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[DE]Bear

Dev Workshop - Revisiting Augments

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Hey @[DE]Bear nice to see - some of these changes look very promising!

As a Sandboi main, can I suggest Inaros' Augments here? I remember there was talk about him being a "selfish" frame, which birthed some rework to his Augment, but I have ideas, man!

TL;DR: 3 suggestions for better Scarab Swarm Augments, 2 suggestions for better Sandstorm Augments - read bold only and you'll get it.

https://warframe.fandom.com/wiki/Negation_Swarm

I feel like this whole Augment should just be included in Inaros' 4th ability. Comparison - recent Wukong rework makes him just as tanky, with a free super powerful clone and the ability to move fast and undetected, heal and shed all Status effects at the press of a button (2). Meanwhile old sand boy needs a whole Augment just to be able to resist Status effects.

Negation Swarm is very much an essential mod (not an Augment), in my opinion. So I would merge it with his 4th ability and make a different Augment for his 4th, for example:

Inaros automatically trades % of his Scarab Armor to heal nearby injured allies.  - Basically allow Inaros to become a walking med kit in exchange for some percentage of his Scarab Armor (which he can then replenish by trading in his health, then seek ways to replenish that, thus tweaking/completing the Inaros health-gameplay loop).

Upon death, enemies trapped by Scarab Swarm release healing swarms that seek out Inaros and his allies (over great distance). - Scarab Swarm is great in that it turns enemies into health dispensers. The problem is that most people just go in and kill the trapped enemies, whose "health/second" effect is therefore wasted. Allies that could actually use it are usually too far or miss the health pulse. This Augment would guarantee a small bit of health return to everyone, thus making the ability more team-friendly.

Upon death, enemies trapped by Scarab Swarm have % chance to drop an Energy ball. - Again, some way to make Inaros into more of a team player and give some purpose to the senseless killing of the swarmed enemies who are just trying to have a sand party.

https://warframe.fandom.com/wiki/Elemental_Sandstorm

The Sandstorm ability in itself is not the greatest and should probably be considered for a rework (anything that pushes enemies away from a tank is a bit counter-productive), but this Augment specifically feels so weak. Adding a 50% chance for a Status effect is hardly an Augment-worthy thing, since we have multiple ways to apply Status effects to anything with weapons, much more quickly and reliably than with an Augment to an already clunky ability.

Anything that makes it more like Wukong's Cloud Walker ability. - very fast / undetected / opens nearby enemies to finishers / heals / removes Status effects - any of those are great, especially the speed. This Augment would turn Sandstorm into more of a tactical / team player ability. Or even Stealth (we all know that Cloud Walker Wukong is the king of Jupiter Spy missions now).

Sandstorm dispenses energy/s allies within range while taking health/second from Inaros. If Scarab Armor is active, allies also receive armor/second. - This would be another nice loop, allowing Inaros to do a little more than just stun enemies and dispense health. Also a nice way to tie his 3rd ability to his 4th for that added armor bonus. Synergy. Beautiful sandy synergy.

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2 hours ago, [DE]Bear said:

Hysterical Assault - Hysteria Augment - Valkyr

  • Let invulnerability linger for half a second when aiming to prevent getting downed immediately in high-damage areas 
  • Increased Range 

I hope a big range increase. Doing a Hysteria build usually means a neg range stat. Or having the range detached from modding around 25m.

 

2 hours ago, [DE]Bear said:

Rising Storm - Blade Storm Augment - Ash

  • Attacks by clones will raise the combo counter 
  • Include a passive benefit to extend the combo counter by a duration

Sounds good, Makes Ash more useful for AOEying

2 hours ago, [DE]Bear said:

Titanic Rumbler - Rumblers Augment - Atlas

  • Increase to damage and speed 
  • Re-triggering the power will activate the taunt, as well as cause a knockdown effect

I am hopeing a good range on the taunt. Right now it's not noticible. Otherwise I am all for more taunt abilities in the game. 

 

2 hours ago, [DE]Bear said:

Hallowed Eruption - Hallowed Ground Augment - Oberon

  • Additional passive ability that triples base duration

Since I can only have 1 out instead of 4, sounds good. 4x duration better?

2 hours ago, [DE]Bear said:

Furious Javelin - Radial Javelin Augment - Excalibur

  • Increase duration and damage on the buff

I have been messing around with Furious Javelin trying to get something I am satisfing and it drives me nuts. It is so blasted weak right now. I would like to see the buff extended to all weapons instead of just melee given that Excal is the all around starter frame. 

2 hours ago, [DE]Bear said:

Tidal Impunity - Tidal Surge - Hydroid

  • Increase the duration of the immunity buff

That is cool. Maybe add on an "energy recharge" buff? I always mentally link water to energy. It bugs me that Pilfering doesn't cause bonus orbs of any kind to drop like Necros does. This would slip in on there. Do the status immunity + energy recharge buff for X duration. 

 

2 hours ago, [DE]Bear said:

Magnetized Discharge - Magnetize Augment - Mag

  • Include a passive benefit that increases power range for this Ability only 

Mag is a go to frame for me and Mag Discharge is my build of choice. I would absolutely love this. Makes a power house more powerhouse.

 

2 hours ago, [DE]Bear said:

Muzzle Flash - Shooting Gallery Augment - Mesa

  • For kills made by a player (self or ally) with Shooting Gallery activated, generate a blinding AoE when threshold is met

I tried maging a neg duration build for this and just not satisfied. I hope to see this help. Sounds really good. Is it going to stay at an 8m range? I mean with out overextended that maxes at 16m which is... eh? Also be careful, the "flash" animation could get annoying to players if they are getting it trigger every kill. The Shooting Gallery damage buff seems low to me, perhaps a buff there too? There are other frames that give much more dramatic damage buffs and it would give Mesa an option for doing a tank build, utility build, and DPS build?

2 hours ago, [DE]Bear said:

Explosive Legerdemain - Sleight of Hand Augment - Mirage

  • Increase damage and status chance when triggered

 

I had someone surprised the other day that I use it because they said no one does. I hope a dramatic increase in damage. Maybe a scale or bonus if the enemy is CC'd too like with the blind?

 

 

2 hours ago, [DE]Bear said:

Total Eclipse - Eclipse Augment - Mirage

  • Increase range on the buff to other players

Fantastic.

 

2 hours ago, [DE]Bear said:

Piercing Roar - Roar Augment - Rhino

  • Allow Roar to be recast when equipped
  • Increase debuff duration based on equipped Mods
  • Generate a stagger effect on enemies when the Roar hits

Very good indeed. If I am doing a roar build I want to debuff thigns too. So Good.

 

2 hours ago, [DE]Bear said:

Contagion Cloud - Toxic Lash Augment - Saryn

  • Allow buff to activate when enemy is killed by damage over time effects
  • General increase on range and damage

Contagion clouds right now are so tiny, this is a great thing to see and I hope its a nice sized cloud Maybe scales with frame or weapon mods?

 

2 hours ago, [DE]Bear said:

Transistor Shield - Electric Shield Augment - Volt

  • No additional energy drain when a shield is picked up by another player
  • Increase damage conversion %

Volt with the shield is my jam, so good.

 

2 hours ago, [DE]Bear said:

Target Fixation - Tail Wind Augment - Zephyr

  • Remove buff after 2 seconds of being on the ground, instead of immediately
  • Damage increase per target hit

I have been trying so hard to make this work and it is so crazy nitch, it is a pain to use. I have been using anti-grav mods to try to compensate  The 2 second would be more usable for sure. I kinda wish the buff applied to all damage done and not just the 1's damage. I do like charging up 1 to hover and snipe stuff.

 

2 hours ago, [DE]Bear said:

Fireball Frenzy - Fireball Augment - Ember
Freeze Force - Freeze Augment - Frost
Smite Infusion - Smite Augment - Oberon
Venom Dose - Spores Augment - Saryn
Shock Trooper - Shock Augment - Volt 

  • Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster

 

I totally just splooshed reading this. My favorite build on Ember right now is doing a buffer build, giving all players around 400% bonus fire damage and my biggest complaint is being able to give it to players or when trying to target a companion and it keeps wanting to move behind me. I was hopeing to have it make it so when a friendly moved through the fire patch but this works too. Is this also going to damage? Or is the charge attack only affect friendlies? I hope the effect still goes to companions since the other buffs do not while this family of buffs do.

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1 hour ago, DeMonkey said:

What about Enveloping Cloud? It's virtually worthless when attacking decloaks an ally, leaving it with a niche use of providing allies with stealth capabilities, something only really useful for Spy missions.

In any situation where it would be useful to buff allies ready for a spy vault, I'm just going to go and do the Spy vault myself because I'll be faster.

If this augment is considered okay and thus not receiving changes then I'm sure you can think of a single in-game situation in which it could be considered worthwhile to equip it, and if you can't, why is it not getting changed? Don't half-arse these changes, if you intend to revisit augments to bring sub-par ones up to scratch then do so, but do all of them. Anything less is... well, silly, because you'll just have to come back to it later after leaving it in a terrible state for multiple years.

There's a lot of augments to look at man. It seems like they're just releasing these in waves, so they're likely not done yet. 

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Posted (edited)

Can we make "Venari Bodyguard" a mod for Venari, not for Khora? It feels so odd....

Edited by Sdric
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Posted (edited)

@[DE]Bear really cool so far. Looking forward to see what else you guys are planing!

 

Thanks for the "wave effect" for those basic "1st power; elemental damage" augment buffs btw. It'll make them much easier to use in a public match. 

 

Edit: All of these augment buffs are very much appreciated. 

Edited by Maka.Bones

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Posted (edited)
2 hours ago, DeMonkey said:

This would reduce build variety as far as I'm concerned. Mod space is far and away more limited on my staff than on my frame.

Granted, but Wukong's the exception, not the rule.

 

1 hour ago, Asdryu said:

I can't imagine how devastating Saryn will become if this is what I'm thinking and Volt is gonna make every corrosive build a piece of cake to make

Honestly, I wouldn't consider it worth the slot outside of niche situations.
High str already gives you a good chance of 3 corr procs per tic, and high str is basically a given for Saryn.

 

1 hour ago, LudwigTheMad said:

Using Blade Storm effectively requires a movement that is both dizzying and unnatural, and yet Garuda's similar function does not. Please make it so that Ash players don't have to spastically twirl around to use Blade Storm.

yesplz, but that should be in the base ability, not the augment.

Edited by Chroia
procs per tic, not per sec.
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Posted (edited)
2 hours ago, [DE]Bear said:

Hysterical Assault - Hysteria Augment - Valkyr

  • Let invulnerability linger for half a second when aiming to prevent getting downed immediately in high-damage areas 
  • Increased Range  

 

It is still going to be awkward to use. Fact is with our current movement capabilities Hysterical Assault is going to be at a disadvantage. It could use something else that synergizes with Valkyr, maybe make it work like fatal teleport where it opens enemies to finishers but personally I would like to see it turned into something else.

 

2 hours ago, [DE]Bear said:

Titanic Rumbler - Rumblers Augment - Atlas 

  • Increase to damage and speed 
  • Re-triggering the power will activate the taunt, as well as cause a knockdown effect

 

Rumbled augment for PVE when?

 

2 hours ago, [DE]Bear said:

Furious Javelin - Radial Javelin Augment - Excalibur

  • Increase duration and damage on the buff

Tidal Impunity - Tidal Surge - Hydroid

  • Increase the duration of the immunity buff

 

These are going to have to be dramatic buffs for people to sacrifice a slot for it. Especially Tidal Impunity.

 

2 hours ago, [DE]Bear said:

 

Piercing Roar - Roar Augment - Rhino

 

  • Allow Roar to be recast when equipped
  • Increase debuff duration based on equipped Mods
  • Generate a stagger effect on enemies when the Roar hits

 

 

 


I still can't see this getting a lot of use. Rather than generating a stagger maybe make it draw aggro from enemies within the range. This will give it a synergy with Iron Skin and Rhino's tankyness.

Edited by xRufus7x

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1 hour ago, Xianos_Chaos said:

So Bladestorm will be reworked sometime later? Thank god, it needs it badly.

IT really only needs some QoL changes with its targeting system. Making it into a cone would fix most of the issues it has.

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2 hours ago, [DE]Bear said:

Fireball Frenzy - Fireball Augment - Ember
Freeze Force - Freeze Augment - Frost
Smite Infusion - Smite Augment - Oberon
Venom Dose - Spores Augment - Saryn
Shock Trooper - Shock Augment - Volt 

  • Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster

Why not give them something unique instead of copy-pasting the same functionality?

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1 hour ago, PerishedFraud said:

The number one issue with augments is simply finding room for them.

Not quite number one, but I think a  bigger issue than that is that so many of them aren't worth consideration versus the top 8 or 15 conventional mods.  Fix that, and people get to make harder choices.  Of course, a lot of players don't want more choices so much as they want more power,  which would continue to manifest as demands for...more slots.

IMO, the actual, underlying number one issue though is that DE hasn't decided what overall purpose augments should serve.

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This is really exciting, I hope that more augment mods become useful!

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I would like to see more augments added on top of the ones we already have, not to combine them together but to maybe have each ability come with 2 separate augments that can change one ability function into 2 different ones. Rather than just continuing to make new frames, maybe more options on older frames. Given the base is there. Just my thoughts.

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I'm happy that Oberon's Hallowed Eruption and Smite Infusion augments are getting some love, but what about his weakest augment Hallowed Reckoning?

As of right now Hallowed reckoning creates small zones underneath enemies that deals 150 damage over 10 seconds and provides allies who stand in the zone an additional 250 armor, the real problem is that these zones are absolutely tiny (about 1m wide off the top of my head) and since most enemies survive the reckoning cast you barely get much use out of the damage zones since enemies will just walk out of them.

So here's my idea, why not allow the augment to also immobilise the enemies affected just like Mag's fracturing crush augment, add corrosive status procs to each damage tick from the zones to provide additional armor stripping over time, and remove the armor bonus from the zones and instead add the total armor bonus directly to Oberon and allies in the range of Reckoning (say that we change the armor bonus to 100 per enemy affected and Reckoning affects 10 enemies, providing 1000 additional armor to Oberon and any allies in the Reckoning range for the 10 seconds).

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Posted (edited)

My low effort suggestion for the Augment-Slot idea:

Put an extra Slot dedicated just for Augments right next to the Exilus-Mod-Slot. Make it so it doesnt take any capacity like Aura or Melee Stances does (except for giving extra Capacity ofcourse),

If now people argue with powercreep and builds becoming so overpowered, I would suggest to reduce the amount of augment mods which can be placed on that extra slot for the more underwhelming, powercreep-less mods. For example can Excalibur's Chromatic Blade or Volt's Capacitance not be placed on that extra augment slot. 

https://imgur.com/zSlbIlZ

zSlbIlZ.jpg

Edited by Gryvmas
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Simple, statistics buffs like "increased range or X" for augments  are nice, however that's not enough. The main problem with many augments is that they were badly designed from the beginning or maybe even rushed (example: "Spectrosiphon" for Gara). Such augments are boring, they are not fun to use and they are not even worth a one slot for mod. Again, such augments have to be reconsidered or maybe even reworked from the grounds (if not replaced by better, new augments). What these ones are truly missing are additional very unique  and original effects - something that will make us want to use certain abilities, even if the version of such ability (without the augment) is useless, not worth using and wasting energy on. Augments mentioned in this thread are just nothing more than "a tip of a mountain", there are more augments that need attention too.

From what I've read in replies of this thread and different players' suggestions, here are other things (related to augments) that should be proposed and added to Warframe:

1. Additional, special slot only for augments (I know @[DE]Bear that you are highly against this idea because of things like balance and power creep, however maybe it would be a good change to buff some things intead of nerfing them for a once ? I hope that one day you will follow or listen to the voices of players, the voice of the united Warframe community.)

2. Option to use PvP (Conclave) augments in PvE.

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Posted (edited)

These are several suggestions, not necessarily to be added al on one Augment.

vor 2 Stunden schrieb [DE]Bear:

Fireball Frenzy - Fireball Augment - Ember
Freeze Force - Freeze Augment - Frost
Smite Infusion - Smite Augment - Oberon
Venom Dose - Spores Augment - Saryn
Shock Trooper - Shock Augment - Volt 

  • Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster

Make the Augments give a buff-aura, like some Corpus and Infested enemies have, but giving the elemental enhancement buff to allies and companions around the Warframe.

These effects should be in addition to the already suggested changes:

Freeze Force - Freeze Augment - Frost

  • When cast to destroy the Frostbubble, procc a small buff for allies in range, similar to the Avalanche-Buff

Fireball Frenzy - Fireball Augment - Ember

  • Let Fireballs leave a lingering pool of lava on the ground
  • Let Fireballs be supercharged, to blast a ginormous ring of fire, similar to the Eximus-units (maybe Ember's #3 should have this)
  • Let Ember have heightened energy regen while standing in a lava puddle, or trigger a small buff for her passive

Shock Trooper - Shock Augment - Volt 

  • Make this give allies in range the passive effect from Volt, to build up a charge to procc additional elemental damage on next attack

Venom Dose - Spores Augment - Saryn

  • Allies contract the spores buff (reduced duration) when killing enemies affected by Saryns spores

Smite Infusion - Smite Augment - Oberon

  • Shoot out a small glowing ball of light, attracting enemies. After x time, it explodes, sending out homing smite bullets in amount of Oberons strength - just like normal Smite, just as a delayed grenade

I really hope, we will get a rework of many more Augments, as many are lackluster and way to soft or uninspired with their effects, to justify a mod slot, which is always a decision to make against the higher valued other stat-mods, like strength for most Frames.

Edited by TBB.
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neat, but some of these behaviors should still be default ones, because most of these abilities would bring otherwise pointless ones into those comparable to more recent frame development.

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2 hours ago, [DE]Bear said:

Titanic Rumbler - Rumblers Augment - Atlas

  • Increase to damage and speed 
  • Re-triggering the power will activate the taunt, as well as cause a knockdown effect

Titanic Rumbler having 150% health of a normal rumbler makes the augment lackluster when it comes to taking damage since we're losing 25% of the total ehp and normal rumblers are already really tanky, making the augment more like a downgrade from the base skill. 

With that out of the way, any chance for the augment to just become Rumbled instead? The armor's EHP already scales with power strength (Tested under the effects of Final Act), and could be made to increase further based on Atlas' EHP (health mods, armor mods, and rubble at the moment of casting) to make rumbled's EHP scale even further without affecting conclave balance since health and strength scaling is really limited there and it doesn't have mods for armor, parkour could be enabled but reducing mobility to 0.5 to make atlas feel heavy while covered by his stone armor, while damage on slam and rock tosses could be affected by melee mods (and give it a slide attack at least).

Here's a clip using Rumbled:

 

2 hours ago, [DE]Bear said:

Piercing Roar - Roar Augment - Rhino

  • Allow Roar to be recast when equipped

I personally see no reason to make that part of the augment instead of adding it to the base ability.

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1 hour ago, (XB1)Skippy575 said:

Good thing augments are optional then.

They arent options when some augments are bonafide needed for certain frames, either to make abilities useable, or to add QoL

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vor 3 Stunden schrieb [DE]Bear:

Fireball Frenzy - Fireball Augment - Ember
...

  • Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster

While it does sound nice, wouldn't this clash with her ability to charge her fireball via holding the key ?

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3 hours ago, [DE]Bear said:

Fireball Frenzy - Fireball Augment - Ember

  • Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster

Ember 1st ability already have a charge mechanic, how about adding this radial wave effect to her charged 1st skill instead of changing it purely into a wave? So the explosion becomes the epicenter of the radial wave

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