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DE, please add a dedicated Warframe Augment Mod slot


Noxifer

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With the implementation of the Helminth system, I've been thinking of using syndicate mods for certain abilities, but in many cases it seems pointless, as it would weaken my builds too much.
Just like there's dedicated Aura mod slot and Exilus mod slot, there should be a dedicated Augment mod slot.
Please, make it happen!

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Ah Shithere We Go Again | Here We Go Again Meme on ME.ME

I know that a lot of Augments are basically as useless as the powers they're made for, but Augments are supposed to be mods that you use in lieu of something else because you like that particular ability so much. dedicated augment slots wouldn't really change much unless the worst augments are buffed considerably. people have asked time and time again for Augment Slots, and it's never happened, so I doubt DE wants to do it anyway.

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I'd like such slots. I rather have an empty slot due to a frame's augments being useless, than not to have it for warframes that would benefit from them.

Plus, there's the added spice of the ensuing masses complaining that they can't fit their mods into the new slot, after it gets implemented. Due to the shorter mod flexibility, I mean. Like it happened with weapon exilus slots.

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15 минут назад, (PS4)robotwars7 сказал:

Ah Shithere We Go Again | Here We Go Again Meme on ME.ME

I know that a lot of Augments are basically as useless as the powers they're made for, but Augments are supposed to be mods that you use in lieu of something else because you like that particular ability so much. dedicated augment slots wouldn't really change much unless the worst augments are buffed considerably. people have asked time and time again for Augment Slots, and it's never happened, so I doubt DE wants to do it anyway.

DE added plenty of things... *cough* Vacuum *cough*

So if we will keep asking, they might add it..

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30 minutes ago, (PS4)Apoleon_amarr said:

Why not 4 slots?

Because then you don't chose. It's one thing to take 1 augment and put it on a dedicated slot, it's another to just take 4.

6 minutes ago, JoJoshuee_DesK said:

No

Why not?

50 minutes ago, (PS4)Hikuro-93 said:

Plus, there's the added spice of the ensuing masses complaining that they can't fit their mods into the new slot, after it gets implemented.

That's what forma is for.

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1 hour ago, (PS4)robotwars7 said:

Ah Shithere We Go Again | Here We Go Again Meme on ME.ME

I know that a lot of Augments are basically as useless as the powers they're made for, but Augments are supposed to be mods that you use in lieu of something else because you like that particular ability so much. dedicated augment slots wouldn't really change much unless the worst augments are buffed considerably. people have asked time and time again for Augment Slots, and it's never happened, so I doubt DE wants to do it anyway.

In my opinion that's a design fault with the Augment system. Some abilities are flat-out useless without their augments, which makes some augment feel mandatory rather than something you use because you like the ability.

Augments should be at most QoL or something that transforms how an ability is used by giving you pros/cons outside the mod slot sacrifice. Example?

- Bad augment: Eternal War. War cry has a very short duration, high energy cost and long animation casting time. This augment is a straight-up buff that addresses those faults without changing how the ability is used.

- Good augment: Enraged. You are trading a long-lasting Hysteria that you can cast and recast at any time for a very large but short-lived damage boost that adds a cooldown so you can't recast it at will until the cooldown is over.

Enraged is the template for how Augments should work. 

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I am ok with one of two options:

1) A separate mod slot for augments like exilus slots - the mod capacity itself will be enough of a balancing factor.

2) Infusing augments using helminth system - there could be reduction of mod capacity from that config as a balance factor.

 

As of now there are three predominant builds when it comes to augments:

1) Mandatory augment builds - where the frame is poor without the augment no matter the other stats you try to boost up (Banshee, Ash, hydroid come to mind)

2) Enhancing augment builds - Where the frame is stronger because of the augment slots but can work without it just as well if built differently (Equinox, Nezha come to mind).

3) Pointless augment builds - where the frame is equally weak with or without mods and doesnt even shift the playstyle (there are so many of these).

 

This is of course depending on play styles and individual builds ,

ideally mandatory augments should be cooked into the frame ability and pointless augments should be changed so they are better so only enhancing mods exist.

Unfortunately DE has shown repeatedly they cant quite get that classification right.

 

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If anything I can see infusing an augment via Helminth at the cost of the added ability for that configuration. Swap an ability or get a free augment while keeping that function unique to the original frame. That way it's less powercreep in that it still costs something to use and helps prevent frames from getting overshadowed through Helminth.

But getting more free mod slots is just powercreep for the sake of powercreep.

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