Noxifer Posted September 29, 2020 Share Posted September 29, 2020 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! Link to comment Share on other sites More sharing options...
Xaero Posted September 29, 2020 Share Posted September 29, 2020 Alternatively, DE could infuse augments into least used abilities. Link to comment Share on other sites More sharing options...
Berzerkules Posted September 29, 2020 Share Posted September 29, 2020 Dear DE Don't forget to give Banshee gets 2 augment slots. Thx Link to comment Share on other sites More sharing options...
(PSN)robotwars7 Posted September 29, 2020 Share Posted September 29, 2020 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. Link to comment Share on other sites More sharing options...
(PSN)Hikuro-93 Posted September 29, 2020 Share Posted September 29, 2020 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. Link to comment Share on other sites More sharing options...
SpiritTeA Posted September 29, 2020 Share Posted September 29, 2020 15 минут назад, (PS4)robotwars7 сказал: 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.. Link to comment Share on other sites More sharing options...
(PSN)Apoleon_amarr Posted September 29, 2020 Share Posted September 29, 2020 Why not 4 slots? Link to comment Share on other sites More sharing options...
kevoisvevo Posted September 29, 2020 Share Posted September 29, 2020 13 minutes ago, (PS4)Apoleon_amarr said: Why not 4 slots? Why not remove modding capacity? Link to comment Share on other sites More sharing options...
JoJoshuee_DesK Posted September 29, 2020 Share Posted September 29, 2020 No Link to comment Share on other sites More sharing options...
Noxifer Posted September 29, 2020 Author Share Posted September 29, 2020 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. Link to comment Share on other sites More sharing options...
(XBOX)C11H22O11 Posted September 29, 2020 Share Posted September 29, 2020 Feedback is disappointed that you Ignored it and instead went with general discussion. Now he's sad Link to comment Share on other sites More sharing options...
JoJoshuee_DesK Posted September 29, 2020 Share Posted September 29, 2020 hace 5 minutos, Noxifer dijo: Why not? I have a Mag, with 1 augment she's already powerfull in steel path, with other slots for other augment she'll be so much broken and I don't want that happen, that would be bored. Link to comment Share on other sites More sharing options...
(PSN)Hikuro-93 Posted September 29, 2020 Share Posted September 29, 2020 12 minutes ago, Noxifer said: That's what forma is for. Forma does not add mod points, it only reduces their consumption. And the more you add, the less flexible builds are. Hence why I mentioned weapon exilus slots. Link to comment Share on other sites More sharing options...
Wyrmius_Prime Posted September 29, 2020 Share Posted September 29, 2020 15 minutes ago, Noxifer said: That's what forma is for. So you need to forma your warframe every time you switch from 1 build to another? Or build 3 variants of said warframe with unique polarization setups, and wait 3 years for 3 extra umbral forma. It sucks either way. Link to comment Share on other sites More sharing options...
Jarriaga Posted September 29, 2020 Share Posted September 29, 2020 1 hour ago, (PS4)robotwars7 said: 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. Link to comment Share on other sites More sharing options...
0_The_F00l Posted September 29, 2020 Share Posted September 29, 2020 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. Link to comment Share on other sites More sharing options...
Dhrekr Posted September 29, 2020 Share Posted September 29, 2020 If I had an additional slot for each time I have seen this idea thrown around in the forums and doing the rounds... Well, I wouldn't have a thousand slot per Warframe, but it'd be quite close. Link to comment Share on other sites More sharing options...
trst Posted September 29, 2020 Share Posted September 29, 2020 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. Link to comment Share on other sites More sharing options...
Luciole77 Posted September 29, 2020 Share Posted September 29, 2020 exilus slot....they just add almost nothing...why not make all augments and old like exilus too? Link to comment Share on other sites More sharing options...
Yakhul Posted September 29, 2020 Share Posted September 29, 2020 If DE adds an augment slot, I want to see exilus slot for melee Link to comment Share on other sites More sharing options...
(PSN)Yes-Man-Kablaam Posted September 29, 2020 Share Posted September 29, 2020 sure add one. no two. no three. you know what just give me four mod slots like on the necramechs for free for no reason let's do that. /s in case people think i'm serious. Link to comment Share on other sites More sharing options...
xcrimsonlegendx Posted September 29, 2020 Share Posted September 29, 2020 Yes please. Link to comment Share on other sites More sharing options...
(XBOX)SwiftBMF Posted September 29, 2020 Share Posted September 29, 2020 Or just make all augments exilus. Ive been saying they should do this for agee. Link to comment Share on other sites More sharing options...
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