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(XBOX)GarroThposer

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  1. /shrug. Wasn't thinking that hard. The mods that really come to mind are related to rawr's comment. Also wasn't thinking of power creep. I haven't really been investing in archons at all, really. I've only used them on my wisp, which I have to rebuild anyway. It is still an excellent point, however, and I was probably thinking of it as if the mod slot disappeared (the exact thing I didn't want). I don't think I could improve this further, as I'm pretty sure no-one wants to re-purchase augments just to get a potentially low-power variant to counter power creep.
  2. I might return to this with actual concepts if this get traction This is a suggestion to use the helminth to just enable or disable augments on warframes, which would allow a slot to be freed for other mods. Generally, by the time augments become available, I'm fairly sure that the helminth would not be obtained yet. However, this should just be the helminth's standard ability. Simply moving a sort of 'pass' for players to buy and changing augments to keys would be something a simple function. This could be overwhelming to new players, but then I looked it up to see when you would get access to the system is MR15, so augments could simply be another tab at the top (also augments unlocked is already pretty far). Imma be real, I just want the slot freed for my builds and I'd like the helminth to be more useful earlier. I'm not sure how you would rank up augments tho... maybe by buying multiple? idk This has been in my head for a while and I just wanted to share it.
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