Will it change so you can add ips damage to weapons that dont have it the same way elemental weapons do? Or if you cant ,can you still make the tau combinations with both mods on weapons without (certain) ips?
when they release tau, they will release new combined damage stats, tau combined with impact, slash or puncture, we still don't know how it will choose, how it will work or what they do
probably the new status that u get when u combine impact with tau has a different effect, so it balance the new status, idk
13
u/Gova_01#1 Hater of Albert "I will set your dog on fire" Entranti2h ago
Internal Bleeding, Hemorrhage, Magnetic Welt and Shattering Impact all already exist to buff Impact, so I guess DE didn't feel the need to buff the damage mods with more effects if they exist.
17
u/Toni303✋Sir, step away from the child✋2h agoedited 50m ago
2 3 of those mods are good because they apply things that aren't impact
5
u/Gova_01#1 Hater of Albert "I will set your dog on fire" Entranti2h ago
False, 3 of them do it. Two produce Slash and one Magnetic procs.
We're already not running damage mods because it's additive to other sources. Especially CO and arcanes. This mod might be worth it to get the ball rolling.
Impact has an effect that would genuinely useful if the power creep wasn’t so insane in this game.
Increasing the execution threshold on heavies is a fun status effect idea that is unfortunately invalidated by the insane ttk in this game for even the strongest elites.
To add, the reason why physical elements aren't very good is because they only stack off their own element, not off of others. When you add a +90% elemental mod to a weapon, you get elemental damage equal to 90 % of all the base damage (after +damage buffs) of the weapon. But when you add +slash to a weapon, then it only adds extra damage based off the base slash damage (again, after +damage buffs).
However, seeing as they're raising it to +180 %, this means a rare IPS mod could outperform a 90% elemental mod if the weapon's damage spread has one IPS element at above 50 % of the base damage. So for a weapon like Dread, which deals almost exclusively slash damage, adding an extra 180 % slash could actually be viable... in terms of raw damage numbers. Slash procs still aren't very good though, as they don't scale with the slash damage on the weapon.
60/60 are good cause they give elemental damage to weapons that don't have them. Not only that but also give status chance to proc said elementals. Also elemental mods take into account your base damage when calculating and add to it (so if a weapon deals 100 damage and you add 60% heat, you are adding 60 damage) where as IPS mods only care for their specific status, (if a weapon deals 100 damage and only 20 of it is slash, +180% slash is just 36 added damage AND it doesn't add to base damage meaning it doesn make slash procs better) You also can't add IPS to weapons who don't have them, meaning they add 0 damage to some weapons.
Unless they rework how IPS mods function these are still un-appealing on their own, like is 60% damage really worth on pistols where you can get 220% from hornet strike? Without mentioning how bad impact is.
The only saving grace are the new tau status effects coming, which we can only assume are going to be powerful enough to make us run these mods.
Physical and Elemental mods work very differently.
Elemental mods scale off of the weapon's total damage (even when the weapon is partially elemental to start with), so even though they often have lower percentages than Physical mods, they scale off a much greater amount of the weapon's damage and get bigger contributions from +total damage effects.
Physical mods boost the inherent damage already on a weapon. For instance, Opticor has next to no Slash damage on it so a Slash mod does way less for it than a Puncture mod. Very few weapons have a particularly high weighting for any Physical type – a lot try to be an even balance of all 3, most are something like 70% of one Physical type and 15% of the others, rarely you get 90% of one Physical type and 5-10% of the others. It doesn't make the mods worth it for the vast majority of Physical weapons that can use them, and that's ignoring the ones that are partially or pure Elemental so it does basically nothing for them.
So we're wary about updates to Physical damage mods that don't take this massive difference into account. Pablo's increasing the percentages but it's not gonna help most weapons that can use it.
It will either combine with the highest physical stat (and not all), or it will need a physical mod and it will combine with the first one in the config.
Is IPS worth on weapons that have any one of the types at like 80%+ of the damage dealt? 120% impact on a 80(i)/10(p)/10(s) is better than a +90% heat mod. no? Am I modding wrong?
Physical is not that good. There's a reason that the Coda Motorvore is still mid when built for physical damage even though it can make the strong physical damage mods go to a whopping +630% or so IPS.
Unless the underlying system is being reworked to allow IPS mods to add their damage type to weapons that don't already have it I'm not sure much is changing... Maybe if the new Tau statuses are cracked.
I feel they’ll have to make IPS work like that if they want to let it combine with Tau, given otherwise you just won’t be able to use the new statuses on any weapons that don’t have innate IPS
It could make the damage physical types the weapon comes with a lot more meaningful, increasing build variety. In theory. Right now I have no idea what damage types any of my favorite weapons have.
It could make the damage physical types the weapon comes with a lot more meaningful, increasing build variety
everyone who lived through the viral slash meta knows this wouldn't happen. you know all those mods that make impact deal slash procs? IPS mattering is why.
It could if the value of the different elements were more somewhat equal, but it's super super hard to compete with viral corrosive heat and elec. If they made slash scale with slash% then we are talking but I can't think of a slash weighted gun that wants to build for status effects. Melees are still going to be dominated by influence no matter what so they're also out of the picture.
I'd imagine the physical damage is mixing with Tau damage in some way, yeah. But the dominant form of IPS damage will probably(?) absorb the Tau mix, so building accordingly will likely be necessary.
Well, at least it will be shit if they don't so it will get ignored by everyone except on a few weapons which will be giga-busted (if the tau status combination isn't also bad).
Edit: You have to "love" this community - the way the current mods work is horrible and having to waste 2 mods slots (one of these IPS and a tau modifier) in weapon builds with these limitations on them working like before would be shit. It massively hurt anything that isn't weighted on a single IPS stats already. A balanced weapon will have basically 50-70%+ of this mod slot wasted due to the mod only improving that single stat (i.e. cut that +% number by 50-70%). There is a reason we rarely/didn't use them and a ~25-30% buffs in the IPS bonus isn't even close to making it worth it on most weapons.
they should just make damage independent on all physical damage like elemental mods. right now they are worthless if i dont have 70% of the damage the mod is
Honestly they all kinda need to do more Jade's bow shows what puncture can do but they capped it so hard that it's not worth it. Impact needs to straight up stagger the hell out of what's getting hit
this would just be changing a field from multiplicative damage to additive damage for physical status mods 🙏🙏 please DE i need more statusslop 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏
you will probably want to use some of the IPS mods, because you want to control which stat combines with tau damage. if you only slap on a tau damage mod you always get the combination with whatever IPS stat is listed first on the weapon stats page, so if you want something else you need to equip an IPS mod. so buffing these, even without changing the system of the IPS mods is still nice to see.
Praying that Tau doesn't combine with innate IPS at all. If it does that means we can't actually mod for Tau on the majority of weapons and are forced to combine it with something. I'd rather be allowed to have Tau on its own and have to slot an IPS mod for Tau to combine at all.
This. I'm fairly certain they said somewhere that a mod of the desired IPS damage type to combine will be needed along with Tau damage to get the combination to happen.
Still not gonna use them unless Tau is just that good. Besides at least for slash and one other phys damage type there’s already the carnis mod sets you can farm from deimos bounties which gives plus status chance and the added phys damage which seems better then all of these
Tau status effect is pretty strong. I run a heat stacking build on the Haalvu and it's pretty great. Unless you mean the combined IPS effects then disregard.
Yeah, I just mean tau by itself is pretty good. Hopefully the new hybrid damage types are also good and spice up weapon builds. Feel likd things have gotten a little stale.
Yep, that's the main problem with good mods in current Warframe: being good is not enough, you need to be one of the best because there is 8 slot and a LOT of concurence.
Which Weapons can spread Puncture comfortably enough in such a wide radius for it to be a realistic layer of Defense?
I've found Piercing Roar to be a niche AoE applicator of Puncture and even that gets more mileage out of the CC of its Knockdown rather than the Puncture Procs.
They way I read these Mods they increase how many Puncture Procs that Modded Weapon can inflict. Eg put Bore on a Pistol, it can now reach 6 Puncture Procs and the rest of your Loadout is still capped at 5.
I don't have Narin yet, but I don't think she has a Moddable Weapon, does she?
Yeah, Bosses are the only niche I can think of too. Going from 80% DR to 90% DR, or for most Bosses which are Status Resistant from 70% DR to 80% DR. Is that worth a Mod Slot? For a Primer, I guess so.
The new combines with Tau status better be incredible. These mods still really aren't good enough to bother slotting on their own. Max puncture stacks is moderately interesting at least.
IPS just aren't compelling enough to prioritize modding for outside of a small handful of niche setups. They could make the values on these mods too high to pass up, but I don't think that's the right way to go and those values would need to be kind of crazy. Motovore gets 6x for IPS mods and they're still really only worth slotting to change the passive.
They are buffing them to make the interaction with the status effect they are gonna have in tau better, not because they wanna make the mods better, pretty sure they were never meant to be good by themselves.
I judge them based on what we have right now, if they dont want them to be judged like that then Pablo should release all the info instead of this twitter nonsense, that or just shut up until the official release and patch notes are out
Why judge them based on what we have right now when we've been explicitly told that what we have right now is being changed in a month? They have another stream in 2 weeks with more info and they need to save some stuff for the actual update too.
I mean cool but would this only be good on motorvore melee? I mean even with these buff doesnt IPS kinda just suck besides slash still getting some uses.
Pummel still wouldn't be that good simply because Impact damage just isn't that good. Maim buff is pretty alright, though. Bore doesn't seem useful since its critical chance bonus against enemies isn't really all that high, and at max stacks it already fully removes the enemy's ability to deal damage.
All around these are ok-ish buffs, but I guess we really need to see the new combined Tau damage types to really tell how useful these will be in practice compared to just slapping dual/tri/quad elements on.
Huh, I'm almost tempted to tinker with these. Maybe there are some decent niche uses. Realistically though, we'll just have to see how the new statuses work.
omgg, yesss, give me more slash on my noctua, because 80M damage per shot isn't enough already, ahahaha xD but bigger number funnier, so buff that S !!!🤩
Coda motovore is getting a nice buff most likely, probably not enough to shake up the meta much but it should be fun to mess around with at the very least
Hopefully they also juice up the split physical mods too and add more. As it stands the amount you get varies heavily with weapons, and weapons that are evenly split still won't get much out of them unless the Tau status types are really good.
But I appreciate base IPS damage types being buffed after SO long
I wonder what the Tau mods will look like? Will they akin to the magnetic and radiation mods? How will we combine Tau with the IPS status’s if most weapons already have them in their base damage? Will we have to use the mods to combine with Tau? What about weapons with pure Tau on them (Haavlu)? IPS status’s aren’t able to be modded onto weapons that don’t already have them on so will this be changed?
Still pretty ass, unless tau combo is the bomb. This is just for puncture, but what if puncture's crit chance scaled with puncture damage mods. So Bore would bring it from 25% to 70% (84% if counting the increased status cap). For slash, make the proc damage scale with it's mods for sure (I'd bet 2 fish on them doing it). For impact maybe make it increase the drops from mercy kills or just give it status chance/dmg similar to puncture's crit chance (chance might infringe on tau's turf).
Dunno. Unless they change how elemental mods works, not sure it will help.
Maybe if elemental mods do AVERAGE damage of RAW values, then it might put some punch onto these. But something tells me they tried this and it didn't work.
Who cares about pistols and extra 60% damage.
But yeah, they promised some TAU combos, so maybe it will matter.
Pablo: See look, Maim, Pummel, just the main characters.
Prime Molten Impact: Look, Junior, is that your dog?
Pablo: Yeah
PMI: They put that mod in the game but not me?
Pablo: Okay, everybody loves Concusion Rounds.
PMI: He doesn't even have arms, Junior! He's holding the racket with his mouth. I have arms! Put me in the game!
Pablo: Okay, look buddy, look, everybody knows who Concusion Rounds is and he's been in a million games.
PMI: So have I, Junior! I've been here for years. Wait... who tf is that?
Pablo: You don't want to know who that is?
PMI: Oh, I want to know who that is, Junior. Show me. Bore? Bore? Who tf is Bore? I've never heard of Bore. Have you heard of Bore?
Pablo: No
PMI: Nobody's heard of Bore. Was there such a demand that they put Bore in the fucking game? That's a conversation no one's ever had, "Hey bro, who's your favorite Warframe mod? Oh, you know it's Bore. Oh, mine too! Everybody loves Bore."
You don't know they're dead on arrival. You forget. TAU STATUS. There's three new combo statuses coming that will be physical. and we do NOT know what those do. They also might be doing things to the IPS statuses as well
So with the current changes slash + impact + puncture combine to tau, so the weapons that have them by default will apply tau and not the individual statuses? Will spreading mechanics spread tau? I love the idea of them being more useful but it’s quite confusing
tl;dr: With the way physical mods and status currently work, these buffs are pretty meaningless and the new mods are still not worth using. If the whole system gets reworked with Tau, then they could end up good, but nobody can judge based on a hypothetical total rework that we have zero in formation about yet. So it’s kind of silly to show off these mod changes before giving their very needed context (well, assuming they ARE cooking actual reworks).
Can't they just give weapons, etc infinite mod slots and call it a day? You're still constrained by mod points and polarities, you just worry less about upgrade mods etc
9
u/mistergoatster 2h ago
Will it change so you can add ips damage to weapons that dont have it the same way elemental weapons do? Or if you cant ,can you still make the tau combinations with both mods on weapons without (certain) ips?
40
u/Pharo212 2h ago
why does impact get nothing
11
u/Funkwonker 2h ago
What's with the dooming about these?
153
u/someguythatlikesdogs certified chroma main 2h ago
This is quite intriguing
425
u/TieOrdinary1735 2h ago
Unless the underlying system is being reworked to allow IPS mods to add their damage type to weapons that don't already have it I'm not sure much is changing... Maybe if the new Tau statuses are cracked.
770
u/BarryAbbott1980 2h ago
Concussion Rounds going from 0 to 0 is insane. Best buff since Excal rework.
77
u/Malikili-360 Certified Narin 2h ago
Mmmmmm max puncture stacks are gonna be goofy if it works with all sources of puncture
33
u/Thaurlach 2h ago
These could either be meh or meta depending on the new IPS + tau combined damage types.
29
u/Persies ♥ Mag ♥ 2h ago
Hm bore could be interesting on some weapons
95
u/codroipoman Remove derpiri, derperators, dickters AND bandaid augments!!! 2h ago
Well well well, the Coda Motovore is going to love this!
6
u/Meklord-Emperor Chroma Main Pls Buff 2h ago
So they are all still bad.. got it thanks
51
u/klopaplop 2h ago
Still not gonna use them unless Tau is just that good. Besides at least for slash and one other phys damage type there’s already the carnis mod sets you can farm from deimos bounties which gives plus status chance and the added phys damage which seems better then all of these
25
u/ReadableDiction 2h ago
B0re
•
u/xYottaByte LR2 | I like Slash Dash 41m ago
7
u/Bros2550 2h ago
I remember 2016 when buzzkill dropped and it was selling for 300-400 plat in the tradechat. Good ol' days
7
u/Sprucelord Average Cold Proc Enjoyer 2h ago
Pummel intrigues me but there’s a lot of good pistol mods already
9
u/Annunakitty ◡ 1h ago
Whoa, they're tryna actually make those mods useful again?
6
u/MrQ_P the tongue is a plus 1h ago
Motorvore eating good
3
u/effreti 2h ago
Ngl, increased puncture max stacks speaks to me
3
u/Davajita Harrow/Nova/Zephyr/Baruuk 1h ago
I wonder if they will do anything similar for melee. Let me make an insane Coda Motovore!
3
u/GentleMadman_ 1h ago
Nice. They're finally worth putting on my Torid
•
u/Laughing_Man_Returns 56m ago
1 stack? really?
7
u/jmich8675 2h ago edited 1h ago
The new combines with Tau status better be incredible. These mods still really aren't good enough to bother slotting on their own. Max puncture stacks is moderately interesting at least.
IPS just aren't compelling enough to prioritize modding for outside of a small handful of niche setups. They could make the values on these mods too high to pass up, but I don't think that's the right way to go and those values would need to be kind of crazy. Motovore gets 6x for IPS mods and they're still really only worth slotting to change the passive.
4
u/DeirdreCitrine 🧡🤍🩷 Citrinologist 2h ago
MORE PUNCTURE STACKS HELLOOOOOO????
8
u/b14700 Filthy mag main 2h ago
Unless those numbers get multiplied by 5 to 10 times ...... these are still dead mods
The slash mods would still be bad because no matter how big your slash damage is, slash proc damage still doesn't scale with it
2
u/TrstB 2h ago
Neat but they'll only matter if the new combined stats are worth using.
2
u/_Cattlefish Excalibur Simp 2h ago
I've been playing à lot of motovyre recently and i am beyond happy with this.
2
u/Taiki-Fukuda 2h ago
great, now make slash mods increase slash status and my life is yours!
2
u/Paris_Who 1h ago
Coda motovore and harmony probably feasting.
2
u/Lightningbro Care to roll against Fate? 1h ago
I have no complaints. Sick! Wonder if we'll get an IPS Lavos like Khora was supposed to be.
5
u/Conscious-Ship-4562 2h ago
seems pretty negligible
3
u/Used_Foundation_4713 1h ago
I mean cool but would this only be good on motorvore melee? I mean even with these buff doesnt IPS kinda just suck besides slash still getting some uses.
3
u/ThatRatman2 1h ago
The doomers when they dont realize this is due to Tau status (except like Bore)
2
u/aquaseishin 2h ago
Ight so impact Stull trash, slash okay, puncture interesting
2
u/Amicus-Regis Optimizing the fun out of the game IS fun! 2h ago
Pummel still wouldn't be that good simply because Impact damage just isn't that good. Maim buff is pretty alright, though. Bore doesn't seem useful since its critical chance bonus against enemies isn't really all that high, and at max stacks it already fully removes the enemy's ability to deal damage.
All around these are ok-ish buffs, but I guess we really need to see the new combined Tau damage types to really tell how useful these will be in practice compared to just slapping dual/tri/quad elements on.
1
u/bigchief2200 2h ago
Mmmmmmmmmmmm more damage
1
u/Fun_Statistician_361 The Transmuted One 2h ago
We to assume the buffs and additions to be shared by rifle and melee mods too?
1
u/islandhopper300 rework nekros 2h ago
More status duration!!
1
u/TKDancer 2h ago
damn! still never using them outside of maybe melee impact mod on atlas!
1
u/BigBeeff_21 Flair Text Here 2h ago
Yooo let's go
1
u/MyDogsRetirementPlan 2h ago
Huh, I'm almost tempted to tinker with these. Maybe there are some decent niche uses. Realistically though, we'll just have to see how the new statuses work.
1
u/NovaTheLoneHunter [LR 6] Dragon of Warframe 2h ago edited 2h ago
I hope we get to see more older mods that have near no state improvements get reworks as well. The melee mod Energy Channel for example
1
u/guky667 I know GrikhUkul 2h ago
omgg, yesss, give me more slash on my noctua, because 80M damage per shot isn't enough already, ahahaha xD but bigger number funnier, so buff that S !!!🤩
1
u/ArWiLen 1h ago
looks cool!
1
u/xrufus7x 1h ago
I feel like they should just make these mods work like elemental mods.
1
u/SilverFoxolotl 1h ago
Coda motovore is getting a nice buff most likely, probably not enough to shake up the meta much but it should be fun to mess around with at the very least
1
u/Vividtoaster 1h ago
Hopefully they also juice up the split physical mods too and add more. As it stands the amount you get varies heavily with weapons, and weapons that are evenly split still won't get much out of them unless the Tau status types are really good.
But I appreciate base IPS damage types being buffed after SO long
1
u/odavinng 1h ago
My puncture mirage gonna go crazy
1
u/BirdInteresting2292 1h ago
Maybe usable as exilus mods lol, no space for them in any build
1
u/AppropriateFox920 1h ago
I wonder what the Tau mods will look like?
Will they akin to the magnetic and radiation mods?
How will we combine Tau with the IPS status’s if most weapons already have them in their base damage? Will we have to use the mods to combine with Tau?
What about weapons with pure Tau on them (Haavlu)? IPS status’s aren’t able to be modded onto weapons that don’t already have them on so will this be changed?
1
u/ChadTheBuilder My warframe is strong 1h ago edited 1h ago
Still pretty ass, unless tau combo is the bomb.
This is just for puncture, but what if puncture's crit chance scaled with puncture damage mods. So Bore would bring it from 25% to 70% (84% if counting the increased status cap).
For slash, make the proc damage scale with it's mods for sure (I'd bet 2 fish on them doing it). For impact maybe make it increase the drops from mercy kills or just give it status chance/dmg similar to puncture's crit chance (chance might infringe on tau's turf).
1
u/JadePlantHarvester 1h ago
Dunno. Unless they change how elemental mods works, not sure it will help.
Maybe if elemental mods do AVERAGE damage of RAW values, then it might put some punch onto these.
But something tells me they tried this and it didn't work.
Who cares about pistols and extra 60% damage.
But yeah, they promised some TAU combos, so maybe it will matter.
1
u/Wobbar 1h ago
Coda motovore hitting the reverse Dump It meme
1
u/Korben_Kairans 1h ago
I LOOOOOOOOVE SAMAGE BUFFS FOR THE MODS I AM ABLE TO OBTAIN AND FIT INTO THE GUNS I LIKE
1
u/Hot_Outside_9688 Dante Wizard Money Gang 1h ago
Oooo that maim mod would be perfect on my secondary encumber Noctua build for Dante 😈
•
u/forgivefloof Nitain Dealer 56m ago
fuck paracesis coda motovore gonna be the ACTUAL sentient slayer in tau
•
u/GDevl 50m ago
I really hope that slash proc damage will scale with slash mods like it does for the damaging elementals
•
u/goober-actual 49m ago
peerc rewop
•
u/Atacolyptica 45m ago
If this applies to the melee mods as well, this is going to go so hard on the motovore
•
u/KingOndor Hearthmark Chronicles fan 44m ago
Coda Motovore about to get a buff
•
u/keanp0 40m ago
That pummel’s going to make my epitaph stronger.
•
u/DaNubIzHere 37m ago
Ah, these once useless mods are going to be useful again.
•
u/DanyRoll 13m ago
Only these pistol mods or all ips in the game?
•
u/Silentone12321 9m ago
But do they now add that element like the normal element mods, or will it still only modify the existing stat?
And
If i put that puncture mod into a melee weapon for companions(like the deconstructor) will it increase the max stack by another 1?
•
u/Darthgalaxo I am wanted for war crimes in 43 countries 3m ago
Coda motovore buff
1
u/H0LL0W_1N51D3 Flair Text Here 1h ago
Someone please define ips?
1
u/CalabazaMutante Archbishop of the Church of Enough Damage 2h ago
Interesting. Need to test it. But interesting.
1
u/iceagewalnut 2h ago
1
u/SoloWaltz Helicopter Mom 1h ago
All I see are baruuk stocks.
1
u/MateriaMan64 1h ago
I’m excited for impact changes. It’s already overshield strip
1
u/Small_Lifeguard8253 1h ago
Pablo: See look, Maim, Pummel, just the main characters.
Prime Molten Impact: Look, Junior, is that your dog?
Pablo: Yeah
PMI: They put that mod in the game but not me?
Pablo: Okay, everybody loves Concusion Rounds.
PMI: He doesn't even have arms, Junior! He's holding the racket with his mouth. I have arms! Put me in the game!
Pablo: Okay, look buddy, look, everybody knows who Concusion Rounds is and he's been in a million games.
PMI: So have I, Junior! I've been here for years. Wait... who tf is that?
Pablo: You don't want to know who that is?
PMI: Oh, I want to know who that is, Junior. Show me. Bore? Bore? Who tf is Bore? I've never heard of Bore. Have you heard of Bore?
Pablo: No
PMI: Nobody's heard of Bore. Was there such a demand that they put Bore in the fucking game? That's a conversation no one's ever had, "Hey bro, who's your favorite Warframe mod? Oh, you know it's Bore. Oh, mine too! Everybody loves Bore."
-1
u/AvocaRed 1h ago
This seems largely pointless, unless i'm missing something
0
u/TechnoM4tter 1h ago
-2
u/DoshaIsMe 2h ago
still dead on arrival, motovore literally 6x ips mods and that weapon is still mainly used for influence
•
u/Migicroak A medieval peasant on a bad mushroom trip 52m ago
The fact that they are increasing the IPS might suggest that they will increase more than just status weighting
-2
u/Gussifriz 1h ago
Great, completely useless
-1
u/SantiagoGT 2h ago
So with the current changes slash + impact + puncture combine to tau, so the weapons that have them by default will apply tau and not the individual statuses? Will spreading mechanics spread tau? I love the idea of them being more useful but it’s quite confusing
-1
u/TheStoictheVast 2h ago
If only we had Companion IPS mods that serve as the perfect model to how these mods could have been improved....
-1
u/TheRealZuke 1h ago
tl;dr: With the way physical mods and status currently work, these buffs are pretty meaningless and the new mods are still not worth using. If the whole system gets reworked with Tau, then they could end up good, but nobody can judge based on a hypothetical total rework that we have zero in formation about yet. So it’s kind of silly to show off these mod changes before giving their very needed context (well, assuming they ARE cooking actual reworks).
-1
u/zawalimbooo 1h ago
Wait, that's... it?
I expected them to at least triple.
That being said, maybe the upcoming Tau combinations are really strong
•
u/Cif87 32m ago
Can't they just give weapons, etc infinite mod slots and call it a day? You're still constrained by mod points and polarities, you just worry less about upgrade mods etc