NuclearDeath 27 Posted August 11, 2019 Share Posted August 11, 2019 (edited) When Hydroid uses his 2nd, his teammates and himself are no more covered in puddle. Is this intended? I haven't used him much lately, but that caught my eye. Edited August 12, 2019 by NuclearDeath Link to post Share on other sites
Yekkegennoyekkeyekke 0 Posted August 11, 2019 Share Posted August 11, 2019 (edited) On 2019-08-08 at 5:50 PM, [DE]Rebecca 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 Guys help me out here please. Ash 4 - Blade Storm - already increases melee combo counter when the clones attack. It's my main frame/build and a big component of Ash in general (because the damage of Blade Storm also scales with melee combo bonus) Will this "update" actually remove this already existing passive from Blade Storm and add it to a augment mod that'll never see use? Or maybe you didn't realise (that's impossible, right DE?) that he already had this passive and you'll double-dip it with the augment? EDIT : Sorry I didn't realise the update is already applied to the game... Blade Storm still has the hidden passive of increasing combo counter when it hits - Will this mean I get double the combo counter if I use the augment? EDIT 2: NEVERMIND. Blade Storm only increases combo counter without the augment because of [Relentless Combination] on my melee weapon and Blade Storm applies slash on damage. (slash procs give combo counter with Relentless Combination) Edited August 11, 2019 by Yekkegennoyekkeyekke Link to post Share on other sites
YakuzaxPL 1 Posted August 12, 2019 Share Posted August 12, 2019 On 2019-08-08 at 4:50 PM, [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 Oh nice I can get buff on myself! Now I must reconsider my build. Link to post Share on other sites
Derpyou 14 Posted August 12, 2019 Share Posted August 12, 2019 Not one augment for nidus? bah not surprised, nidus dont get no love. ruff.. Link to post Share on other sites
Celedring 5 Posted August 13, 2019 Share Posted August 13, 2019 Embers Flash Accelerant Mod says +50% fire damage. Looking at the skill: Casting speed + 50% and ARMOR REDUCTION 50%. You get + heat damage and not armor reduction Link to post Share on other sites
[DE]SpaceySarah 559 Posted August 13, 2019 Share Posted August 13, 2019 On 2019-08-08 at 11:34 AM, Magnus said: I still can't organize my loadouts how I would like to, either a messy "default" or alphabetical only. I still need to delete older loadouts in order to arrange them how I see fit, rather than being able to click and drag them into new places and swap them around freely. This new loadout screen amounts to just a coat of paint and doesn't address the issues of the functionality at all. We have sent this feedback to our UI team. Thank you for your thoughts! 5 Link to post Share on other sites
chaotea 3,088 Posted August 14, 2019 Share Posted August 14, 2019 15 hours ago, [DE]SpaceySarah said: We have sent this feedback to our UI team. Thank you for your thoughts! This would be great to have. Though I can understand it may cause issues with Actuas (the doll things, dont know if i spent that right.) Link to post Share on other sites
ConanThLibrarian 16 Posted August 16, 2019 Share Posted August 16, 2019 (edited) In current state augment mods that add elemental damage are very much useless for every one but new players and eidolon hunters. Mainly because they add new elements to existing status tables, experienced players craft each of their weapons to do very specific thing but by adding allot of new elemental damage to an existing build you are reducing the effectiveness of this what this weapon was build to do and adding 200% of radiation or corrosive damage can overwhelm the other purpose crafted elements. This can result in reduced effectiveness and damage by 50% or more. Quick and easy fix would be to simply move the added damage to separate status table with it's own status chance or guaranteed prock, but even removing the ability for added damage to prock status would be very much preferred to current state. PS. I can't find dedicated augment slots on my warframe please help DE. Edited August 16, 2019 by ConanThLibrarian reasons Link to post Share on other sites
VRKestrel 70 Posted August 24, 2019 Share Posted August 24, 2019 Although I was slightly sceptical at first when reading the original Dev workshop, I must admit Ash's augments actually turned out to be quite nice 😄 (The only ones I've tried so far) Buffed just enough to be relevant and not ridiculously overpowered to the point of being a strict requirement in every build. Noice 😄 Peace & Love ✌️ ❤️ Link to post Share on other sites
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