LupoDWolf Posted August 5, 2020 Share Posted August 5, 2020 Basically. Change then from being mods to something to be used in the helminth room. Still having ranks and all, being able to put more than one, or all, or maybe a certain level of ranks of augments, etc. If the room can add and remove skills, why not modify existing ones? Link to comment Share on other sites More sharing options...
(PSN)poloslash18 Posted August 5, 2020 Share Posted August 5, 2020 I am one of the people that roll their eyes when someone brings the ‘This is too much powercreep reeeee’, but today I’ll be one that say that phrase. That would be too broken because it is basically giving us 2 free mods slots. Link to comment Share on other sites More sharing options...
Alaeacus Posted August 5, 2020 Share Posted August 5, 2020 Any idea that frees up a mod slot, I will put a +1 behind it. The only obstacle I foresee are people who use more than one Augment in the same build. Link to comment Share on other sites More sharing options...
FLSH_BNG Posted August 5, 2020 Share Posted August 5, 2020 Being limited to just one augment would terribly hamper a couple of my favorite builds... especially my Oberon. Link to comment Share on other sites More sharing options...
AceRogue Posted August 5, 2020 Share Posted August 5, 2020 I like this idea. Freeing a mod slot in the process, but only limited to one ``cubed`` augment. Link to comment Share on other sites More sharing options...
LupoDWolf Posted August 5, 2020 Author Share Posted August 5, 2020 2 hours ago, (PS4)poloslash18 said: I am one of the people that roll their eyes when someone brings the ‘This is too much powercreep reeeee’, but today I’ll be one that say that phrase. That would be too broken because it is basically giving us 2 free mods slots. most of the frames hardly run one augment, I think only nekros commonly run 2 Also, maybe would be an incentive to DE work on the useless/underpowered ones and/or frames than have to use then as a clutch Link to comment Share on other sites More sharing options...
LupoDWolf Posted August 5, 2020 Author Share Posted August 5, 2020 2 hours ago, FLSH_BNG said: Being limited to just one augment would terribly hamper a couple of my favorite builds... especially my Oberon. well, one slot for every 2 room levels or something would be cool, but mostly players seens to think that that will break most of the frames, when, maybe 10% or less, that already are op, could became broken Link to comment Share on other sites More sharing options...
kevoisvevo Posted August 5, 2020 Share Posted August 5, 2020 3 hours ago, (PS4)poloslash18 said: I am one of the people that roll their eyes when someone brings the ‘This is too much powercreep reeeee’, but today I’ll be one that say that phrase. That would be too broken because it is basically giving us 2 free mods slots. They already kissed powercreep bung gole with the new helminth system. Link to comment Share on other sites More sharing options...
Lost_Cartographer Posted August 6, 2020 Share Posted August 6, 2020 I've been of the opinion augments should have had their own "exilus" slots for a while now. One or two would have been fine. Would be nice to have a few general-purpose augment mods just for some more flavor, like a mod that converts a portion of shielding into armor. Just mods that fundamentally change the way some mechanics work or interact. 30 minutes ago, kevoisvevo said: They already kissed powercreep bung gole with the new helminth system. I'd say the Steel Path was their declaration they no longer cared. Link to comment Share on other sites More sharing options...
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