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[DE]Rebecca

Augment Tweaks: Update 25.6.0

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Posted (edited)

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.

Edited by Tauni
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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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1 hour ago, xdeathhungerx said:

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

Yes, that doesn't mean it can't change. DE changes their mind about things on a daily basis.

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Enveloping Cloud desperately needs a buff, not only is the range super small for activation but it makes no sense to be able to cloak allies but the moment they attack they get decloaked.

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Posted (edited)

Thank you for the continued work on the augments and I appreciate all the work that went into the themed loadouts as it gives players more options.

 

However in the spirit of more options could we have a way to opt out of the themed loadouts perhaps as a toggle in our interface options?

 

For myself as an individual I found the old basic style much cleaner and preferable.

Edited by Aesthier

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7 hours ago, [DE]Rebecca 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

So, testing?

This augment requires, not recommends, that a Zephyr player reduce their Duration down in order to get Tailwind under control enough to use it offensively.

I play a lot of Zephyr. I renamed my account because of it. And I can, and do, use Tailwind wherever it is appropriate, but one thing it is not appropriate for is controlled and repeated targeting of groups of enemies. It is a mobility cast.

And even I had to reduce my Duration to near Neutral (the most controllable was 115% Duration).

Now I know, this is a problem with the fact that we still mod Tailwind with Duration. Which is a silly method. But.

With a 23 second Turbulence she is very, very vulnerable. And what I can also confirm is that you absolutely have to get your Efficiency to around 170% because even when you have Umbral Intensify on there to help keep your Strength up to 155% (which is about what you use for a good Jet Stream or Funnel Clouds build), it takes a ridiculous amount of casts to actually kill things.

I will admit, the 2 second grace period does in fact allow you to stack this. That has, in effect, achieved what you wanted from this augment DE. Except what you want from this augment is not what Zephyr, as a frame, wants to use her ability for. You've made it so that the modding for her other abilities directly counters the use of this one function.

I had to stack the damage up with a minimum of 5-10 casts before it started even dealing a modicum of damage to level 30-35 Heavy enemies. With the multi-hits, that was around 2000% damage. From a base of 500, at 155% Strength for 775 per cast. You get 15k damage out of that, and that is enough to actually kill a level 30 Heavy Gunner, and juuuust about a Frontier Heavy Gunner, but not a Bombard or Napalm.

So you have to get to 2000% stacked damage before you're at the point where Tailwind can actually tackle all the content we see on the Star Chart. More stacks are needed to get higher, like to level 35.

And, lest we forget, this at the cost of making Tailwind actually controllable enough to repeatedly cast in the kind of spaces that will let us stack that damage up by reducing the Duration down far enough that Turbulence needs to be cast more often than the average Loki's Invisibility.

Tailwind is a Mobility cast, DE, it is not and never will be a Damage cast, stop trying to hammer a square peg into a round hole, you'll only end up breaking one or the other.

Make it a timed buff to her other damage, like her weapons, so you hit 8 enemies with Tailwind, you gain 5 seconds of 4x Damage with your weapons, with Duration for a long Turbulence that's 10-15 seconds on that buff, and you can do it again any time. That would be a self-buff on Zephyr that we, as players, could actually use.

This self-buffing of an ability that only does the most mediocre of damage in the first place, and needs you to nerf your other abilities in order to control it, does not hold up.

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Posted (edited)

Atlas bug can’t use abilities other than rumblers when new augment is active. When using a pc controller (activate current ability 

Edited by xdeathhungerx

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Posted (edited)
8 hours ago, [DE]Rebecca said:

Augment Tweaks: Update 25.6.0

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!

So you saved players 1 click but DE still hasn't addressed the fact that you cannot see your current configuration for each warframe and change it without needing to go into config which was arguably the most important part of wondering whether your loadout needed to be changed or not. The weapon overview and companion was not where information was lacking as you'd see that without extra clicks. 

Thanks for the other improvements (not having to scroll anymore). The glyph thing is a nice touch.

Hopefully the favorites system will carry over to the other areas like weapons so you don't have to scroll through everything.

Edited by Avss

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One thing I noticed with this update is the skin you have equipped does not show up in the loadout menu, be in Deluxe or Tennogen

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Posted (edited)
6 hours ago, -InV-Ivara_Prime said:

Furious Javelin - Radial Javelin Augment - Excalibur

Current

Increase duration and damage on the buff

 

Fix

- Enemies that survive the javelin are marked for death

- Enemies marked for death in this manner recieve +300% damage from Slash Dash

- Marked enemies killed by Slash Dash explode on death dealing equivalent damage to enemies within 4m

 

This idea ends up ruining Slash Dash targetting, and getting you killed as well as being redundant in the synergy with Exalted Blade. 

If you're killing enemies in 4 meters of Slash Dash, it's going to ruin SD's predefined targetting which will end up pulling you out of Slash Dash before you expect it to. The targetting of Slash Dash is already pretty narrow, this will end up hurting slash dash more as it's already a pretty subpar ability without at least one of three conditions: 1.) Having EB casted already 2.) Having Surging Dash equipped 3.) Having high range. 

Marking enemies for death, or in general just... Applying another damage multiplier is basically just buffing the numbers, the same thing you're accusing DE of doing. Slash Dash isn't effected by furious javelin currently, but adding a multiplier really doesn't do much for either ability in the form of an augment. The cast time is ludicrous, the energy cost is base 100 or more since you can't guarantee SD will target all the enemies if say there are some behind you or targetted behind walls and it's just faster and better to melee them at that point since SD is very slow. 

Edit: The redundant synergy, by the way, is how while using EB, Slash Dash will generate a wave when hitting an enemy. The first problem I mentioned is also prevalent with this mechanic, where EB's wave will kill the enemy Slash Dash is targetting and thus force you out of the ability early leaving you without your health invulnerability and getting you killed. The wave travels far further and will do far more damage than even a 300% buffed slash dash.

We'd have to find a better mechanic for base Radial Javelin in general, augmentation can add to it after, but right now it doesn't even have a place in his kit to be worth using. 

Edited by ShichiseitenYasha

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let me fix this list:

 

ASH

>>> (2) Smoke Shadow - Smoke Screen Augment:

     - Increased Range.

>>> (4) Rising Storm - Blade Storm Augment:

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

ATLAS

>>> (4) Titanic Rumbler - Rumblers Augment:

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

---

BANSHEE 

>>> (1) Sonic Fracture - Sonic Boom Augment:

     - Armor Reduction is applied even if Ragdoll fails.

---

EMBER

>>> (1) Fireball Frenzy - Fireball Augment:

     - 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

---

EXCALIBUR

>>> (3) Furious Javelin - Radial Javelin Augment:

     - Increase duration and damage on the buff

---

FROST

>>> (1) Freeze Force - Freeze Augment:

     - 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

---

HYDROID

>>> (2) Tidal Impunity - Tidal Surge:

     - Increase the duration of the immunity buff

---

IVARA

>>> (2) Piercing Navigator - Navigator Augment:

     - Added 3m Punch Through to Projectile.

---

MAG

>>> (2) Magnetized Discharge - Magnetize Augment:

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

---

MESA

>>> (2) Muzzle Flash - Shooting Gallery Augment:

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

---

MIRAGE

>>> (2) Explosive Legerdemain - Sleight of Hand Augment:

     - Increase damage and status chance when triggered

>>> (3) Total Eclipse - Eclipse Augment:

     - Increase range on the buff to other players

---

OBERON

>>> (1) Smite Infusion - Smite Augment:

     - 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

>>> (2) Hallowed Eruption - Hallowed Ground Augment:

     - Additional passive ability that adds 100% to Hallowed Ground duration
     - Always applies radiation status on detonation

---

RHINO

>>> (3) Piercing Roar - Roar Augment:

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

---

SARYN

>>> (1) Venom Dose - Spores Augment:

     - 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

>>> (3) Contagion Cloud - Toxic Lash Augment:

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

---

VALKYR

>>> (4) Hysterical Assault - Hysteria Augment: 

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

---

VOLT

>>> (1) Shock Trooper - Shock Augment:

     - 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

>>> (3) Transistor Shield - Electric Shield Augment:

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

---

ZEPHYR

>>> (1) Target Fixation - Tail Wind Augment:

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

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1 minute ago, ZukeZima said:

-cut for space-

The list looks absolutely fine before, you're just bloating the page. 

 

Also, the find function exists on most common devices that aren't PS4. 

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De buffed augments for already broken frames like saryn or mesa, but nothing for nyx. Assimilate is a joke, at least let us spin, or give more base range.

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13 minutes ago, ShichiseitenYasha said:

The list looks absolutely fine before, you're just bloating the page. 

 

Also, the find function exists on most common devices that aren't PS4. 

thanks, if you need a search function, it reinforces the fact that it could be better organized. cya

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9 hours ago, [DE]Rebecca said:

Added numerous Warframe Ability Augment stats to the Ability Screen. We debuted this with Wukong’s rework, and you will now be able to directly see the Stat changes associated with Augments on the Abilities!

THANK YOU DE

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9 hours ago, [DE]Rebecca said:

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

This is good. Thank you.

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Infested Maligna skin from Nightwave seems to have bugged textures. It's very pixelated.

Is this seriously intended? Its quality looks outdated in today's Warframe.

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C'mon DE give me my Mag Augment that stops bullets like y'all announced in TennoCon. One question tho does this mean Hallowed Eruption will make Hallowed Ground permanent?

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Being a Valkyr main, I'm struggling to understand the additions to Valkyr's Hysteria Augment. Extra range is welcome but I'm confused with the other addition. 'Let invulnerability linger for a half a second when aiming' does not make sense to me when being in Hysteria already makes you invulnerable and immune to knockdown to begin with. Maybe someone could clarify?

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19 minutes ago, SiegeDC said:

Being a Valkyr main, I'm struggling to understand the additions to Valkyr's Hysteria Augment. Extra range is welcome but I'm confused with the other addition. 'Let invulnerability linger for a half a second when aiming' does not make sense to me when being in Hysteria already makes you invulnerable and immune to knockdown to begin with. Maybe someone could clarify?

Not a Kitty main but afaik after melee changes if you aim you start using primary/secondary as you can no longer aim while melee which pauses the 4 invincibility but lets you shoot. So now instead of being immediatly vulnerable you will still be protected for a moment

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I am disappointed, none of the suggestions and issues highlighted in the workshop have been acknowledged, 

Why do the workshop if there is going to be no changes made based on feedback. 

Truly disappointed. 

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53 minutes ago, SiegeDC said:

Being a Valkyr main, I'm struggling to understand the additions to Valkyr's Hysteria Augment. Extra range is welcome but I'm confused with the other addition. 'Let invulnerability linger for a half a second when aiming' does not make sense to me when being in Hysteria already makes you invulnerable and immune to knockdown to begin with. Maybe someone could clarify?

It's their band aid for how they screwed exalted weapons with the melee rework. 

Aiming when in hysteria pulls out your gun and removes invulnerability while gun is held. 

The augment let's you keep invulnerability for a few seconds with gun. 

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