I know a lot of people will be against that, because some already hate the idea of randomised loadout, and adding the modding to this could make it too much to handle for less experienced players, which is why I think it could possibly be added to the Steel Path version only. Also, as mentionned above with warframe/weapon choices, it's a good way to gather data on the usage of under used mods. It's probably one of the best way to introduce people to the modding system because they won't be able to rely on premade builds and will be forced to think and adapt to what they dropped during the run. With these changes, there will no longer be gambling at the start about whenever you have warframes/weapons with good mods setup in the selection that make the game boringly easy, while encouraging experimenting because you can edit your build on the fly during the mission. Every 3 recycled mods grant a random mod (each level count as one mod). Obtaining a mod you already own will upgrade it by one level, and obtaining an already maxed mod will automatically recycle the extra copy. When you choose a warframe/weapon, it will now come unmodded and every decree you obtain will also grant 5 random/arcanes mods for the currently equiped categories (for example, you won't get rifle mods if you choosed a shotgun, and will be able to get augments/unique mods for your selected warframe and weapons).Īfter selecting all available decrees, the decree button will open the modding screen instead, to install mods you earned during the cycle with limited slots, but infinite capacity.To me, the best solution is to remove mod config from the initial selection and make mods earnable ingame like decrees, let me explain : Ignoring the warframes/weapons variants that make a huge difference, the way mods scales and how much difference there is between a bad and good build simply remove any challenge if you get anything you invested formats in, and its just not fun for anyone because it's balanced for neither of the situations. However, one problem emerges and goes against this, and it's how drastically your owned gears impact the gamemode, despite it's random nature. So overall, the gamemode promote versatility and a good knoweldge of the game which brings fresh air to the game, but also help gathering datas to rebalance the game, which is good for both for improving the gamemode itself but also the whole game. How would you see how the Latron performs compared to the Burston when everyone plays the Kuva Bramma ? It's a good way of gathering datas on underused gears that would otherwise never be compared together, simply because there is no reasons to pick one or another over stronger 3rd one. It's finally a good reason to use underperforming gears, because even if you have good builds on them there is no real reason to use them over better gears you own. It forces players to step out of their comfort zone and reward them for their knowledge and adaptation, rather than their time spent farming a certain build.Before starting, I want to say the Circuit is in my opinion one of the best implementation to the game for a few reasons :
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