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Breakdown Of Ability Augument Mods (Hope De Reads)


Monolake
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Chart with all syndicate rewards in one pic http://tryimg.com/5/syndi.jpg

 

Ok lets see

 

Strong: 

- Mirage: Hall of Mirrors: Hall of Malevolence: The damage of your doppelgängers is increased by %, every time you kill an enemy.

Another damage buff for already OP frame, that can buff herself by a huge multiplier and do more damage than entire team, and a strong ability, why?  Her traps ability needs a buff/change, not her first.

 

- Ash: Smoke Shadow: Smoke Screen now affects all allies for x seconds.
Team invis, thats what Ash was lacking - team utility, very good, might be even too strong.  

 

-Loki: Switch Teleport: Safeguard Switch: After teleporting with an ally they will be invulnerable for a short time.

Depending on invul time could be very strong/imba. Be careful with god mode (if Loki wasn't godly enough)

 

Could be good

-Excalibur: Radial Javelin: Furious Javelin: Each enemy hit will increase Excalibur’s melee damage by x for y seconds.

Sounds fine, works together with RB. Should be decent if its %. 

(SlashDash and now redundant Superjump  are still waiting for remakes)

 

-Nekros: Soul Punch: Soul Survivor: Using Soul Punch on a downed ally will instantly revive the ally with % of health. Doing so will consume a portion of Nekros' Health, Shields and Energy.

Interesting mechanics (that was suggested many times on forums - to give Necros ability to res teammates)  But big penalty/risk for doing it. Don't forget that you need line of sight to aim, its not that simple to use (Soul Punch needs targeting improvements). 

But If its all his shield/energy thats too much of a cost.

(Don't forget that Terrify is still crap )

 

-Nyx: Psychic Bolts: Pacifying Bolts: Affected enemies will become disarmed in confusion for x seconds.

Will be useful for clutch disable when Chaos is in use, but... 

This should be default attribute. Psychic Bolts is the most garbage ability in the entire game, it needs improvement w/o any mods (that are locked behind a huge grind wall!)  Augmentation should improve it further. 

 

-Valkyr: Paralysis: Prolonged Paralysis: Affected enemies are pulled towards Valkyr and the stun will be % longer.

First of all Paralysis has to be fixed to not be blocked by everything, it barely works now. Then this mod will be good, giving Valk improved CC which she badly needs. Hope the stun duration is something significant, not 3 seconds.

 

-Nova: Null Star: Neutron Star: Recasting Null Star will make all remaining Null Star Particles explode for x damage with a guaranteed blast proc.

Not sure about this one, it could act like a quick aoe knock-down which is decent and can be life-saver is tight situations. If the radius is good.

 

Generic teammate buffs   not any interesting and very underwhelming (unless they give high bonus), especially considering these frames are not the strongest, Ember is overall bottom tier and still gets nothing good, Frost Freeze is one of the worst abilities, needs buff/rework on its own. 

 

-Ember: Fireball: Fireball Frenzy: Casting Fireball on allies will add fire damage to their attacks for x seconds.

-Frost: Freeze: Freeze Force: Casting Freeze on allies will add cold damage to their attacks for x seconds.

-Saryn: Venom: Venom Dose: Casting Venom on allies will add Toxin damage to their attacks for x seconds.

-Oberon: Smite: Smite Infusion: Casting Smite on allies will add x Radiation damage to their attacks for y seconds.

-Volt: Shock: Shock Trooper: Casting Shock on allies will add x Electricity damage to their attacks for y seconds.

 

Poor

-Banshee: Silence: Savage Silence: While active, finisher damage is increased by %.

Doesn't synergise with Silence at all, finishers are not any useful overall (too slow and very situational)  

Please change to a useful effect, like a longer stun from Silence (see another thread)

 

-Limbo: Banish: Haven: Allies banished to the rift will have a % of their max health restored.

A poor heal, which is really nothing for veteran players and any highlevel games. Need some other bonuses.

 

-Hydroid: Undertow: Curative Undertow: Allies with missing health can enter Undertow and receive a heal for % of health, each ally in the pool will increase energy drain. Once an ally reaches max health he will be expelled from the puddle.

A heal that also disables you for the duration. Dont see it being good at all (if only for hiding). 

How about a REALLY needed augmentation: ability to damage enemies in the Puddle. Please.

 

-Mag: Pull: Greedy Pull: Pulls pickups towards Mag.

This is only ok for lazy people or those who don't have carrier I guess, otherwise mostly useless.  Also open for trolling IF it affects pick-ups universally ( 'Mag stole my mods!' )

 

-Vauban: Tesla: Tesla Link: Every pair of Teslas will connect via a beam that will cause x slash damage when touched.

Just a bit more fixed damage, which no one cares about, because guns do all the damage. This is a mod for high-level player, not for beginners, dont forget it.

How about improving Tesla zapping  - more pulses to several mobs with 100% proc for stun. 

 

-Zephyr: Dive Bomb: Divebomb Vortex: Enemies within x meters of the point of impact are dragged into it.

This abilty is STILL broken and doesn't work properly. Buff to a non-working ability doesn't mean a thing. Also pulling all the enemies towards you can be bad.

Need to fix the ability itself.

 

Uselss:

-Rhino: Charge: Ironclad Charge: Increases Rhino's armor by % for each enemy hit for x seconds.

Rhino is never health-tanking to need armor at all, unless the buff applies to Iron Skin, this augmentation is useless and makes no sense.

 

-Trinity: Well of Life: Pool of Life: On death, marked enemies will drop health orbs with a chance of dropping an energy orb as well.

 Absolutely redundant (not to mention very weak). 

Edited by Monolake
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Overall I agree with the OP.  When I read Trinity's augmentation mod I facepalm'd.  Many of these mods are just pointless.  Even the ones that seem like utility, such as Hydroid's Curative Undertow do nothing to solve the issue of having multiple enemies suddenly released from Undertow with no CC effect.  Having an augmentation mod like Frigid Waters where the enemies are slowed for X seconds after being released from Undertow would have been much more useful (and could even be combined with Tempest Barrage).  Sadly, DE simply phoned in most of these mods and didn't even bother to show up.

 

Also, each Warframe needs 1 augmentation-only mod slot to be added (similar to an aura, except it still costs mod points to equip).  None of these are really worth giving up a mod slot for (with very few build-specific exceptions).  Once the second round of augmentation mods are released it will force a choice instead of having no way to fit them into the current build.  It will also provide an alternative way to spend unused mod points for many players.

 

Anyway, I could redo all of these and make each one desired; the way DE did it was simply lazy.

 

EDIT:  Ash's Smoke Shadow seems balanced given the effect.  The duration is short enough to not be abused and needing to gather together makes it only applicable for select situations.  Still, having multiple players become invisible for ~10-15 seconds can allow for plenty of utility where players need to activate life support or revive a down player.  Even better, Ash can Revive and then cast Smoke Screen to give them a chance to recover.  I think Smoke Shadow gets the balance just right.

Edited by (PS4)Hiero_Glyph
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endgame? pffff abwahahahahahahhahha hahahah haHAHA HHAHAHA HA HA HAH endgame! AHA HAHHAHAH HAHHAAHAHAHAHHAHAHA  ahah

aha ah ahaa haha haah aha hah  ha  ah ah aa  haha  ah   ah....

 

...and now these weapons you sold do waaay more!!

 

...and it is how its always been.

 

same as it ever was.

same as it ever was.

same as it ever was.

SAME AS IT, EVER WAS.

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