Integra. Posted June 3, 2019 Share Posted June 3, 2019 (edited) If we had 3-4 Exilus slots and be able to use them for all warframe augments - that would be fun. Right now we barely have anything to swap for another funny movement mods combinations as well as augmentation mods so most of them stay unused (and you guys just keep adding more of them - what to remove when there are so many mandatory mods?). Edited June 3, 2019 by Integra. 1 Link to comment Share on other sites More sharing options...
Renegade343 Posted June 3, 2019 Share Posted June 3, 2019 Eh, I'll settle for just one weapon Exilus slot. 3 Link to comment Share on other sites More sharing options...
(XBOX)Skippy575 Posted June 3, 2019 Share Posted June 3, 2019 10 minutes ago, Integra. said: what to remove when there are so many mandatory mods Or alternative solution, stop trying to min-max everything to oblivion. We're already OP as is. 4 Link to comment Share on other sites More sharing options...
trst Posted June 3, 2019 Share Posted June 3, 2019 If you're not doing anything considered "end-game" (Eidolons, Arbitrations, ESO, etc) nor are you doing endurance content then there isn't any need for a full "mandatory mod" build. These types of build are overkill for over 90% of content. If you want to use more "fun" builds in said 90% then go use them, all you're missing out on is some extra zeros on your damage numbers. Link to comment Share on other sites More sharing options...
Teliko_Freedman Posted June 3, 2019 Share Posted June 3, 2019 I'd rather primary and secondary weapons go up to 10 regular slots. Melee gets 1 extra exilus slot. 1 Link to comment Share on other sites More sharing options...
(XBOX)Project 0R1G1N Posted June 4, 2019 Share Posted June 4, 2019 Or you know make augments into a passive you unlock with forma instead of a mod slot. Link to comment Share on other sites More sharing options...
KnossosTNC Posted June 4, 2019 Share Posted June 4, 2019 I'd prefer 2 options: Amalgam Augments: Augment mods that double as a stat boost. Say, Amalgam Molecular Fission that also increases ability Duration, or Amalgam Mesa's Waltz that also increases ability Range. Something like that. Ability Switching: just let us choose between regular and augmented versions of the abilities. Both options might need the Augment effects to be nerfed a little, but I'm fine with that. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now