The First Descendant

The First Descendant

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Pillagius Jul 28, 2024 @ 6:44pm
TFD modding should be rebalanced over time.
I hope it's just "growing pains" - game just recently released, and with time most of these will be addressed, but for now at least making the issues known.

Firstly, mod capacity costs are set too high and along with other aspects result in very rigid build crafting.
It takes immense amount of time and resources to max out a weapon, descendant and mods already, but on top of that you end up being "locked" into a build, since mod sockets in every copy of each weapon are the same (and Descendants you can have only one of each)...
It really should be some kind of "give and take" thing and if mod prices stay as high as they're now - using Crystallization Catalyst should allow change socket type on sockets you've used it on. If not changing the socket "polarity" on the fly, at least ability to assign different socket types across different loadouts options would be nice (more incentive to buy "Setting" slots too).
Or lower the damn capacity costs. More than half of commonly used mods being 15-16 capacity is just too much.

Double positive modules should have secondary positive effect increase with mod upgrade levels, like with negatives in positive/negative mods. In the first place what are these +1.5% crit rate or +1% ATK things? Why do those even exist? Why mods have these extreme oddly specific .4, .6 etc numbers??

Strange things happening with mod effectiveness, like "Master" mods are worse than "Specialist" or "Focus on" mods while all have same massive capacity cost. Also same mods have different effectiveness across different weapons types, like Better Concentration is 74.8% for General Rounds weapons while High-Power it's 37.2%, yet other mods like Action and Reaction are exactly the same.
Speaking about "Exactly the same" - all ammo types have same mods for weapon types in their respective classes, but High-Power ones have different mods for snipers/shotguns/launchers, although their effects are the same... WTH!?

Also weird tribal dance with mod "Tiers": You can't have "Maximize skill" and "Toxic Specialist", no "Fire Rate Up"+"Fire Rate Concentration", because for some reason these respective pairs are the same tier. But you CAN have "HP Amplification" + "Increased HP" or "Better Concentration" with "Concentration Priority"...
It's as if right before release somebody realized that some combinations are too OP and "Tiers" was a quick patchwork solution to the problem.

There's a lot more things to improve, like ability to sell duplicate parts and blueprints (better sell prices in general), more settings for trash filtering of items and mods, ability to find where specific "rare" parts drop (not just legendary ones), a button to return to previous window, "pick up all" button for "lost and found", legendary reactors requiring specific legendary weapon being equipped in one of weapon slots (instead of holding it) etc. but this post already getting to long...
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Showing 1-8 of 8 comments
Imbibitor Lunae Jul 28, 2024 @ 7:15pm 
I don't know what issue people are having with gold reactors. Either you're using guns or you're using abilities, mixing them up is inefficient (and if you must do that, just farm the reactor with the gun you use)
AI NPC Jul 28, 2024 @ 10:30pm 
mod cost seems fine, its a grinding game. Whats the rush there's no race here. It took me 2 weeks to max out my descendant and ult weapon with all catalyst and max weapon infusion.
Seems reasonable.
Lumberjack Jul 28, 2024 @ 10:39pm 
because with some mods eg: fire rate up - = Lepic machine gun down any boss, the way to break it down is, your Reactor increases's by 160% skill on what ever you are using and the below ones eg: skill crit or fusion etc for skill or what ever your character is choosing, then you have tier sets, purple, mini 4 piece yellow, then top tier yellow 4 piece, now the modules on your character can be multiplicative with either those or whats on guns, or on modules depending.

Duplicate parts mods you shard for Kuiper to again upgrade things with ease, selling a full inventory of guns, reactors and other = 80k, thats like 6 quick runs of farming. not to mention the 1 Million drops in the defence missions now so why need more gold?

the 1% attack thing is their to add a small boost to trade off to a MULTIPLICATIVE not a RAW damage, this is why you see people boasting their 570k / 600k DPS thunder cage rocks and they hit like a wet noodle while simpleman over here with 390k has a MULTIPLICATIVE 390-456k thunder cage destroying everything in his path.
Pillagius Jul 31, 2024 @ 2:42am 
Originally posted by -SnapShot-:
mod cost seems fine, its a grinding game. Whats the rush there's no race here. It took me 2 weeks to max out my descendant and ult weapon with all catalyst and max weapon infusion.
Seems reasonable.
You grossly misunderstanding the meaning of it. The problem is not the cost itself, but how it affects the building process - in order to fit them all in, you have to assign types to all mod slots, locking yourself into a specific build.
The resulting lock is the problem, while lowering mod cost or allowing to change assigned mod types are possible solutions.
And, that's exactly what devs adressed in patchnotes in the end. Good.
Widgit Jul 31, 2024 @ 2:46am 
Originally posted by Pillagius:
Originally posted by -SnapShot-:
mod cost seems fine, its a grinding game. Whats the rush there's no race here. It took me 2 weeks to max out my descendant and ult weapon with all catalyst and max weapon infusion.
Seems reasonable.
You grossly misunderstanding the meaning of it. The problem is not the cost itself, but how it affects the building process - in order to fit them all in, you have to assign types to all mod slots, locking yourself into a specific build.
The resulting lock is the problem, while lowering mod cost or allowing to change assigned mod types are possible solutions.
And, that's exactly what devs adressed in patchnotes in the end. Good.
I was wondering when people would start talking about this. Warframe addressed this by having lower cost versions of the good mods at a minor power deficit so people could do full builds without using Formas 9-10 times on a single character and having all slots locked to a certain polarity. I don't see that here... yet. I hope it's in the plans.
Adonnay Jul 31, 2024 @ 2:48am 
Well the current solution seems to be going into the wrong direction. They now allow - if I got that correctly - to have each of the three preset slots to have different polarizations? That means you can add up to 30 catalysts to one char/weapon, 10 per preset?? Please someone tell me I got that wrong.
Pillagius Jul 31, 2024 @ 2:49am 
Originally posted by Widgit:
Originally posted by Pillagius:
You grossly misunderstanding the meaning of it. The problem is not the cost itself, but how it affects the building process - in order to fit them all in, you have to assign types to all mod slots, locking yourself into a specific build.
The resulting lock is the problem, while lowering mod cost or allowing to change assigned mod types are possible solutions.
And, that's exactly what devs adressed in patchnotes in the end. Good.
I was wondering when people would start talking about this. Warframe addressed this by having lower cost versions of the good mods at a minor power deficit so people could do full builds without using Formas 9-10 times on a single character and having all slots locked to a certain polarity. I don't see that here... yet. I hope it's in the plans.

Well from what devs described in patchnotes - they actually want to let us change polarities for different loadouts. My fear is that you'll have to use Catalysts all over again, instead of just having an option to switch polarity you already used Catalyst on.
Pillagius Jul 31, 2024 @ 2:51am 
Originally posted by Adonnay:
Well the current solution seems to be going into the wrong direction. They now allow - if I got that correctly - to have each of the three preset slots to have different polarizations? That means you can add up to 30 catalysts to one char/weapon, 10 per preset?? Please someone tell me I got that wrong.
yeah, that's... Exactly, I hope they don't do, instead allowing to just switch polarity you've used Catalyst on for free.
I mean 12 catalysts per Descendant and 10 per weapon - that's already a tall order..
But then again, it's Nexon.
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Date Posted: Jul 28, 2024 @ 6:44pm
Posts: 8