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Augment Tweaks: Update 25.6.0


[DE]Rebecca

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1 hour ago, PopTartZombie said:

Nyx augment no give full movement yet? Y? Y it no do good thing? :C

Oh and I'm excited to see the load out screen when I get home, you guys are awesome with UI's.

Have you unlocked your “5th” ability through the quests yet. This should allow you to not care about speed of the frame. 

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hace 5 horas, [DE]Rebecca dijo:

Include a passive benefit to extend the combo counter by a duration

What does that exactly mean in Ash's Rising Storm? Didn't it already have a combo counter duration buff after hitting with Blade Storm?

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DE, we don't need augment slots. I think a simpler solution would be to just classify all Augments as Exilus mods. The current Exilus mods are such a small upgrade to stats compared to resources needed to unlock the slot, I would love to be able to just plug an Augment mod in the Exilus slot instead. Using Augment mods is rarely an upgrade because of the loss of one of our main mod slots, allow us to use Augments in the Exilus slot and you would solve many problems with one relatively simply solution.

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24 minutes ago, BLI7Z said:

What does that exactly mean in Ash's Rising Storm? Didn't it already have a combo counter duration buff after hitting with Blade Storm?

I’m betting they added a solid number like 5 seconds that can’t be changed by duration. Also if you need that combo counter get [body count] [drifting contact] for your melee. 

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2 minutes ago, Flex238 said:

DE, we don't need augment slots. I think a simpler solution would be to just classify all Augments as Exilus mods. The current Exilus mods are such a small upgrade to stats compared to resources needed to unlock the slot, I would love to be able to just plug an Augment mod in the Exilus slot instead. Using Augment mods is rarely an upgrade because of the loss of one of our main mod slots, allow us to use Augments in the Exilus slot and you would solve many problems with one relatively simply solution.

They have already declared exilus slots are for movement based mods.

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The tweaks to Furious Javelin still aren't noticeable, and here's why.

All this mod is doing is increasing your melee dmg output. With a right build and decent weapon, all those mods on our melee that already contribute towards dmg output makes the effects of Furious Javelin almost negligible. You don't notice a 120% increase in dmg when the mods on your melee already increase the weapon's dmg by like 10,000%; it's the same reason why people introduce rivens or utility mods (less recoil, reload, Life Strike, etc.) at the end of their builds.

Besides that, Radial Blind is just (and always will be) a better Furious Javelin. It offers 8x dmg to melee weapons at base and unmodded, its bonus dmg doesn't depend on the number of surrounding enemies, it costs less energy, it decreases enemies' hostility, it can be cast while reloading and moving around and also casts faster, it doesn't require a mod slot, it has a longer stun, and it opens enemies up to finishers. All Furious Javelin offers is that you can carry the bonus dmg around beyond the enemies who were affected by the initial cast, and it now has a 1 second longer duration than Radial Blind.

To make Furious Javelin worthwhile, we'd need either A) an absurd increase in both bonus dmg and duration, but since Excalibur already has amazing dmg output, the better option would be B) an entirely new 3rd ability. As a 2 year Excalibur main, I can definitely say that he'd appreciate survivability and an increase to the range of his dmg output.

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See, here's the reason you guys need to make augments something like an unlockable toggle, instead of mods:

 

Back when you first released augments, warframes' skills were of a much different design than current day philosophy. They were pretty one-and-done, self-contained packets of power. Gameplay back then was pretty much just using one potent ability, so people could afford to ignore others and build around just the one. And when building around just one ability there was room to slot in an augment for it instead of a tiny bit of final stat polish with a drift mod or something.

 

Nowadays, with frames' kits being all thoroughly interlinked for synergy and combos there's no room for dump stats, or for ignoring any of their abilities. We're forced to build for a balance that makes use of several, if not all of the abilities at once, to get sufficient power out of any of them. Yet the unmodded stats on these co-dependent abilities all tend to need something, so all of our current slots go to bringing baseline functionality up to snuff. There's no such thing as a 'filler' or 'leftover' slot in this age of Pablovian synergies and Scott-ish activity mandates, no 'leftover room' for augments eating up slots. Raw stats are just too vital to sacrifice, and the game's pace in general just doesn't smile much on hyperspecialization anymore. 

 

Plus, let's just look again at the most recent exhibit: Wisp. She feels like a frame with a full suite of augments already baked into her kit, what with each ability already doing 3+ things and having an interaction with every other ability. She's of a design evolved worlds past the olden days of, "Ok, this ability does x. And that's it. Oh hey, slap a mod on to modify what it does." She is very clear proof that you guys can simply make a frame's kit this deep, intelligently, if you care to, without the archaic clutter that augments have largely become.

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7 hours ago, [DE]Rebecca said:

Additions

  • Themed Loadout Screens are here! This Arsenal screen has been completely redone to give you as much information about each loadout as possible on a single screen, while also providing new features like custom icons using any Glyph you own! We’ve gone from a single list with information only on hover to a complete presentation of all your Loadouts with the ability to favourite and more!

vzYqdey.jpg

 

Nice, but are we going to get the fix for weapons showing stats without mouse over?!

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