear: The bolt of ice can pierce enemies, causing each enemy hit to freeze for a diminishing amount of time. Pierces up to 2/3/4/5 enemies. (*) 2) Cold Front: Enemies who survive Ice Wave are slowed by 15/30/45/60% for 1/1/2/3 seconds. 3) Sheer Cold: Enemies who remain inside the Snow Globe for too long are eventually frozen solid. (Slow effect increases at a decreasing rate) 4) Frostbite: Enemies who survive Avalanche are slowed by 10/20/30/40% until death. *-Each additional enemy takes 1/n the amount of damage the first enemy receives, and is frozen for 1/nth the duration. (For example, the second receives 1/2 the effect, the third receives 1/3, the fourth receives 1/4, and so on.) Rhino: 1) Stampede: Enemies who survive Rhino's charge are sent flying instead of simply being knocked over. Can cause enemies to receive fall damage or damage upon striking a surface 2) Galvanize: Causes bullets to be deflected by Iron Skin. Deflected bullets can deal 10/20/30/40% of their original damage to any enemy they may happen to hit. They will still deal normal damage to Iron Skin before being deflected, however. 3) Deafen: Enemies who are nearby Rhino when he roars are stunned. 4) Impact: Enemies who are knocked up by Rhino Stomp are also sent flying away from the epicenter. Saryn: 1) Epidemic: Venom will also be cast upon 1/1/1/2 additional enemy(-ies) who are nearby the target enemy. Places 1/2/3/4 globules on the additional target(s). 2) Growth: Molting temporarily increases Saryn's armor by 2/4/6/8%. Effect does not stack. 3) Contaminate: Swinging a weapon affected by Contagion causes a lingering toxin to permeate the air, causing disease in enemies that inhale it. The toxin does not affect Saryn or her allies. 4) Biohazard: The toxic remains of enemies dissolved by Miasma linger as a hazardous waste, causing poison damage in enemies who come in contact with it. The hazard does not affect Saryn or her allies. Trinity: 1) Overheal: Allows Tenno to heal themselves above and beyond their normal capacity through Well of Life. The extra health will slowly diminish back down to normal levels. (Rate is by a %-age, not a static amount.) 2) Supercharge: Allows Tenno to recover energy beyond their normal capacities through Energy Vampire. Excess energy will slowly diminish until at or below normal levels. (Rate is by a %-age, not a static amount.) 3) Savior: Changes Link from a self-cast to a target-cast. Link can be cast upon allies, but not on Trinity herself. 4) Miracle: Blessing will also revive downed or dead Tenno, restoring them with 20/30/40/50% health. Vauban: 1) Arc: Causes Tesla shocks to arc to one additional target, dealing 10/20/30/40% of normal damage to the additional target. 2) Suspend: Enemies who walk onto the bounce pad are slowed in their fall, suspending them in air for a short time. 3) Drop: Enemies who are still alive when Bastille deactivates are violently slammed into the ground. 4) Singularity: Enemy bullets are also pulled into the vortex, and are violently released when the Vortex dissipates. Volt: 1) Current: Shock will chain to 1/2/3/4 additional target(s), dealing diminishing damage to each.(*) 2) Capacitance: Stamina cost for all actions is reduced while under the effect of Speed. 3) Resistance: The Electric Shield will deflect bullets instead of absorbing them. Deflected bullets can deal 20/30/40/50% of their original damage should they strike an enemy. 4) Inductance: Overload causes allies who are in its area of effect to deal bonus electric damage for a short time. *-Each additional enemy takes 1/nth the base damage after the 5th enemy in the chain. (Shock normally chains up to 5 times, so each additional chained target after the 5th will deal 1/nth the damage, similar to Ice Spear for Frost.) Nova: 1) Intercept: Null Star will attempt to intercept and annihilate dangerous projectiles. (Affects Napalm shots, Bombard missiles, Phorid's needles, Leeches from Ospreys, etc) 2) Polarity: By creating a drop composed of antimatter of only like charges, Nova creates an Antimatter Drop that can attract bullets to it for a short time (.4/.6/.8/1 second) after being cast. 3) Energetic: Nova's Wormholes become energetic and hot, causing enemies who pass through it to take severe damage. 4) Raze: The searing heat caused by the Annihilation of matter resulting from Molecular Prime superheats the ground. (Creates a .2/.3/.4/.5 meter-radius area of fire damage on the ground around enemies who die while tagged by Molecular Prime. This includes enemies who are tagged that die to the chain reaction effects.) So yeah, that's what I've got. I'm eager to hear other people's thoughts on this, and/or any feedback or support for this idea. I just hope this hasn't been suggested already :x Slot wasters? No. Make them fuse into mods and then I will be happy. 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SkyValkyrie Posted August 15, 2013 Share Posted August 15, 2013 My only worries would be the mod slots/ mod points these 'new mods' would take up....But other than that, great work!It's definitely an interesting concept worth playing around with Link to comment Share on other sites More sharing options...
Rakuall Posted August 15, 2013 Share Posted August 15, 2013 (edited) They should share the " polarity so that players can drop an ability they don't like and buff one they do. My only complaint would be the difficulty in finding the ones you want. Edit: Perhaps make them not 'SuperRares', but a gift when the frame reaches 30. Sort of a "you've learned and mastered the frame, now tailor it to yourself" thing. Edited August 15, 2013 by Rakuall Link to comment Share on other sites More sharing options...
Tei_S Posted August 15, 2013 Author Share Posted August 15, 2013 There's nothing I like more in my power-curve growth rate than a RNG wall with a < 1% drop rate. Mmmm, sexy. Lets also have mods that only drop for the top 100 players so I can never hope to be as good as any of them. Well, in an ideal situation, you wouldn't need the mods to be powerful... As for RNG, there are other possible ways one can come up with for getting the best things... perhaps as rewards for certain achievements, like beating a boss in a certain amount of time, or something? In my mind, this kind of thing would fit in as rewards for really high defense waves or something like that, something that makes it so you have to earn them, as opposed to farm them. Link to comment Share on other sites More sharing options...
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