"Kyno;c-1518202" wrote:
"Strubz;c-1518191" wrote:
What struck me the most from the video and got me thinking wasn't about mod management. It was when they (CG) said they wanted to change the "mod meta" away from speed.
I've been thinking about it for an hour and I don't know how that is possible without a complete overhaul of how mods and really how the entire game works.
Does anyone have any thoughts on this? How could you possibly change the "mod meta" to not be speed?
As they said it would have to be done with " new mods" so either new type or higher dot count. The simplest solution would be to freeze speed primarily and secondaries where they are now and increase all other stats as they did when we saw 6 and 7 dot mods previously. That would start to pull the trend in a different direction.
The other possibility is new mod types or even "status effect" mods. Mods with add X ability at Y% to basic would be interesting, stun, daze, DOT...ext. with the Y being what is upgraded or RNG controlled. I'm not sure that would be as effective but it could be interesting.
Status effect mods....really, really interesting idea. Mods that give abilities instead of stats. That would definitely shift the meta.
I think 6+ dot mods aren't going to change anything unless they don't have speed secondaries and in exchange give much larger primary stat boosts but we already saw what happens when mods first came out to bigger primary stat boosts.
I'm going with the status effect/ability mods. Give up speed but gain the ability to inflict daze upon taking damage from an attacker that can't be dispelled. Mod sets that ignore armor. Mod sets that ignore protection. Draw back is reduced speed and requires all 6 mod spots. Could be interesting.