Hipolipolopigus Posted August 18, 2013 Share Posted August 18, 2013 This is everything that I can think of that currently irks me about the mod system as it is now. Polarity Diversity I understand that certain things will have certain places - Defence mods do make more sense on a Warframe than a Rifle - but when you're pushing out weapons that have preset polarities with only one or two possible mods to put in there, things go downhill. Warframes lack common and uncommon offense mods Shotguns and Rifles lack common defence mods, and the total amount of defence mods is somewhat low Melee is lacking defence, though the role of melee means that this is a non-issue. Stun Is seemingly undesirable next to raw damage output. Cost Rounding As we all know, matching a polarity will halve the mod cost and round it up. This is an issue with almost every mod which has an odd numbered cost at max rank. I'd love another rank for Continuity, Flow and Focus to get another 5, 25 and 5 percent respective boost; have it high-cost, high-reward. Mod Packs and Transmutation For the love of Lotus, remove the bloody abilities from these pools. Auras There are a handful of auras that are actually useful in the current endgame, this pool will inevitably decrease to health/energy regeneration as content becomes more difficult. Link to comment Share on other sites More sharing options...
Archistopheles Posted August 18, 2013 Share Posted August 18, 2013 I would suggest saying V and D along with - mods instead of "offense" and "defense" as bonus ice damage is in no way defensive. Link to comment Share on other sites More sharing options...
Hipolipolopigus Posted August 18, 2013 Author Share Posted August 18, 2013 I would suggest saying V and D along with - mods instead of "offense" and "defense" as bonus ice damage is in no way defensive. Except for the part where it slows them right down. Link to comment Share on other sites More sharing options...
Archistopheles Posted August 18, 2013 Share Posted August 18, 2013 Except for the part where it slows them right down. Which is still an offensive action. If that were the case, then killing a unit is also defensive as it removes them from the field of play. Link to comment Share on other sites More sharing options...
Hipolipolopigus Posted August 18, 2013 Author Share Posted August 18, 2013 Which is still an offensive action. If that were the case, then killing a unit is also defensive as it removes them from the field of play. You fail to understand the role of Crowd Control. Link to comment Share on other sites More sharing options...
Archistopheles Posted August 18, 2013 Share Posted August 18, 2013 You fail to understand the role of Crowd Control. You fail to understand the ambiguity that the icons represent. Defensive abilities protect you: Shields, Health, Heal, etc. Ice damage is put on weapons to increase their damage output. The snare is a bi-product. Link to comment Share on other sites More sharing options...
Lactamid Posted August 18, 2013 Share Posted August 18, 2013 Mod cost rounding is there to "make you think" of that last point. How ever, with the aura bonus energy and forma being pretty easy to get energy isn't realy a problem, more slots...now that would be something (gamebreaking but fun) Link to comment Share on other sites More sharing options...
Hipolipolopigus Posted August 18, 2013 Author Share Posted August 18, 2013 You fail to understand the ambiguity that the icons represent. Defensive abilities protect you: Shields, Health, Heal, etc. Ice damage is put on weapons to increase their damage output. The snare is a bi-product. http://en.wikipedia.org/wiki/Crowd_control_(video_gaming)'>Learn. When I see D-slots on weapons giving you health, then you'll be correct. Mod cost rounding is there to "make you think" of that last point. But it doesn't work that way, all it does is consume an otherwise unnecessary mod point. Link to comment Share on other sites More sharing options...
CubedOobleck Posted August 18, 2013 Share Posted August 18, 2013 (edited) Regarding the lack of V mods for warframes, please check this out too https://forums.warframe.com/index.php?/topic/95199-we-need-more-v-mods-for-warframes/ Melee weapons could actually have a couple of real D mods to affect blocking. And yeah... stun mods are terrible and a big part of the problem is that electricity and fire stun too. The stun mods +% need to increase and elemental mods should only changed the animation of the stuns, while the quantity of stuns should depended solely on the weapon and stun mods. Regarding cost rounding I got to disagree, it encourages the use more varied mod set ups even if just a little. Transmutation needs some iron rules to make it reliable and allow players to narrow down the outcome, for example: if I mix 3 V mods and a D mod then the odds are 3 to 1 between those 2 polarities; if I mix 4 warframes mods then I'm guaranteed a warframe mod as result; ect with other aspect of mods like rarity and even effect. To make it fair the more narrowed down the outcome is the more it cost to transmute. Edited August 18, 2013 by CubedOobleck Link to comment Share on other sites More sharing options...
Lactamid Posted August 18, 2013 Share Posted August 18, 2013 But it doesn't work that way, all it does is consume an otherwise unnecessary mod point. And that is what they might have wanted you to think about, before breaking it with forma and +auras. The "builds" with limited energy. Link to comment Share on other sites More sharing options...
Hipolipolopigus Posted August 18, 2013 Author Share Posted August 18, 2013 Regarding cost rounding I got to disagree, it encourages the use more varied mod set ups even if just a little. This logic is rather flawed. A halved 13-cost mod has the same effective cost as a halved 14-cost mod, so there's nothing to think about besides the fact that you're being screwed out of a rank :P Link to comment Share on other sites More sharing options...
CubedOobleck Posted August 18, 2013 Share Posted August 18, 2013 (edited) This logic is rather flawed. A halved 13-cost mod has the same effective cost as a halved 14-cost mod, so there's nothing to think about besides the fact that you're being screwed out of a rank :P That's exactly the point: if the mod maxes at 14 drain there would be not decision making at all weather to equip it with 13 or 14 drain because they both round to 7; if the mod maxes at 13 drain then I could choose to equip the 12 drain copy to make a bit more room for a different mod. It's subtle, but I think it's positive. Edited August 18, 2013 by CubedOobleck Link to comment Share on other sites More sharing options...
Archistopheles Posted August 18, 2013 Share Posted August 18, 2013 Learn. When I see D-slots on weapons giving you health, then you'll be correct. Explain, please. Link to comment Share on other sites More sharing options...
Hipolipolopigus Posted August 18, 2013 Author Share Posted August 18, 2013 Explain, please. There are a bunch of mods that don't make sense. Molten Impact, Sundering Strike, Heated Charge, No Return, Hellfire, Piercing Hit and Stormbringer to name some weapon mods. Link to comment Share on other sites More sharing options...
Archistopheles Posted August 18, 2013 Share Posted August 18, 2013 There are a bunch of mods that don't make sense. Molten Impact, Sundering Strike, Heated Charge, No Return, Hellfire, Piercing Hit and Stormbringer to name some weapon mods. That's my point :) That's why I simply suggested calling them by their icon, instead of trying to define them. Link to comment Share on other sites More sharing options...
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