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[DE]Rebecca

Augment Tweaks: Update 25.6.0

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Posted (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 by NuclearDeath

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Posted (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 by Yekkegennoyekkeyekke

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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.

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Not one augment for nidus?  bah not surprised, nidus dont get no love. ruff..

 

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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

 

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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!

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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.)

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Posted (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 by ConanThLibrarian
reasons

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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 ✌️ ❤️

 

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