PiefPoefPaf Posted August 15, 2013 Share Posted August 15, 2013 Currently Ability mods and Passive mods are using the same "resources" namely mod capacity and mod slots. This is leading to two things: Ability slots are getting forma'd into something else. Many abilities aren't being used due to passives being better then Abilities, which is rather bad design imo, you should never be substituting actives for passives as it makes the game dull, onesided, making frames less uniqe and requiring less skill to utilise to their fullest potential. New players who haven't used an orokin reactor/forma on their frame yet are losing so many mod capacity only to abilites, there's allready a lot less room for passive mods. Suggested solution: Remove Ability cards from the game, each frame allways has acces to all abilities, and abilities scale with warframe level, this will also make for a more linear progression. Any suggestions, idea's and feedback more then welcome :) Link to comment Share on other sites More sharing options...
Crunchyblack Posted August 16, 2013 Share Posted August 16, 2013 (edited) I think about this quite a bit, on one hand I love that they take the same resource because it is unique, but on the other it seems weird to have to sacrifice speed/durability/offense in order to even equip the ability. Edited August 16, 2013 by Crunchyblack Link to comment Share on other sites More sharing options...
Godmode_Ash Posted August 16, 2013 Share Posted August 16, 2013 No, by doing what OP suggest it will screw over people who spent forma on ability slots. A better solution is to just give more slots on warframes. Right now each warframe has 4 abilities, 6 open slots, and 1 aura. Should increase open slots to 8 so that people dont only use focus/streamline/stretch. People can keep whatever mods they like and add extra. Link to comment Share on other sites More sharing options...
S3raph Posted August 16, 2013 Share Posted August 16, 2013 No, by doing what OP suggest it will screw over people who spent forma on ability slots. A better solution is to just give more slots on warframes. Right now each warframe has 4 abilities, 6 open slots, and 1 aura. Should increase open slots to 8 so that people dont only use focus/streamline/stretch. People can keep whatever mods they like and add extra. This solution wouldnt solve the OP's issue. There's still the issue of mod capacity. If I have a reactor + aura that's 74. To equip and max all the abilities you need 19. That's like 25% of your total. The remaining 55 are probably needed to max out the 6 open slots. So you would wind up with 2 empty slots but no mod capacity to put any mods in them (unless you forma alot and that's alot of work). Link to comment Share on other sites More sharing options...
mrdeadman9999 Posted August 16, 2013 Share Posted August 16, 2013 on the next update can we gift things to other players Link to comment Share on other sites More sharing options...
Holynight6 Posted August 16, 2013 Share Posted August 16, 2013 This solution wouldnt solve the OP's issue. There's still the issue of mod capacity. If I have a reactor + aura that's 74. To equip and max all the abilities you need 19. That's like 25% of your total. The remaining 55 are probably needed to max out the 6 open slots. So you would wind up with 2 empty slots but no mod capacity to put any mods in them (unless you forma alot and that's alot of work). I think it would actually. I mean, mod energy isn't an issue. That's what forma is for. Mod slots is the real limiting factor. If you had two empty slots because you didn't have the energy to equip mods there, you'd be encouraged to forma. Plus, DE already said "Adding the positive auras gives us a little breathing room for future additions." which to me sounds like adding new ways to consume mod energy, rather than adding more expensive mods. Link to comment Share on other sites More sharing options...
PiefPoefPaf Posted August 20, 2013 Author Share Posted August 20, 2013 Noone gets the point: Actives and passives sharing the same resources lead to shallow gameplay. It's not even that hard to change it to something cooler without screwing people who wasted formas. Link to comment Share on other sites More sharing options...
KPCMammon Posted August 20, 2013 Share Posted August 20, 2013 No, by doing what OP suggest it will screw over people who spent forma on ability slots. Its a Beta. If something isn't working it should be fixed. You knew it was a Beta when you spent money on that Forma. Being able to choose between additional abilities that drain the same resource (energy) and passive bonuses is terrible design. Rhino isn't going to use charge because it means less iron skin, warcry, and stomp. Excalibur is unlikely to use his ult because slash dash does half the damage to more targets for a quarter of the cost. There is no reason not to forma out 1-2 abilities on each frame. Its a time and money sink. Even if the abilities were perfectly balanced warframes would still be better off using Forma on those ability slots due to energy. Specialization is nearly always better than breadth in team based games. This is exacerbated by mod balance. Just as Redirection and Handspring shouldn't be competing with each other for slots, neither should Super Jump and Stretch. Link to comment Share on other sites More sharing options...
FrostSpecter Posted August 20, 2013 Share Posted August 20, 2013 (edited) Its a Beta. If something isn't working it should be fixed. You knew it was a Beta when you spent money on that Forma. Who spends money on forma? Running T2 void should get you more forma than you will ever need. I do like this idea. Make the abilities "default". Make it so that they're some kind of bar on the side, and you can use fusion cores (but not mod drops - please get rid of power-card drops) to rank up the 'frame abilities. Then open up 8-10 slots for other powers, and make it so that only those powers chew into mod energy. I mean, let's face it - I can only put two mobility tools (Quick Rest and Rush) on my Nova due to the "perfect storm" configuration of Flow+Focus+Stretch+Streamline. I'd love to have more - or maybe some Redirection/Vitality? Heavy Impact? Handspring? You get the idea. Edited August 20, 2013 by Frostshard Link to comment Share on other sites More sharing options...
101blubb Posted August 20, 2013 Share Posted August 20, 2013 (edited) I'd prefer the approach Bioware took with ME3: Gain points by ranking up a class/frame and dump those into skills with increasing cost; give players the option to pick one of two specialized versions of a skill upon reaching max lvl with it. You could decouple skills from mods quite easily this way. Edited August 20, 2013 by 101blubb Link to comment Share on other sites More sharing options...
PiefPoefPaf Posted August 21, 2013 Author Share Posted August 21, 2013 I'd prefer the approach Bioware took with ME3: Gain points by ranking up a class/frame and dump those into skills with increasing cost; give players the option to pick one of two specialized versions of a skill upon reaching max lvl with it. You could decouple skills from mods quite easily this way. I rather like this, but skills need a lot of balancing first then :p It would be awesome to have more builds to make your warframe feel more unique. Link to comment Share on other sites More sharing options...
SanityRobot Posted August 21, 2013 Share Posted August 21, 2013 My dream would be moving the abilities to their own slots, labeled 1 through 4 (in some weird designs to fit polarity themes), and then people can put a variety of abilities in those slots, from a wider selection than the current 4 per warframe...whether than is cross-warframe abilities (seriously, triple jump could be available to all), or alternate skills for the specific frame, or both. Link to comment Share on other sites More sharing options...
PiefPoefPaf Posted August 24, 2013 Author Share Posted August 24, 2013 More idea's please people :) allmost every suggestion in this topic sounds better then the current system :) Link to comment Share on other sites More sharing options...
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