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Over 500 self-indulgent Augment Mods plus the ability to turn Augment Mods into Shards!


3mptylord
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THE (SELF-INDULGENT) AUGMENT COLLECTION

I've been posting these on Reddit for almost a year to get feedback from other players - and I think I'm ready to post the full collection here (although I don't intend nor expect to stop thinking of more).

I design my Augments under the assumption that the goal of Augment Mods is personalization - i.e. allowing players to customize Warframes to suit their playstyle; the kind of effects that players post feedback saying "this should be a baseline feature". Personally - I don't think there should be a single correct way to play a Warframe, and I certainly won't assert that I know what the correct way is. I am not trying to "fix" Warframes with these Augments - this isn't a glorified set of Patch Notes. I want Multiple choice. Despoil is generally considered a mandatory Nekros Augment - what would an alternative Desecrate Augment need to do? What can I do with the prompt, "dragon breath" or "summon a sentient"?

Remember: abilities can only be augmented once for a total of five in a single build: one [Passive] augment; one [1] augment; one [2] augment; [3] augment and one [4] augment.

Within my collection, I have explored the following ideas:

  • Reallocate power for different game speeds. Adjust a room-clearing ability into something that's strong versus a single target; or increase the up-time of an ability that resolves too slowly for squads. Ash's Blade Storm is hard to use in squads because other allies kill things too fast - so what about if it was instead good at stacking damage on pseudo-bosses, or was press-once-for-immediate-gratification button (but proportionally weaker). 
  • Allow for optimising around a different ability - especially one of the Warframe's lowest-rated abilities. What would it take to make you want to cast Devour or Sandstorm on Inaros?
  • Enhance existing off-meta builds. DPS Wisp is fun, actually, stop going AFK and respect her! Volt has Gun Platform, Nuker and Support playstyles innately available in his kit - some Warframes need a nudge.
  • Revive old effects that were previously removed from a Warframe's base kit with the added opportunity cost of being an augment. Do you wish that Saryn could still use her Shed Skin as source vectors for contagion? (Note I will try to address the original issue with the mechanic - e.g. Saryn would just afk casting Spore on her Shed Skin. This is still bad gameplay.)
  • Optional reworks. Chroma is the Dragon Warframe. Revenant is the Vampire Warframe. Ivara is the Bounty Hunter. Voruna is the Werewolf. Mesa is the Sharpshooter. Rhino is the Jailbreaker. Hydroid is the Pirate. Baruuk is the Monk. How many of those Warframes deliver on the gameplay fantasy? Do you think every player has the same answer for each Warframe? Even if the answer is unanimously "that champion doesn't not deliver", what if the Warframe is still functional for gameplay? Chroma is Warframe that is oft-requested to receive a rework, but does DE make him a better Weapon Platform for existing Chroma players or rebuild The Dragon from the ground up? Why do we have to choose one?
  • More Exalted Weapons. Being able to customise Khora's Whip or Atlas's One-Punch are oft-requested by fans and I'm a people-pleaser.
  • Augment Sets. For Hydroid, I wanted a rework where the new abilities had interdependencies. People like synergy in Warframe kits - this should apply to optional reworks, too. Augment Sets provide an additional effect when installed together.
  • Cooperative Sets. I was inspired by Xayah and Rakan in League of Legends to create two Warframes with cooperative abilities. I created Augments for them. I thought it might be fun to give similar interactions between existing frames that are thematically related. Oberon and Titania seemed an obvious choice. These provide bonus effects that trigger when the corresponding mods are present on different squad members. The effects are intended to promote coordinated play, but I hope their standalone effect is worth running independently. This is a reward for cooperating - not a punishment for having no friends.
  • Alternate Exalted Weapons. Perhaps you just really hate Bow weapons and that prevents you enjoying the Bounty Hunter? What if your idea of executing someone doesn't involve long-distance sniping? What if you never knew she was a Bounty Hunter and picked her up because she's designed to resemble a Dart Frog? Exalted Plowpipe. Or maybe because her Prime looks like a Cnidaria? Something that Stings.
  • Aura Augments. I was wanting for more ways to encourage cooperation between player after cooperative sets. 
  • Railjack Augments that grant your Railjack a [Passive] and [4] ability corresponding to your Warframe. I decided to call these "Haptics", as the word refers to the simulation of senses or the ability to input commands via your senses. The idea here is that you can integrate your Warframe's unique properties with your Railjack's operating systems. For example, Rhino is the Jailbreaker - and so when he integrates into a Railjack, it gains the ability to puncture asteroid stations. The goal is to make more Warframes useful in Railjack missions - beyond Lavos/Protea for infinite energy or Wukong/Umbra for a bodyguard (as well as other "niche" interactions).
    • I only intend for each Warframe to have one Haptic Augment - so to keep things simple, I propose that these wouldn't need to be equipped. Your Railjack automatically installs all collected Railjack Augments - and the one in-use corresponds to the Warframe you're using.
  • Warframe-specific alternatives to common mods.
  • New mods that enhance your 'Open World' experience with the intent of making more frames a good choice for Fishing, Mining and Preservation, where appropriate.

Disclaimer: I am not ashamed to be a product of everything I've enjoyed up until now. You will find references to mythologies, books, films and other games in this collection of mods. These are deliberate homages and are not intended to be me trying to pass-off someone else's work as my own. If it's obvious: I wanted you to notice. 'Self-indulgent' is right there in the title - this is a collection of things I've loved that I hope you can see yourself enjoying too.

Transcription Key

  • ▲ Affected by Power Strength
  • ◔ Affected by Power Duration
  • ➲ Affected by Power Range
  • 🗲 Affected by Power Efficiency

WARFRAME AUGMENTS: ASH to ZEPHYR ( Transcribed)

Spoiler

BASELINE CHANGES

Spoiler

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This is a cheatsheet for some of the systemic changes I've made. This is *not* exhaustive - more specific information can be found with the respective Warframes.

ASH AUGMENTS

Spoiler

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  • [Passive] 
    • Daggertail - You gain ➲[10 / 15 / 20 / 25m] range on Finishers and Mercy kills, violently pulling the enemy into melee range before performing the Finisher.
  • [1] Shuriken 
    • Baseline - Tap cast now hurls up to ◔[3 / 4 / 5 / 6] shurikens at unique enemies within ➲[6m]. Cast while scoped to instead launch those shurikens in rapid sequence that pierce enemies up to ➲[60m] in the direction of aim. The accurate snipe has mild lock-on if you're aiming at a target.
    • Shuriken Fan - Instead of a close-range volley or an accurate snipe, you instead loose ◔[6 / 8 / 10 / 12] homing shurikens that are evenly distributed across all visible enemies within ➲[15m]. Enemies can be targeted multiple times.
  • [2] Smokescreen 
    • Baseline - Invisibility granted by either Smoke Screen or the Smoke Shadow (Official) augment is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods).
    • Ash's Rolling Guard - [Roll] to drop a Smoke Screen that grants invisibility for ◔[2 / 2.25 / 2.5 / 3s]. [10s] cooldown.
    • Blinding Powder - Instead throw a satchel of powder that explodes on impact, blinding enemies within a ➲[10m]-radius area for ◔[20s].
    • Lingering Smoke - Instead create a ➲[10m]-radius area that obstructs enemy vision of all units within the smoke for ◔[8 / 10 / 12 / 16s]. Enemies will move to inspect the smoke.
  • [3] Teleport 
    • Abduct - You can now [Hold] to instead appear behind the target, whereafter you grapple them and then teleport you both back to the cast location. [50 / 75 / 125 / 200%] Finisher Damage.
    • Boundless Teleport - Instead teleport [8m] in the target direction, or [Hold] to aim while increasing the range to ➲[8 / 9 / 10 / 12m] over ➲[0.25s].    
    • Shadow Step - Teleport now leaves a Shadow at your cast location that behaves as an Unarmed Spectre for ◔[4 / 5 / 6 / 8s] before vanishing. This decoy has higher targeting priority.    
  • [4] Blade Storm 
    • Blade Waltz - Instead drain 🗲[50] Energy to place 1 mark on all visible enemies within ➲[30 / 35 / 45  / 60m].    
    • Impatient Blade - While in excess of [8 / 6 / 4 / 2] enemies are marked for death, one of your Shadow Clones will begin performing finishers - too impatient to wait for your command.    
    • Promised End - Death marks now store ▲[25 / 33 / 50 / 100%] of damage the target receives, doubled for melee attacks. Reactivation now instantly detonates all marks and applies the stored damage.      
  • Shadow Master Set
    • [1] Shadow Shuriken - Casting Shuriken creates a stationary Shadow Clone that mimics the next [1 / 1 / 2 / 3] casts of Shuriken.    
      • Set Bonus (2): Shadows summoned by Shadow Blades will also mimic casts of Shuriken.
    • [4] Shadow Blades - Instead summon two Shadow Clones that attack with melee, each dealing ▲[0.5x] damage and having ▲[2.0x] health. Shadows have [8m] Attraction Range on their attacks and may perform Finishers.
      • Set Bonus (2): All your Shadow Clones now attack by throwing shurikens at enemies within ➲[12m], dealing ▲[100 x Enemy Level] Slash damage at a fire rate of [1.2].

ATLAS AUGMENTS

Spoiler

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  • [Passive]
    • Worked Quarry - Casting Tectonics and Rumblers now devastates the ground over a ➲[3 / 6 / 10 / 15m]-radius area. While within the area, Atlas and his allies gain 3 energy/s while enemies are slowed by 30% and have a ▲[16.7 / 20 / 25 / 33%] chance to stumble from sources of physical damage.    
  • [1] Landslide
    • Landslip - Instead of being empowered by recasts, you will chain to enemies within ➲[3 / 6 / 10 / 15m] at no additional cost. Enemies hit by Landslide increase your Melee Combo Counter 4.    
    • Reduced and Reuse - Landslide can now perform Finishers with a [4 / 4.5 / 5 / 6x] Damage Multiplier. Kills with a Landslide Finisher will drop 1 Rubble. Breaking resource deposits now provides 1 Rubble.     
    • Vault Breakers (Exilus) - Your Vault Breakers become a moddable Fist weapon with an innate ▲[50 / 100 / 200 / 350] Impact damage. While blocking, your attacks gain ➲[6 / 8 / 11 / 15m] of Attraction Range. Cast [1] to equip your Vault Breakers, draining 🗲[25] plus 🗲[2.5/s].     
    • Worldbreaker - [Hold] to charge your next punch, generating 1 Landslide combo and increasing cast range by ➲[2 / 2.5 / 3.5 / 5m/s] up to ➲[6 / 7.5 / 10.5 / 15m]. Duration mods increase the tick rate for charging. Release to dash in the target direction, applying Landslide's effects to enemies hit.    
  • [2] Tectonics
    • Boulder Toss - Instead summon a boulder with ▲[500 / 750 / 1000 / 1500] mass that you bear on your shoulders until thrown, or [Hold] to drain your Rubble Armor to increase the boulder's mass at ▲[2x] efficiency. Use [RMB] to aim and [LMB] to hurl the boulder at the target location, dealing mixed Puncture and Impact damage as well as reducing a flat amount of armor equal to the boulder's mass to enemies within a ➲[5 - 15m] radius. The maximum radius is obtained when the boulder has at least 4500 mass.
    • Hungry Earth - Instead sink enemies within a ➲[10 / 13 / 16 / 19m]-radius into the ground, rendering them immobile. Their allies may stop and attempt to pull them free.    
    • Stonecutter - Reactivation will now deplete ▲[150 / 250 / 400 / 600] (+10% of the wall's remaining health) to hurl a smaller boulder that does proportionate Impact damage to enemies in a ➲[5m] radius of the point of collision. You may recast until the wall is depleted of health, or [Hold] to sink the wall and summon a new one.    
    • Tectonic Force - Targeting the bulwark with Landslide will cause it to shatter, sending shrapnel forward that deals Landslide's current damage as Puncture damage to all enemies in a ➲[30m], 80° conic area. Enemies hit have a [16.7 / 20 / 25 / 33%] chance to drop Rubble.    
    • Terrestrial Burden - Instead [Tap] to toggle the direction of gravity on yourself, or [Hold] to reverse the effects of gravity for all enemies within a ➲[20m] radius. The effect lasts for up to [2s], extended indefinitely on collision with a surface. Enemies will suffer fall damage from collision with ceilings and floors equal to ▲[300 / 350 / 460 / 600] Impact damage x their Velocity.    
  • [3] Petrify
    • Baseline - Ore Gaze (Official) renamed Faultline.
      • Revised effect: Petrified enemies are scanned into the codex and have a [16.7 / 20 / 25 / 33%] chance to be dismembered, causing them to drop additional loot. The chance is doubled for enemies whose codex is completed.    
    • Ore Gaze (New) - Ore Veins hit by Petrify have a 50% chance to be Auto-Prospected. Veins that resist will be ▲[20 / 25 / 33 / 50%] easier to prospect with a mining drill.    
    • Radial Petrify - You can now [Hold] to initiate a channeled cast, draining an additional 3/s to maintain your Petrifying gaze in the direction of aim. You move at only [35 / 40 / 45 / 50%] speed while channeling.
  • [4] Rumblers
    • Faceted Fists - Rumblers now benefit from your Melee Mods and gain [8 / 10 / 12 / 15m] Attraction Range on a 3s cooldown. Your Rumblers generate their own melee combo multiplier, which stacks up to 4x and is displayed overhead.
    • Rock 'em, Sock 'em - Consecutive Rumbler attacks within 1s now occur in a sequence of left fist, right fist and ground slam. Rumblers gain 8m attack range for the ground slam, which causes a shockwave that deals 2.0x damage to all enemies 15m line. 
    • Rowdy Rumblers - Collecting Rubble will now extend the lifespan of active Rumblers by [1 / 1.5 / 2 / 3s]. The remaining duration cannot exceed the maximum duration.    
    • Rubble Rousers - Casting Rumblers now costs 🗲[1000] Rubble Armor and only summons 1 Rumbler, but Rumblers now last until killed and you may recast to summon up to [2 / 3 / 4 / 5].    
    • Stone Slingers - You now spawn 3 Stone Slingers, a smaller variety of Rumbler that exclusively uses ranged attacks - hurling rocks that deal ▲[200 / 250 / 350 / 500] Impact damage at an attack rate of [0.4] that can be collected for Rubble. Recasting drains 25 energy to have all Stone Slingers hurl explosive boulders at the target location, dealing ▲[500 / 750 / 100 / 1250] Blast Damage per boulder.    
    • Stoneborn Subjugation - Instead Petrify all enemies within ➲[6m] and then subjugate all Petrified enemies within ➲[12m]. Subjugated enemies will path toward non-Subjugated enemies within [50m] at [3m/s], prioritizing different targets. Subjugated enemies will explode after ➲[4s], dealing ▲[500 / 750 / 1000 / 1250] Blast Damage in a ➲[6m]-radius and dropping Rubble.     
  • Impasse Cooperative Set
    • Atlas' [2] Immovable Object - You now erect the bulwark with such force that enemies within ➲[5m] suffer ▲[200 / 300 / 500 / 800] Blast damage. [Hold] to bring up an aim-guide that allows you to summon the bulwark from any surface over unobstructed range. 
      • Set Bonus (2): Atlas mitigates hard landing by releasing a shockwave that deals [300] Impact damage and ragdolls nearby enemies.
    • Rhino's [1] Unstoppable Force

BANSHEE AUGMENTS

Spoiler

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  • [Passive]
    • Acoustic Resonance - Instead of silencing weapons, you now deals up to ▲[1.1 / 1.15 / 1.25 / 1.5x] damage based on how much noise you're making, which falls-off based on proximity to the source of the noise.    
    • Skull Rupture - Instead of silencing weapons, all your Alarming damaging effects have a [25 / 33 / 50 / 100%] chance to Stagger enemies. Sonic Boom and Sound Quake are Alarming.    
  • [1] Sonic Boom
    • Sonic Wraith (Exilus) - Instead transform into a wave of sonic force that travels up to ➲[9 / 10 / 12 / 15m] in the target direction, applying the effects of Sonic Boom to enemies you pass through.     
  • [4] Sound Quake
    • Banshee's Wail - Enemies subjected to the unobstructed noise of Sound Quake are enchanted, rendering them harmless and luring them closer. [0 / 5 / 15 / 30%] Ability Efficiency.
    • Concussive Waves - Sound Quake is now guaranteed to apply 1 Blast Status. Sound Quake's damage now deals [1.2 / 1.25 / 1.33 / 1.50x] bonus damage per Blast Status on the target.
  • Harmonics Cooperative Set
    • Banshee's [2] Keen Sonar - Sonar will now highlight rare items for ◔[2 / 2.5 / 3.5 / 5s].
      • Set Bonus (2): Bonus damage versus Sonar's weakspots is now adapted to the enemies' weaknesses if they are also marked by Mag's Polarize.
    • Mag's [3] Magnetic Resonance

BARUUK AUGMENTS

Spoiler

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  • [Passive]
    • Acolyte of Air (Exilus) - ▲[50%] Bullet Jump velocity. Performing a double jump after a Bullet Jump deploys a hang glider. Erode [0.4 / 0.8 / 1.2 / 1.6%] Restraint per meter travelled while gliding.    
  • [1] Elude
    • Acolyte of Earth (Exilus) - Instead of when not attacking, Elude is functional while your feet are on the ground and also grants 100% Knockdown Resistance. You have [25 / 33 / 50 / 100%] Status Resistance after 3 consecutive seconds on the ground.    
  • [2] Lull
    • Sanguine Acolyte - Instead of calming enemies into a slumber, enemies are instead violently forced to fire upon one another. Controlled enemies suffer ▲[50 x Enemy Level] true damage each time they attack. Lull now generates 🗲[10%] Restraint on-cast.    
    • Stay and Listen - Instead apply the effects of Lull to all enemies within your field of view within unlimited range. Targets will sleep for a minimum of ◔[1.0 / 1.25 / 1.5 / 2.0s]. Damage dealt to sleeping enemies is adapted to their weaknesses.    
  • [3] Desolate Hands
    • Acolyte of Water - Instead surround yourself with a ring of water for ◔[20s]. Baruuk's outgoing weapon projectiles are frozen, gaining ▲[20 / 24 / 26 / 30%] bonus Cold damage and guaranteed Cold status chance. Headshots with frozen projectiles erode [1.6%] Restraint.    
    • Astral Transference - You instead project and assume control of an invulnerable image of yourself at the target location while leaving your mortal form vulnerable. Your Astral Form can only use melee weapons. Allies within ➲[15m] of your Astral Form are healed for ▲[2 / 3 / 4 / 5%] of the damage you deal.    
  • [4] Serene Storm
    • Acolyte of Fire (Exilus) - Desert Wind is replaced with Crackling Lightning. Crackling Lightning is a primary weapon that is held to unleash lightning that arcs to multiple enemies. Generates [1.4 / 1.2 / 1.0 / 0.8%] Restraint per second.    
    • Tempered Storm (Exilus) - Serene Storm is no longer disabled when your Restraint is full. Instead, while your Restraint is full, Desert Wind will deal only [20 / 25 / 33 / 50%] damage and drains 15/s.
  • Transcend Set
    • [1] Pristine Chassis - [Hold] to cast an empowered Elude at the cost of generating 🗲[20%] Restraint. Projectiles that pass through you are converted into healing projectiles that restore health to allies hit for ▲[20 / 25 / 33 / 50%] of weapon damage. 
      • Set Bonus (3): [Hold 4] to drain 🗲[100] energy to erode 50% Restraint.
    • [2] Pristine Neuroptics - [Hold] to cast an empowered Lull at the cost of generating 🗲[20%] Restraint. Damage that awakens sleeping enemies will bypass ▲[20 / 25 / 33 / 50%] of their resistances.
      • Set Bonus (3): [Hold 4] to drain 🗲[100] energy to erode 50% Restraint.
    • [3] Pristine Systems - [Hold] to cast an empowered Desolate Hands at the cost of generating 🗲[20%] Restraint. You instead launch daggers  with unlimited range that deal double damage to up to ▲[3 / 4 / 6 / 8] enemies.
      • Set Bonus (3): [Hold 4] to drain 🗲[100] energy to erode 50% Restraint.

 

CALIBAN AUGMENTS

Spoiler

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  • [Passive]
    • Jumpstart Shields (Exilus) - Your Bullet Jumps restore 15 Shield. [20 / 25 / 33 / 50%] Parkour Velocity.
    • Manifold Aura - Allies within Affinity Range now share their current Adaptive Armor values from your passive. The cap is increased by 15% per ally within Affinity Range, up to 95%.    
  • [1] Razor Gyre
    • Baseline - Charge now increases movespeed and tick rate. Charge now decays at a constant rate. Dashing now only depletes 20% of current charge.    
    • Razor Storm - Moving within [2.5m] of a Conculyst with Razor Gyre will command it to accompany you and begin spinning. While accompanied by 3 spinning Conculysts, the storm of blades gains [100 / 150 / 200 / 250%] Status Chance and its damage is adapted to enemy weaknesses.    
  • [2] Sentient Wrath
    • Sentient Spite - Once the projectiles reach maximum range, they come to a stop before returning to you and applying the Sentient Wrath's effects again. The damage vulnerability will stack up to twice on Lifted Enemies. The returning projectiles accelerate up to [45m/s]. Affects up to [1 / 1.25 / 1.5 / 2.0x] targets per cast.
  • [3] Lethal Progeny
    • Defensive Progeny - Instead summon an Immunode that attracts enemy fire. Allies within ➲[5m] of the Immunode are invulnerable and immune to status effects. You may deploy up to [1 / 1 / 2 / 3] but they must be at least [15m] apart.    
    • Ingenious Progeny - You instead summon immobile Conculysts that continuously radiate pulses that strips the shields of enemies within ➲[25m] by ▲[10 / 15 / 20 / 25%]/s. These Conculysts do not attack but still grant shield regen to nearby allies.
    • Lethal Cavalry (Exilus) - Hold [3] to summon 3 Conculysts in a single cast. Costs [300 / 275 / 250 / 200%] energy.    
    • Lethal Vantage - Instead summon an Ortholyst that rains artillery with [0.5 / 0.6 / 0.75 / 1.0x] range. While active, tapping [3] will issue a priority attack order and holding [3] will issue a reposition order.
    • Sentient Escort - [Hold] to recall sentients into a defensive formation. Each Conculyst grants [5 / 10 / 15 / 25%] Adaptive Armor, up to [15 / 30 / 45 / 75%], but lose the ability to attack. Stacks additively with your passive up to 95%. Hold again to release.    
    • Versatile Progeny - [Hold] to cycle between Brachiolyst (melee attacker), Battalyst (ranged attacker) and Aerolyst (healer). Maximum concurrent sentients increased by [0 / 1 / 1 / 2].    
  • [4] Fusion Strike
    • Fission Strike - Fusion Strike can now be activated during Razor Gyre to project three ➲[30m] streams at 120° intervals that performs 3 rotations. Razor Gyre's energy drain is paused and the current charge are locked while Fission Strike is active. Enemies hit 3 times will explode, creating ➲[10m] off fallout.    
  • Lineage Cooperative Set
    • Caliban's [3] Lethal Ancestry -  Instead summon 5 Vomvalysts for ◔ [10 / 15 / 20 / 25s] that harass enemies with homing projectiles and expend themselves to revive fallen allies.  
      • Set Bonus (2): While within Affinity Range of Revenent, your passive now stacks up to 95%.
    • Revenant's [4] Obliterate

CHROMA AUGMENTS

Spoiler

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  • [Passive]
    • Aurelian Armor - You gain 1 Armor for every 1000 Credits in your Mission Coffers, up to [500 / 750 / 1000 / 1500] Armor.
    • Prismatic Compounds - Your primary emission color now combines with your Spectral Scream selection to form compound elements. Combining an element with itself will grant [25 / 33 / 50 / 100%] Status Chance.
    • Trailblazer - You will expend 3% of your maximum health to mitigate status effects. Trailblazer cannot reduced your health below ▲[5 / 7.5 / 10 / 15%] of his maximum health but will continue to mitigate status effects.
  • [1] Spectral Scream
    • Baseline - Visual effects improved. Primary fire to drain additional energy to stack the damage. Afterburn augment is now only capped in Conclave.
    • Dynakinesis - Instead unleash a narrow beam with ➲[10 / 13 / 16 / 20m] range that can chain indefinitely to unique enemies within ➲[5 / 6 / 8 / 10m] of the previous target. The ability's damage now continually ramps up without draining additional energy, but accumulated damage falls-off immediately on deactivation.
    • Earpiercing Scream - Instead shriek with such intensity that all enemies within ➲[25.5m] suffer Spectral Scream's damage. Enemies within line of sight suffer an additional [4 / 6 / 8 / 10] stacks of Puncture and flail as their ears bleed.
    • Focused Fire - Instead unleash a narrow beam with a base tick rate of [3/s], but the effect no longer spreads to adjacent enemies and damage can no longer be ramped by [Primary Fire]. Every 3 ticks of damage suffered by the same target causes them to erupt with elemental force, dealing ▲[500 / 750 / 1000 / 1250] damage to all enemies within ➲[6m]. 
    • Morning Breath - Damage can no longer be ramped up using [Primary Fire]. Instead, deals [1.25 / 1.5 / 1.75 / 2x] damage for the duration if activated while above 75% maximum energy.
  • [2] Elemental Ward
    • Apocalypse - Instead brand the ground at the target location as well as beneath all other Warframes within Affinity Range. After a 1.75s delay, the runes erupt dealing ▲[500 / 750 / 1000 / 1250] Elemental Damage to enemies within ➲[7.5m] radius areas.
  • [3] Vex Armor
    • Draconic Plating - Instead reinforce your Shields by dividing it into Plates each consisting of up to 150 Shield. You will trigger Shield Gating and gain [30 / 45 / 60 / 75%] Fury each time a Plate is broken. Shield corresponding to broken Plates will not regenerate until your Shield is fully depleted. Fury is lost when your Shield is fully depleted.  You cannot gain Scorn and you will only trigger Diminished Shield Gating when Vex Armor is not active.
    • Ire of Dragons - The effects of Vex Armor are now passive but Scorn and Fury now decay at [10 / 7.5 / 5 / 2.5%]/s after 10s. Allies share your current bonus.  Holding [3] now inflicts self-damage at a rate of 🗲[620/s]. Efficiency will reduce the damage taken without affecting the Scorn and Fury gained.
  • [4] Effigy
    • Dragon's Hoard - Instead of dealing damage, enemies within ➲[20m] of the Effigy are intoxicated by the sight of gold and are compelled to fight each other in melee combat. Bonus credits are now dropped by any enemy under the Effigy's influence. Dragon's Hoard gains [0.25 / 0.33 / 0.5 / 1.0%] Power Range per 1000 Credits in your Mission Coffers, up to 100% Power Range.
    • Overwhelm - Instead charge on the target enemy within ➲[15m], amass all enemies within a ➲[20m], 80° cone into a dense cluster and then slam the cluster into the ground over your shoulder dealing ▲[500 / 750 / 1000 / 1250] damage.
    • Reign of Fire (Exilus) - Instead you take flight for ◔[2s], scorching a trail through the battlefield that lingers for ◔[15s] dealing Effigy's damage. Replenish ▲[1%] health and energy per meter travelled in flight.

CITRINE AUGMENTS

Spoiler

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  • [1] Fractured Blast
    • Percussive Blast - Aim at a Nullifier Bubble to have the stalactic spikes converge into a single piercing projectile that shatters the bubble and deals ▲[200 / 400 / 700 / 1000] Electricity Damage to enemies within a ➲[7.5m]-radius.
  • [3] Prismatic Gem
    • Prismatic Focus - Prismatic Beams deal [0.25 / 0.33 / 0.5 / 1.0x] damage that is adapted to the enemy's shields and armor. 

EMBER AUGMENTS

Spoiler

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  • [Passive]
    • Baseline - Instead of timing-out the moment the enemy dies, each passive stack you gain now has an individual 6s duration.
    • Flame Cloak (Exilus) - Your passive also grants Movespeed equal to [0.25 / 0.33 / 0.5 / 1.0x] the Power Strength bonus.    
    • Heat Death - You no longer gain passive Power Strength. Instead, your Heat procs now deal an additional ▲[0.25 / 0.33 / 0.5 / 1.0%] of the target's maximum health per second, per stack.
    • Smoulder - Instead gain [2 / 3 / 4 / 5%]% Power Strength per Heat status effect you apply. This stacks with no upper limit but decays at a rate of 🗲[5%/s] after ◔[5s].  
    • Unquenchable Fire (Exilus) - Ember will resist lethal damage while her passive is at stacked to at least [50 / 66 / 75 / 100%].     
  • [1] Fire Ball
    • Propagating Fireball - Striking an enemy that is already afflicted with Heat will causes fireballs to spread to enemies within ➲[10 / 15 / 20 / 25m] with line-of-sight of the target, applying Fireball's damage. This effect is not recursive.    
  • [2] Immolation
    • Conflagrate - While active, your [1][3][4] abilities will set their damage areas ablaze for ◔[15s]. Enemies take ▲[100 / 125 / 150 / 175] - ▲[200 / 250 / 300 / 350] Heat Damage/s based on your thermometer, doubled to ▲[400 / 500 / 600 / 700] while Overheating. Inferno no longer sets the environment ablaze except through Immolation.  
  • [3] Fire Blast
    • Baseline - Healing Flame official augment now Overheals up to ▲[300] Overhealth.    
  • [4] Incincerate
    • World On Fire - Instead of being based on ablaze enemies within 50m, you now gain stacks based on ablaze enemies within your field of view with infinite range. Stacks now linger for ◔[0.5 / 1 / 1.5 / 2s] before falling off.
  • Sunwell Set
    • [1] Fire Strike - Instead cause a ➲[5m]-radius pillar of fire to erupt from the ground at the crosshair, dealing ▲[200 / 300 / 400 / 500] Heat damage. Holding [1] additionally increases the pillar radius and grants an aiming reticle.    
      • Set Bonus (2): Striking an enemy carrying a Fire Bomb will cause Fire Strike to erupt a second time after the same delay.
    • [2] Fire Bomb - Instead plant a timed bomb within the target that explodes after [3s], stripping their armor and dealing ▲[75 / 100 / 125 / 200] Heat damage to enemies within a [12.5m]-radius. Fire Bombs will detonate early if the target is killed.    
      • Set Bonus (2): Striking an enemy with Fire Strike will apply Fire Bomb.
    • [3] Infernal Cascade - Instead of igniting enemies hit, instead plant an Empowered Fire Bomb that deals ▲[400 / 500 / 600 / 700] Heat Damage to enemies on detonation. 
      • Set Bonus (2): Plant Fire Bombs into enemies hit by an exploding Fire Bomb.

EQUINOX AUGMENTS

Spoiler

Night and Day are now separately configurable, as with Sevagoth and Shadow. I will go into more detail in the Baseline changes listed under [1] Metamorphosis.

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NIGHT AUGMENTS

  • [Passive]
    • Baseline - Temporary passives gained by transforming no longer decays over the duration.
  • [1] Dusk / Dawn
    • Baseline - Night and Day can now be separately configured and coloured.
      • Equinox mods are now lenticular - displaying distinct text for Night and Day. One copy of an Augment is sufficient to configure both forms.
      • Each form will only benefit from its respective augments (i.e. those equipped on Night will have no effect while playing as Day).   
    • Baseline - Night's Metamorphosis renamed Daybreak (the button that transforms you into Day).
    • Polar Night / Midnight Sun - Day's temporary passive is disabled. Night's temporary passive is no longer temporary. Cast to share the effects of your passive with allies within ➲[10 / 12 / 14 / 16m] allies for ◔[10 / 15 / 20 / 25s]. Combining both augments in a single Loadout will disable both temporary passives without any positive effect.
    • Nightfall / Daybreak (Exilus) - Night gains 1.5% Power Duration for 1s for every second spent in Day Form before transforming, up to [45 / 60 / 75 / 90%] for ◔[60s]. 
    • Prime Meridian - Daybreak / Nightfall can no longer be activated. Instead, you are in Day form while bathed in Sunlight and are otherwise in Night form. Your temporary passives  for changing form are no longer temporary. Passive Equilibrium increased to [20 / 30 / 40 / 50%].  
    • Weighted Scales - Night's temporary passive grants an additional [50 / 65 / 80 / 95%] Heavy Attack Efficiency. Daybreak / Nightfall now share a [60s] cooldown.
  • [2] Rest / Rage
    • Impasse / Deadlock - Energy chords will also extend from the target to Equinox's allies that are within ➲[2 / 4 / 6 / 10m]. Enemies may *only* damage units they are connected to.
    • Lunar Rush / Zenith Blade - Transform into a pale sphere with the ability to fly for ◔[2s]. Enemies you pass through are put to sleep for ◔[10 / 14 / 18 / 22s].
  • [3] Pacify / Provoke
    • Baseline - Pacify's cost is now capped at 10/s. Pacify now affects disable-immune targets.    
    • Inspire / Defiance - Finishers will grant ▲[150 / 300 / 450 / 600] Overshield to allies within line of sight.
  • [4] Mend / Maim
    • Baseline - Casting Dawn / Dusk or running out of energy will now auto-recast Mend / Maim.
    • Baseline - Charge is now represented as a percentage. Gain 2.5% Charge per enemy killed within the area, up to 100%.    
      Baseline - Mend now heals instead of granting shield. Allies bathed in Mend's light gain 300 Overhealth.
      Baseline - Mend's reactivation now causes the effect to linger as a static area for 1s per enemy killed.
    • Moonbeam / Solarflare - Hold [4] on cast to condense the area into a narrow spotlight centered on the cursor. Radius is reduced down to 0.2x while effects are increased up to [2 / 3 / 4 / 5x]. On release, the spotlight will maintain its current position but will toggle-off if you leave Affinity Range.  
  • Dusk & Dawn Cooperative Set
    • Night's [Passive] Silent Night - Night's temporary passive instead grants [66 / 100 / 150 / 200%] Finisher Damage. Increase Finisher Threshold by 20%.
      • Set Bonus (2): Night will also deal 100% increased damage to enemies for 3s if she was the first to inflict damage upon them.
    • Day's [Passive] First Light - Day's temporary passive instead causes enemies to take [66 / 100 / 150 / 200%] increased damage from Day if she was the first to damage them.
      • Set Bonus (2): Night also gains +100% Finisher Damage and may perform a Finisher at +10% health threshold.
  • Refraction Cooperative Set
    • Night's [Passive] Celestial Convergence - Night's temporary passive instead cloaks you in darkness, becoming imperceptible to enemies not within ▲[5 / 6 / 7 / 8m].
      • Set Bonus (2): While Mirage is within Affinity Range, you will benefit from Eclipse.
    • Day's [Passive] Celestial Convergence - Day's temporary passive instead causes you to glisten with radiance, reducing the accuracy of enemies within line of sight. Enemies within 8m have a [25 / 33 / 50 / 100%] chance to miss.
      • Set Bonus (2): While Mirage is within Affinity Range, you will benefit from Eclipse.
    • Mirage's [3] Celestial Dias 

DAY AUGMENTS

  • [Passive]
    • Baseline - Temporary passives gained by transforming no longer decays over the duration.
  • [1] Dusk / Dawn
    • Baseline - Night and Day can now be separately configured and coloured.
      • Equinox mods are now lenticular - displaying distinct text for Night and Day. One copy of an Augment is sufficient to configure both forms.
      • Each form will only benefit from its respective augments (i.e. those equipped on Night will have no effect while playing as Day).   
    • Baseline - Day's Metamorphosis renamed Nightfall (the button that transforms you into Night).
    • Polar Night / Midnight Sun - Night's temporary passive is disabled. Day's temporary passive is no longer disabled. Cast to share the effects of your passive with allies within ➲[10 / 12 / 14 / 16m] allies for ◔[10 / 15 / 20 / 25s]. Combining both augments in a single Loadout will disable both temporary passives without any positive effect.
    • Nightfall / Daybreak (Exilus) - Day gains 1.5% Power Duration for 1s for every second spent in Night Form before transforming, up to [45 / 60 / 75 / 90%] for ◔[60s].
    • Prime Meridian - Daybreak / Nightfall can no longer be activated. Instead, you are in Day form while bathed in Sunlight and are otherwise in Night form. Your temporary passives  for changing form are no longer temporary. Passive Equilibrium increased to [20 / 30 / 40 / 50%].    
    • Weighted Scales - Day's temporary passive grants an additional [50 / 65 / 80 / 95%] Ammo Efficiency. Daybreak / Nightfall now share a [60s] cooldown.
  • [2] Rest / Rage
    • Impasse / Deadlock - Energy chords will also extend from the target to Equinox's allies that are within ➲[2 / 4 / 6 / 10m]. Enemies may *not* damage units they are connected to.
    • Lunar Rush / Zenith Blade - Strike a flaming blade into the ground at the target location within ➲[20 / 30 / 40 / 50m] that applies the effects of Rage to enemies within ➲[2 / 4 / 6 / 10m]. Recast to teleport to the blade and withdraw it, which ends the effect.
  • [3] Pacify / Provoke
    • Inspire / Defiance - Begin channelling, taunting all enemies with line of sight to attack you  while tracking all incoming damage. After ◔[2s], explode dealing ▲[1.25 / 1.5 / 1.75 / 2x] the stored damage to enemies within [10 / 12 / 14 / 16m].
  • [4] Mend / Maim
    • Baseline - Casting Dawn / Dusk or running out of energy will now auto-recast Mend / Maim.
    • Baseline - Charge is now represented as a percentage. Gain 2.5% Charge per enemy killed within the area, up to 100%.
    • Baseline - Maim's detonation now obliterates 1% of enemy's maximum health per 1% Charge.
    • Moonbeam / Solarflare - Hold [4] on cast to condense the area into a narrow spotlight centered on the cursor. Radius is reduced down to 0.2x while effects are increased up to [2 / 3 / 4 / 5x]. On release, the spotlight will maintain its current position but will toggle-off if you leave Affinity Range.  
  • Dusk & Dawn Cooperative Set
    • Night's [Passive] Silent Night - Night's temporary passive instead grants [66 / 100 / 150 / 200%] Finisher Damage. Increase Finisher Threshold by 20%.
      • Set Bonus (2): Night will also deal 100% increased damage to enemies for 3s if she was the first to inflict damage upon them.
    • Day's [Passive] First Light - Day's temporary passive instead causes enemies to take [66 / 100 / 150 / 200%] increased damage from Day if she was the first to damage them.
      • Set Bonus (2): Night also gains +100% Finisher Damage and may perform a Finisher at +10% health threshold.
  • Refraction Cooperative Set
    • Night's [Passive] Celestial Convergence - Night's temporary passive instead cloaks you in darkness, becoming imperceptible to enemies not within ▲[5 / 6 / 7 / 8m].
      • Set Bonus (2): While Mirage is within Affinity Range, you will benefit from Eclipse.
    • Day's [Passive] Celestial Convergence - Day's temporary passive instead causes you to glisten with radiance, reducing the accuracy of enemies within line of sight. Enemies within 8m have a [25 / 33 / 50 / 100%] chance to miss.
      • Set Bonus (2): While Mirage is within Affinity Range, you will benefit from Eclipse.
    • Mirage's [3] Celestial Dias 

Appendix 

Equinox's abilities are listed in the order of Night / Day (e.g. Mend / Maim) - so I elected to have the Night be the "Equinox" inventory item with Day being the "Exalted Weapon". There should be an option to re-order the builds for the purposes of choosing the "form on first spawn" (i.e. decoupling it from primary emissive colors).

This images re-uses assets from my Loadouts and Arsenal Rework. Check out the full thread here.

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EXCALIBUR AUGMENTS

Spoiler

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  • [1] Slash Dash
    • Deft Manoeuvres (Exilus) - Parkour Maneuvers – including Double Jump, Bullet Jump, Wall Run and Hard Landing –  deal [0.4 / 0.6 / 0.8 / 1x] Slash Damage in small areas.
    • Flickering Slash - Teleport to target location with a flourish, applying Slash to surrounding enemies. You're followed shortly by your shadow that also applies Slash to all enemies in its path. Kills within 1s replenish ▲[6 / 8 / 11 / 15] energy. Hold [1] to aim.
    • Resolute Slash - Echoes created adjacent to enemies hit by Slash Dash's auto-targeting will collectively perform a circular slash when you come to rest, dealing ▲[100 / 150 / 200 / 250] Slash to enemies within ➲[7m] of each.
    • Slash Waltz - This ability will chain a minimum of ◔[2 / 4 / 6 / 8] times and gains the ability to re-target the same enemy concurrently. If all targets are dead before the minimum slashes have been consumed, you will Dash in the direction of the cursor after the final slash. 
  • [3] Radial Javelins
    • Unseen Javelins - Heavy Attacks will unleash javelins at enemies within 15m within line of sight, applying the effects of Radial Javelin.  [10 / 20 / 30 / 40%] Heavy Attack Efficiency.
  • [4] Exalted Blade
    • Conquest's Toll - Scoring [10 / 8 / 6 / 4] kills with Exalted Blade permanently increases its damage by 1.

FROST AUGMENTS

Spoiler

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  • Cold Status
    • Baseline - Cold is now 50% +5% per stack, up to 100%. At 100%, targets are frozen and primed to Shatter. Shatter deals 10 x Cold Damage and reduces the target's Cold stacks to 1. Enemies killed by Shatter are dismembered.
  • [Passive] 
    • Baseline - Revised Passive: When Frost triggers Shatter's damage, enemies are instead reduced to 5 stacks of Cold. 
    • Cold Feet (Exilus) - You can now walk on the surface of liquids by freezing the area underfoot. Cold Feet will not trigger on Hard Landings. [ 0 / -10 / -20 / -30%] Friction.
    • Glacial Storm - Triggering Shatter deals ▲[100 / 200 / 300 / 400] Cold damage to all enemies within ➲[4.5m] of the target.
    • Ground Frost - Each of Frost's abilities now create an area of frost on the affected ground, which lingers for ◔[20s]. Enemies standing on frozen ground have their damage sapped, dealing [35 / 50 / 65 / 80%] reduced damage after [5s].    
  • [1] Freeze
    • Frozen Lance - Instead hurl a spear of ice in the target direction, dealing Freeze's damage to the first enemy hit. Deals 100% increased damage per Cold-base status on the target.  If Frozen Spear deals lethal damage, the spear will punch-through the target and transfer any Cold status effects to the next enemy hit.    
  • [2] Icy Wave
    • Frozen Tide (Exilus) - Ice Wave will now permeate through liquids, entrapping any Fishing targets for 20s.    
    • Icy Flows - Successive casts of Ice Wave within ◔[5s] drain only 50% energy. Additionally, Ice Wave deals [16.7 / 20 / 25 / 33%] increased damage per enemy hit by the previous wave.
  • [3] Snow Globe
    • Snow Coat - Instead of forming a globe, you encase the target ally in ice that protects them from incoming damage while surrounding them in a blizzard that deals ▲[50 / 75 / 100 / 150] Cold damage per tick. Hold to target yourself. Shattering frozen enemies within the flurry increases the tick rate by 25%, stacking up to 800%. Tick rate decays at a rate of 10%/s.
    • Snow Piercer - Friendly projectiles exiting a Snow Globe deal an additional ▲[15 / 30 / 45 / 60%] Cold Damage.    
  • [4] Avalanche
    • Baseline - Icy Avalanche augment now reinforces allied Shields, preventing sources of incoming damage from inflicting more than 60 Damage in a single hit. This prevents shield regeneration until the shield is broken. 
  • Icewalker Cooperative Set
    • Frost's [2] Flash Frost (Exilus) - Instead you dash forward ➲[15 / 20 / 25 / 30m] with low gravity, crashing through enemies and dealing Ice Wave's damage.
      • Set Bonus (2): Flash Frost now leaves a path of solid ice underfoot that will support the weight of allies. The platform will last until recast or broken by weapon fire.
    • Lavos' [2] Cold Wind (Exilus)

GARA AUGMENTS

Spoiler

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  • [1] Shattered Lash
    • Exalted Lasher (Exilus) - When no melee weapon is selected, Exalted Lasher becomes available as a moddable melee weapon with ▲[100 / 150 / 200 / 250] base damage. Tap [1] to swap between Rapier Stance that deals Puncture damage and a Whip stance that deals Slash damage.
  • [2] Splinter Shield
    • A Thousand Cuts - Splinter Shield now increments the Melee Combo Counter. Heavy Attacks will consume accumulated glass instead and create a shockwave that damages enemies in a line or radius.
    • Splinter Storm - Hold [2] to grant Splinter Storm to all allies within ➲[30m]. Costs [300 / 275 / 250 / 200%] energy. Can be activated while active.
  • [3] Spectrorage
    • Sweeping Rage    The mirrors are instead arranged into the likeness of a circular saw that deals accumulated Storm damage every second to enemies within ➲[2.5m]-radius. Deals a minimum of ▲[500 / 600 / 700 / 800]. Hold [3] to relocate the saw at 5m/s.
  • [4] Mass Vitrify
    • Swift Vitrification - Cast speed is instead modified by Attack Speed but the ability no longer forms a barrier. Shattering Vitrified enemies will deal trigger ▲[500 / 600 / 700 / 800] damage to enemies within ➲[5 / 6 / 7 / 8m].

GARUDA AUGMENTS

Spoiler

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  • [Passive]
    • Blood Thirst (Exilus) - Restore health equal to ▲[2 / 3 / 4 / 5%] of the Slash Bleed damage suffered by enemies within ➲ [5m].
  • [1] Dread Mirror
    • Bloodied Mirror - Pounce victims are now instantly killed if *you* are at or below [10 / 20 / 30 / 40%] health. This cannot trigger versus disable-immune enemies.
    • Dread Ambience - Dread Mirror can no longer be held to explode the Dread Heart. Dread now mitigates attacks from all directions, but damage mitigated depletes Dread Heart. Dread Heart is filled equal to [1.0 / 1.25 / 1.5 / 2x] the damage dealt to your pounce victim.
    • Misery Business - Holding [1] instead creates a ➲ [5 / 8 / 11 / 15m]-radius aura that mitigates damage received by allies (excluding yourself). Damage mitigated from allies is depleted from your Dread Heart.
  • [2] Blood Altar
    • Dreadful Fetish - Skewering a enemy will terrify enemies with line of sight within ➲ [8 / 9 / 12 / 16m].
    • Exploit Meridians - Instead of disabling the target, position needles in their meridians that causes all incoming damage to be [25 / 33 / 50 / 100%] adapted to their weaknesses. Disable-immune enemies can be targeted. Target limit is removed.
    • Insatiable Fetish - You may now only maintain ONE Blood Altar at a time, but it will now last until recast. The auras range is now increased by [0.25 / 0.33 / 0.5 / 1%] for every kill, up to [25 / 33 / 50 / 100%].
  • [3] Bloodletting
    • Blood Tithes - Casting also grants [4 / 6 / 8 / 10%] Increased Damage for ◔[3s], which stacks with no upper limit. This stacks additively with your passive.
    • Tides of Blood - You can now hold to restore ▲[30 / 45 / 60 / 75] health/s health while draining 🗲[25] energy/s. You are invulnerable while channeling.
  • [4] Seeking Talons
    • Brutal Charge - You charge in the target direction until you impact an obstacle, dealing ▲[750 / 1000 / 1500 / 2000] - ▲[2250 / 3000 / 4500 / 6000] damage in an 8m-radius. The damage is fully charged after at least 1s of distance travelled.
    • Ferroplague - Targets killed by Seeking Talons now evenly distribute [25 / 33 / 50 / 100%] any undealt Slash Damage to enemies within ➲[5m].
    • Rain of Blades - Instead summon a ➲[8 / 10 / 12 / 15m]-radius cloud above the target location for ◔[10s] that rains steel shards, dealing ▲[150 / 200 / 250 / 300] Slash damage/s to enemies caught out.
    • Rending Talons - Expunge Slash Bleeds from all enemies within 60m in a ➲[20 / 45 / 70 / 95]° field of view, dealing any undealt damage in burst.
    • Steel Bloom - Instead of damaging and marking enemies, you sow ferros seeds that bloom into ➲[8m]-radius zones of matted razor wire for ◔[10s] when their host is killed.  The razorwire applies ▲[150 / 200 / 250 / 300] Slash Bleed/m to enemies who move through. Further seeds that bloom in an affected area will instead refresh the duration.

GAUSS AUGMENTS

Spoiler

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  • [Passive]
    • Concorde (Exilus) - When no melee weapon is selected, Concorde becomes a moddable Fist Weapon with ▲[100 / 150 / 200 / 250] base Puncture Damage. Concorde reduces the target's armor equal to damage dealt and gains a stacking 1% Multishot per melee kill. Additionally, your Battery grants up to [55 / 70 / 85 / 100%] Melee Speed.
      • Thousand-Punch Man (Stance) - Perform swift jabs that disintegrate your target's resistances. Hold [Melee] to autonomous attack the nearest enemy within 5m.
    • Refresh Rate (Exilus) - While your velocity or momentum exceeds [23 / 22 / 21 / 20m]/s, you are imperceptible to electronic alarms systems and robotic enemies.
  • [1] Mach Rush
    • Faster Than Light - Instead you return to where you were [2.99792s] ago, undoing any damage taken and restoring an ammo spent. This ability is then disabled until [5 / 4 / 3 / 2x] Duration seconds have passed.
    • Mach Punch - Instead you move so fast for the next ◔[0.8 /1.1 / 1.3 / 1.6s] that you become an untargetable blur. Over the duration, you perform up to ◔[6 / 8 / 10 / 12] melee attacks evenly distributed across all enemies who were within ➲[5m] on-cast. The ability can be held to auto-recast.
    • Phase Rush (Exilus) -Instead appear at a location up to 10m in the target direction and causing incoming projectiles and melee attacks to phase through you for the next ◔[5s]. Phase Rush can pass through up to ➲[0.25 / 0.33 / 0.5 / 1.0m] of geometry.
    • Powered Rush (Exilus) - This ability's 25m/s rush speed now benefits from Strength Mods. [20 / 25 / 33 / 50%] Slow Resistance
    • Ricochet - You are now guaranteed to move the full ➲[6 / 8 / 10 / 12m]. Colliding with geometry will instead cause you to ricochet off the surface. Each collision triggers Mach Rush's damage but increases the Energy Drain of Mach Rush by 🗲[0.125] for [2s] with no upper limit.
  • [2] Kinetic Plating
    • Repulsive Plating - Convert ▲[25 / 33 / 50 / 100%] of mitigated kinetic damage into Slash damage that is dealt to all enemies within ➲[12m] within FOV.
  • [3] Thermal Sunder
    • Molecular Sunder - Tap cast instead vibrates enemies, granting them 25% haste, increased by [2 /3 / 4 / 5%] per second up to [45 / 55 / 65 / 75%]. Hold cast instead saps enemy damage by 25%, increased by [2 /3 / 4 / 5%] per second up to [45 / 55 / 65 / 75%]. Swapping effects will convert active debuffs on the target while retaining the current stacks.
    • Sunder Bombs - Instead [Tap] hurls a Cold Grenade that explodes on collision or [Hold] to hurl a bouncing Heat Grenade that explodes on impact with an enemy or after [2s]. Grenades have an ➲[8m] radius and apply Thermal Sunder's damage values with [100 / 250 / 333 / 500%] Status Chance.
  • [4] Redline
    • Quicktime Reload (Exilus) - While active, instead of reload speed, you gain a quicktime event during your reload animation wherein pressing [Reload] within a ±15° time window causes you to instantly reload and deal [25 / 50 / 75 / 100%] - [50 / 100 / 150  / 200%] weapon damage (based on Battery) for ◔[5s].
    • Target Rich Environment - Instead [Tap] to gain [100%] accuracy on ranged weapons but drain 10 (+0.5/s) battery per attack; or [Hold] to gain [1.25 / 1.33 / 1.5 / 2x] total fire rate at the cost of 10 (+0.5/s) energy/s while generating an equal amount of Battery. Accumulated costs falls off at a rate of [2]/s after ◔[5s].

GRENDEL AUGMENTS

Spoiler

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  • [1] Feast
    • Baseline - Digestion damage is now modified by Efficiency mods.    
    • Abysmal Voyage (Exilus) - Feast can now capture allied units, rendering them invulnerable and immune to status effects. Pulverize's healing will also benefit stowed allies. Grendel can stow [0 / 1 / 2 / 3] allies in excess of his normal limit. Allies can [Roll] to be Vomited out, or [Bullet Jump] to be Regurgitated.    
    • Bottomless Feast - Feast instead deals ▲[4 / 8 / 12 / 16%] maximum health/s to all enemies within your Maw's vacuum range as well as executing enemies who fall below Finisher threshold. Initial duration now scales with Duration mods. Your gut now tracks the cumulative Flesh consumed.     
  • [2] Nourish
    • Caustic Spittle - Instead of exploding with Viral Damage, you now continuously deal Viral damage to enemies within ➲[6 / 8 / 10 / 12m] equal to ▲[40 / 60 / 80 / 100%] of incoming damage. This has guaranteed Status Chance but does not Stagger.    
    • Endless Nourishment - Successive casts of Nourish now stack the duration up to 180s. Additionally, Nourish causes all sources of healing to provide ▲[1.5 / 1.6 / 1.75 / 2x] more health and you can Overheal up to ▲[300].    
    • Mucous Membrane - Store damage taken up to ▲[1000 / 1500 / 2000 / 3000], which is converted into a shield whenever you activate Nourish.    
    • Putrid Bile - Instead exploding with Viral Damage, Nourish grants ▲[20%] movespeed and causes you to seap Bile for ➲[8s] that lingers as a ➲[2m]-radius trail for ◔[4s], dealing ▲[25 / 100 / 175 / 250] Viral/s to enemies within the puddle with guaranteed Status.    
  • [3] Pulverize
    • Baseline - Catapult augment renamed Tenderize. Revised effect: Pulverize now generates Melee Combo whenever it hits an enemy and its Impact damage now scales with your Melee Combo Multiplier. [MMB] performs a Heavy Attack that launches you in the direction of aim and deals 6x Heavy Damage.     
    • Adhesive Membrane - You now adhere to surfaces during Pulverize, irrelevant of gravity. Adhering to a surface resets Jump availability and your next jump has a brief window of zero gravity. Drain [2.0 / 1.85 / 1.7 / 1.5x] while adhered.  
  • Gluttony Set
    • [Passive] Voracious Appetite - Permanently gain ▲[0.5 / 2 / 3.5 / 5] Health per Health Orb collected, up to ▲[150 / 600 / 1050 / 1500].    "Gluttony (2): Other mods in this set now have a 25% chance to trigger.
      • Set Bonus(3): Other mods in this set now have a 33% chance to trigger."
    • [3] Catapult - Instead tap [3] to launch yourself in the target direction or hold [3] bring up an aiming reticle while rapidly increasing the maximum range up to ➲[40m] over [2s]. Release to leap at the target location, dealing ▲[1000 / 2000 / 3000 / 4000] Impact damage to enemies within ➲[5] - ➲[15]m based on the number of enemies in your gut. 
      • Set Bonus (2): Enemies hit by Catapult have a 20% chance to drop a Health Orb.
    • [4] Tactical Chunder - Instead of launching an enemy forward, apply Digestion damage to release a nova of bile that deals Regurgitate's damage to enemies within ➲[2.5 / 4 / 4.5 / 8m].  
      • Set Bonus (2): Enemies hit by Regurgitate have a 20% chance to drop a Health Orb.

GYRE AUGMENTS

Spoiler

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  • [1] Arcsphere
    • Homing Spheres - Gyratory Spheres now continuously path toward you at [2 / 3 / 4 / 5m]/s. Spheres can adhere to wall and ceilings.    
  • [3] Cathode Grace
    • Universal Grace - Extra time granted is halved but now extends the duration of each of Gyre's abilities. Cooldown reduced to [90 / 60 / 45 / 30s] but now begins when the effect expire. 
  • [4] Rotorswell
    • Capacitive Resistance - Rotorswell now grants ▲[10 / 20 / 30 / 40%] damage reduction while active, which is increased by ▲[3%] per kill with a Critical Hit up to 90%. After 2s, damage reduction falls off at a rate of 3%/s.
  • Conduction Cooperative Set
    • Gyre's [4] Razorswell -   Rotorswell's electric field radius and damage are both modified by sources of bonus movespeed.
      • Set Bonus (2): You can now be targeted by arcing electricity from Volt's Discharge, which will instead will instead grant you [4 / 6 / 8 / 10%] ability critical chance for 6s.
    • Volt's [4] Discharge  

HARROW AUGMENTS

Spoiler

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  • [Passive]
    • Evenhanded - Whenever you deal physical damage, restore ▲[5 / 10 / 15 / 30] health to the ally with the lowest health within Affinity Range.
  • [1] Condemn
    • Chastise - Affected enemies are pulled to the nearest vertical surface within ➲[4 / 6 / 8 / 10m] and pinned against it for the duration.
    • Harrowing Chains - Condemn now only initially affects the first enemy hit, but chains will now propagate from ensnared enemies to up to ▲[2 / 3 / 4 / 5] enemies within ➲[10 / 12.5 / 15 / 20m]. Chains will spread recursively so long as there are unaffected enemies in range and each target is affected for the full duration.
  • [2] Penance
    • Baseline - Penance can now Overheal, up to ▲[300].
    • Evangelise - Instead raise an idol from the ground at the target location that reduces the resistance of enemies within ➲[5m] by ▲[20 / 25 / 33 / 50%].
    • Herald of Despair - Instead manifest a vision of yourself at the target location that you assume control of for the next ◔[4s], draining ▲[2 / 4 / 6 / 8%] total health/s from enemies within ➲[8m]. After the duration, return to your body. The vision is indestructible but your body remains vulnerable.
  • [3] Thurible
    • Ardent Censer - Kills made by Harrow's allies within Thurible's radius will cause Harrow to restore energy at ▲[16.7 / 20 / 25 / 33%] effectiveness.
    • Moral Compass - While channeling Thurible, unleash waves of energy that travel forward up to ➲[40m], dealing ▲[100 / 125 / 200 / 250] Void Damage to enemies hit with guaranteed status. Enemies hit are also revealed for ◔[20 / 25 / 30 / 35s].
  • [4] Covenant
    • Final Salvation - Instead make a single target invulnerable for the 3s cast time, during which they store all damage mitigated. At the end of the duration, ▲[1.0 / 1.25 / 1.5 / 2.5]x the stored damage is dealt to all enemies within line of sight of the target as Radiation damage. Hold [4] to self-cast.
    • Requiem - After the 3 second cast animation, instead deal ▲[1000 / 1250 / 1500 / 2000] Finisher Damage to each enemy within your field of view. If an enemy is slain, you may recast Requiem at no cost within the next ◔[12s].

HILDRYN AUGMENTS

Spoiler

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  • [Passive]
    • Hildryn's Rolling Guard - [Roll] to render your shield unbreakable for ◔[2 / 2.25 / 2.5 / 3s] as well as staggering enemies in front of you. [10s] cooldown.
  • [1] Balefire Charger
    • Baseline - Balefire renamed to Balefire Charger. The weapon no longer needs to be deployed - Tap and Hold to launch explosives directly. 
    • Scrap Cannon - Tap [1] to deal ▲[200 / 400 / 700 / 1000] Puncture in a spray of scrap like a shotgun blast, or hold [1] to unleash a continuous stream of scrap that deals ▲[100 / 200 / 350 / 500] Slash/s and has substantial knockback. [1] uses Scrap instead of Shield, which is gathered from excess Ammo Packs.
  • [2] Pillage
    • Torn Asunder - Versus enemies with neither Shields nor Armor, Pillage's outbound pulse instead sunders ▲[10 / 15 / 20 / 25%] of enemy's current health (up to 75%). The returning pulse will restore ▲[10 / 15 / 20 / 25%] of allies' missing health.
  • [3] Haven
    • Elemental Haven - During Haven, Warframe Shields reduce incoming Elemental Damage by [20 / 25 / 33 / 50%].
    • Kinetic Haven - During Haven, Warframe Shields reduce incoming Physical Damage by [20 / 25 / 33 / 50%].
  • [4] Aegis Storm
    • Baseline - Balefire Repeaters is now a distinct weapon that is deployed during Aegis Storm. Compared to the Balefire Charge, the Balefire Repeaters have 2x fire rate and cannot be charged. Balefire Repeaters remain usable even if you subsume over your 1 ability.
    • Heavy Ordnance - You can now swap-out your Balefire Repeaters for any Heavy Weapon in your loadout. Heavy Ordnance uses Necramech functionality.  [0 / 5 / 10 / 15%] Power Efficiency.

HYDROID AUGMENTS

Spoiler

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  • [Passive]
    • Baseline - Melee Tentacle changed from an unmoddable 200 to ▲[50 x Enemy Level].    
    • Test of Spirit (Exilus) - Instead of triggering on slam attacks, you now have a [20 / 25 / 33 / 50%] chance to summon a tentacle on all attacks while above 5x Melee Combo.     
  • [1] Tempest Barrage
    • Groundswell (Exilus) - You now cast Tempest Barrage and Tempest Storm as if fully charged without needing to charge or drain additional energy. You may still [Hold] to bring up an aiming reticle. [+5 / 10 / 15 / 20%] Casting Speed 
  • [2] Tidal Surge
    • Baseline - In the hypothetical timeline where all these augments exist - you are no longer restricted from collecting items such as Citrine's Crystal Fragements and Vitoplast. 
    • Storm Surge - Tidal Surge now applies [4 / 6 / 8 / 10] Electricity Status to enemies affected. Tempest Barrage also triggers [1] Lightning Strike/s, dealing ▲[150 / 200 / 250 / 300] Electricity damage with [100%] Status Chance.    
  • [3] Undertow
    • Baseline - In the hypothetical timeline where all these augments exist - you are no longer restricted from collecting items such as Citrine's Crystal Fragements and Vitoplast.
    • Overflow - Instead cause a ➲[10 / 13 / 16 / 19m]-radius column of water to erupt from the ground, suspending all enemies within and subjecting them to drown damage. Enemies will attempt to escape the column.
  • [4] Tentacle Swarm
    • Baseline - Pilfering Swarm official augment is now a [Passive] augment as it affects all tentacles within his kit and renamed Pilfering Tentacles. 
    • Impressionable Swarm - Tentacles now deal bonus damage equal to▲[1 / 1.33 / 1.5 / 2.0x] the damage dealt to grappled enemies by Hydroid and his allies. 
    • Release the Kraken - Kraken becomes available as a moddable Necramech in your loadout that can be deployed by casting [4]. Costs 🗲[250 / 225 / 175 / 100] Energy to deploy.
    • Tentacle Storm - Tentacles now emerge from all vertical surfaces within line-of-sight, up to ➲[20 / 30 / 40 50m]. 
  • Rain Cycle Cooperative Set
    • Hydroid's [3] Upsurge - Instead drain 25 to transform into the Water Trap for 2s, during which you have 300% bonus movement speed. After the 2s, you erupt from the ground and form a geyser that suspends enemies for ◔[10 / 12 / 15 / 20s]. 
      • Set Bonus (2): Cast Tornado within Tempest Barrage to absorb the tempest, causing your Tornado to spray tempest bolts at enemies within 10m for the duration.
    • Zephyr's [2] Downburst
  • Reaver King Set
    • [1] Tentacle Smash - You slam a tentacle in the target direction, dealing [2x] Tentacle damage to all enemies in a ➲[10m] line. The tentacle persists for ◔[15s]. Your next jump within [0.25s] will Sling you in the target direction.    
    • [2] Rip Tide - Striking at least one enemy with Tidal Surge, Tentacle Smash or Swallow the Earth will generate 1 stack of Rip Tide. Your next attack consumes all stacks to deal ▲[50 / 66 / 100 / 200] bonus adapted damage and restore ▲[50 / 66 / 100 / 200] health.
    • [3] Swallow the Earth - You leap up and land on the ground with a crack, splitting the ground in a ➲[15m]-radius area. After a delay, water surges from beneath and flips the world over, dealing ▲[75 / 150 / 225 / 300] Impact damage and Staggering enemies. If an enemy is hit, the world will flip again after the same delay. 
    • Set Bonus
      • (1): Rip Tide stacks up to 1.
      • (2): Rip Tide stacks up to 2.
      • (3): Rip Tide stacks up to 3.
  • Stormfront Cooperative Set
    • Hydroid's [3] Overcast (Exilus) - Instead take the form of a cloud that attempts to maintain an altitude of 10m above the ground with [5 / 10 / 15 / 20%] bonus movespeed. Tempest Barrage is now continuously cast beneath you.    
      • Set Bonus (2):  The cloud leaves a trail that lingers for 5s, producing uncharged Tempest Barrage projectiles that have a 100% chance of inflicting Electricity status.
    • Wukong's [2] Storm Cloud

Appendix - Kraken Necramech

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Kraken's core gameplay hook is the Manhandling Necramech. Grabbing and displacing and slamming. They do not feature an Exalted Weapon, but may still equip a Heavy Weapon. Alternatively, Test of Spirit's moddable tentacle could be fused with Release the Kraken - with the tentacle being Kraken's Exalted Melee Weapon. 

Kraken's abilities were inspired by the hook-character trope, such Blitzcrank, Nautilus, Thresh, Roadhog and Stitches - a kit focused primarily on ability-based melee combat. 

  • [1] Tentacle Grab — Launch a tentacle forward that grabs all enemies in a line, before retracting the tentacle and dropping all the enemies before you. Kraken is immobilized while releasing the tentacle, but not retracting it. Recast [1] before the tentacle reaches its apex to instead dash upon the last target hit, or recast [1] while the tentacle is returning to instead crash into the incoming assembled mass and send enemies reeling.
  • [2] Angler's Lure — Deploys a lantern at the target location that conceals allies within its enchanting mist. An ally my interact with the lantern to be pulled to Kraken.
  • [3] Wallop / Colossal Smash —  Tap to shove all nearby enemies in the target direction. Hold to begin summoning tentacles that form a ring around you that then slam down upon release.
  • [4] Depth Charge — Slam a charge into the ground in front of you that chases the target enemy, also causing them to turn and flee. The charge causes geysers to continually erupt as it burrows through the ground, dealing damage and ragdolling enemies.

INAROS AUGMENTS

Spoiler

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  • [Passive]
    • Essence Theft - Kills with Finishers grant [0.2 / 0.4 / 0.6 / 1.0%] Power Strength and kills with Abilities grant [0.2 / 0.4 / 0.6 / 1.0%] Melee Damage.    
  • [1] Dessicate
    • Shifting Sands - Killing a blinded enemy with a Finisher has a [25 / 33 / 50 / 100%] chance to restore ▲[10] energy and spread Desiccation to enemies within ➲[15m].  
  • [2] Devour
    • Baseline - Devour now inflicts damage equal to 5-10% of Inaros' maximum health and restore health equal to a percentage of damage dealt.    
    • Devour All - Now targets all nearby enemies. Cast range and quicksand duration halved. Sand Shadow duration increased by [0 / 50 / 100 / 150%].    
  • [3] Sandstorm
    • Plaguestorm - Elemental status effects applied to an enemy trapped within the storm has a [25 / 33 / 50 / 100%] chance to be applied to *all* enemies trapped within the storm. Pre-existing status effects are similarly propagated.    
    • Quicksand - Hold [3] to bring up a ground-target indicator with a maximum range of ➲[30 / 45 / 60 / 75m]. Release to begin a [1s] cast that teleports you to the target before transforming into the sandstorm.    
  • [4] Scarab Swarm
    • Baseline - Corrosive damage now stacks from overlapping areas.    
    • Burn the Corpses - Scarab Swarms now persist the death of their host, refreshing [25 / 33 / 50 / 100%] of their remaining duration. Corpse Swarms continue to damage and propagate.     
    • Ravenous Swarm - If you are within ➲[6 / 10 / 12 / 15m] of a Scarab-infested target when they perish, you will replenish 10% Scarab Armor.    
  • Psychopomp Cooperative Set
    • Inaros' [4] Desecrating Swarm - Enemies swarmed by scarabs will be desecrated before their bodies hit the ground with an [34 / 48 / 64 / 81%] chance to drop additional loot.
      • Set Bonus (2): Enemies successfully desecrated by scarabs are resurrected as Sand Shadows, up to 5.
    • Nekros' [1] Devour Soul

IVARA AUGMENTS

Spoiler

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  • [1] Quiver
    • Baseline - Invisibility granted by Quiver is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods).
    • Extended Quiver - Adds a Sonar Arrow that highlights enemies within ➲[20 / 30 / 40 / 50m] and a Boon Arrow that causes allies to heal for ▲[10 / 15 / 20 / 25%] of damage dealt to an impaled target.    
  • [2] Navigator
    • Arrow Storm - Instead hold to focus, marking up to ▲[7 / 12 / 15 / 20] enemies you pass your cursor over. Drain 🗲[12] energy per mark (halved while invisible). On-release, loose a homing projectile from your Exalted Weapon that pierces all marked enemies in sequence.    
    • Play of the Game - Reactivate [2] while your projectile is in flight (or up to 0.5s after hitting) to teleport to its location and gain [100%] Ammo Efficiency on non-Explosive Bows and [25 / 33 / 50 / 100%] Fire Rate for ◔[5s].    
  • [3] Prowl
    • Baseline - Invisibility granted by Quiver is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods).
    • Infiltrate (Official) - Baseline change: You no longer move at reduced speed while Invisible but sacrifice your bonus headshot damage. +[10 / 15 / 20 / 25%] walk speed. 
    • Dirty Fighting - Successfully Pickpocketing an enemy will also expose a critical weakspot to everyone in your squad. Enemies take ▲[2 / 3 / 4 / 5x] damage to the weakspot.    
    • Prowl Aura - All allies within Affinity Range gain the ability to Pickpocket, which targets unsuspecting enemies within ➲[5m] and takes [2.5s] to complete.    
    • Prowl Protocol - While stationary during Prowl, you also grant invisibility  to allies within ➲[3 / 4.5 / 6 / 7.5m].
    • Prowling Projectile - The projectile now has [2 / 3 / 4 / 5m] Vacuum Radius and can perform a Blink on a 3s cooldown using the [Roll] hotkey. Blink's direction can be manipulated by the [Left], [Right], [Jump] and [Crouch] hotkeys. Projectile speed can now be controlled by the [Sprint] hotkey.
  • [4] Artemis Bow
    • Despoiled Arrow - Artemis Bow permanently ignores [1 / 2 / 3 / 5%] of the target's armor for each enemy it has killed with the same codex entry this mission. The current modifier affixes enemy health bars.    
    • Night Hunter (Exilus) - Instead summon Themis' Crossbow. Landing 3 bolts in a single enemy will deal ▲[10 / 15 / 20 / 25%] maximum health damage. Reloading recalls all fired bolts, dealing weapon damage to enemies in their path. Rolling during Night Hunter will make Prowl unbreakable for ◔[3s].    
    • Pan's Flute (Exilus) - Instead summon Pan's Flute, a blowpipe with high status, low crit and high projectile speed. Non-crits have a 50% chance to deal [1000 / 1250 / 1500 / 2000%] damage that is adapted to the enemy's weaknesses. While on a tightrope, Pan's Flute burst fires 4 darts.    
  • Trickshot Set
    • [Passive] Hunter's Eye - While toggled, drawing back an arrow will reveal generous reticles on all enemies whose position is known. Loosing the arrow while your aim is within the reticle has 100% accuracy - including around corners. Drain 🗲[15 / 12 / 9 / 5] per arrow.
      • Set Bonus (2): The reticle now shrinks by up to 50% the longer the bowstring is drawn.
    • [4] Simple Geometry - You now fire homing arrows on up to ➲[3 / 4 / 5 / 7] distinct enemies within your field of view.
      • Set Bonus (2): The arrows are now evenly distributed among targets within Navigator's reticle. Enemies may be targeted more than once.

 

KHORA AUGMENTS

Spoiler

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  • [1] Whipclaw
    • Exalted Whipclaw (Exilus) - Exalted Whipclaw becomes available as a moddable melee weapon with ▲[150 / 175 / 200 / 300] base damage. Use [1] to equip your Exalted Whipclaw, draining 2.5 energy/s. 
    • Whip Hook - Hold [1] to have Whipclaw pull you toward the enemy or surface struck before swirling your whip overhead, dealing Whipclaw's damage with [1 / 1.25 / 1.5 / 2x] the explosion radius and range cap. An enemy target is immobilized as you close the gap.    
    • Whip Lash - Hold [1] to swirl your whip overhead for ◔[2s], gaining a [25 / 33 / 50 / 100%] chance to deflect incoming projectiles and melee attacks back at their respective attacker with ▲[1x] modified damage.    
  • [2] Ensnare
    • Barbed Fence - Instead establish a wall of razorwire that reduces enemy movement speed to 0.5m/s and inflicts 250 Slash Bleed/s.    
    • Stranglehold - Instead wrangle the target enemy and pull yourself onto their shoulders, assuming control of their movement and weapons for the next [7 / 15 / 20 / 25s]. All damage taken while straddled is redirects to your mount. Your mount can jump but cannot perform parkour manoeuvres.    
  • [3] Venari
    • Command: Attack (Exilus) - Venari is locked to Attack Posture. [3] now shifts Venari's behavior between prioritizing (a) the nearest of Khora's attackers, (b) the enemy with the most health within Khora's FOV and (c) seeking out enemies that Khora cannot see. Khora and Venari each gain [25 / 33 / 50 / 100%] Gore Chance versus targets snared by the other.    
    • Command: Disrupt (Exilus) - Venari is locked to Protect Posture. [3] now shifts Venari's behavior between (a) protect Khora from the nearest attacker, (b) protect the most damaged ally within Affinity Range and (c) focus on disarming enemies with a [3 / 2.5 / 2 / 1.5s] cooldown reduction.    
    • Command: Mend (Exilus) - Venari is locked to Heal Posture. Venari now escorts the lowest health ally within Affinity Range, granting a ➲[10m] aura that [3] shifts between (a) ▲[10 / 20 / 35 / 50] health/s, (b) ▲[1 / 1.5 / 2 / 3] energy/s and (c) ▲[25%] movespeed.    
    • Feral Transference (Exilus) - Instead assume control of Venari, during which Khora becomes a spectre with ▲[1.25 / 1.33 / 1.5 / 2x] health that interacts with Venari's abilities. Venari's abilities are [1] Tail Whip, [2] Snare and [4] Revitalize. Venari's attacks integrate both [LMB] Fangs and [Melee] Claws in her combos.    
      • [Passive] Venari has 200 base energy, restores 10 energy/s and 35 on-kill.
      • [1] Tail Whip - 25 Energy - Knockdown the target enemy and permanently disarm it of its current weapon. Khora will cast Whipclaw on the target.
      • [2] Snare - 50 Energy - Venari pounces on the target and performs 5 Finisher attacks with 100% Slash Chance. Venari is immune during the animation. Khora casts a modified version of Ensnare on the target that no longer pull enemies together and instead spreads recursively. Ensnared enemies are opened to Finishers.
      • [3] Cancel - 0 Energy - Resume control of Khora. Tap to return to her location or Hold to summon her to your location.
      • [4] Revitalize - 100 Energy - For the next 20s, restore health equal to 100% of the Slash bleed damage suffered by enemies within 5m.
  • [4] Strangledome
    • Choke Bombs - Instead deploy a Choke Bomb using an overhand throw with an arcing trajectory toward the aiming reticle that detonates after ◔[2s], dealing ▲[250 / 325 / 400 / 500] damage and forming a Strangledome     
  • Ferocity Cooperative Set
    • Khora's [1] Rip Claw - Striking an Ensnared target with Whipclaw while within [2.5m] will send them careening away for ➲[10 / 13 / 16 / 20m]. Striking an Ensnared target beyond that range will grab it and place it before you.
      • Set Bonus (2): Striking an Ensnared target now applies a non-stacking +100% range bonus to the propagation radius, which falls-off over the duration.
    • Valkyr's [1] Whip Line
  • Pride Cooperative Set
    • Khora's [1] Beastmistress - Whipclaw heals allies hit by ▲[200 / 225 / 250 / 300] plus another ▲[200 / 225 / 250 / 300] over 5s. Beasts hit will be dominated and made to fight for you. Maintain command of the 2 highest priority beasts. Controlled beasts benefit from ▲[2.0x] Venari's Health, Armor and Shield mods.
      • Set Bonus (2): Maintain 3 beasts.
    • Venari's Pridemother - Venari enthralls neutral beasts within an ➲[8m] radius on a [30 / 25 / 20 / 15s] cooldown - forming a pride from the likes of feral kubrows, sand skates and vulpaphylas. Maintain command of the 6 highest priority beasts. Controlled beasts benefit from ▲[1.0x] Venari's Damage Mods.
      • Set Bonus (2): 1.5x Damage Mod Multipler

LAVOS AUGMENTS

Spoiler

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  • [Passive]
    • Efficacious Mixer - Instead of increases status duration, Ability Efficiency now modifies the cooldowns of Lavos' abilities, up to a [30 / 45 / 60 / 75%] reduction in base cooldowns. Your [3] now refreshes status durations instead of reducing cooldowns.    
    • Elemental Legacy - Where possible, retain the ability to hold [1][2][3][4] with a Subsumed ability to imbue an element. Subsumed abilities now benefit from Elemental Imbuement. [0 / 5 / 10 / 15]% Cooldown Reduction    
    • Industrial Mixer - Your mixing vial retains the last element you mixed until you attempt to mix another. The status chance for imbued elements depreciates by 🗲[50 / 33 / 25 / 20%] per cast.    
  • [1] Ophidian Bite
    • Twin Bite -  Instead loose a pair of serpentine fangs at the target enemy within ➲[13 / 16 / 20 / 25m], applying Ophidian Bite's damage and healing. Values are doubled for each unique Status Effect on the target. 0.5s cooldown.
  • [2] Vial Rush
    • Vial Streeam - Instead of exploding at the end of your charge, you will continue to trail vials behind you for a further 5 seconds. Vial Rush has [25 / 50 / 75 / 100]% Power Strength.    
  • [3] Transmutation Probe
    • Spark of Life (Exilus) - Your Transmutation Probe becomes a moddable part for your loadout that accepts Sentinel mods. Tap [3] to command the Sentinel to fly at [15m]/s to a target location and imbued it with Elemental Mixer for ◔[3.0 / 3.5 / 4.0 / 5.0]s. The sentinel remains deployed until you move within [2.5m] or you exceed Affinity Range.    
      • Catalytic Convertor (Midas Precept) - Health, Energy and Ammo pickups that come within ➲[6 / 9 / 12 / 15m] are converted into their universal variant.    
      • Lightning Field (Midas Precept) - Periodically release an electrical charge that zaps up to ➲[5] enemies within ➲[15m], dealing ▲[100 / 150 / 200 / 250] Electricity damage with [100%] Status Chance.    
  • [4] Catalyze
    • Catalytic Trap - Instead deploy a stealthed Catalyst Probe at the target location, where it lingers for ◔[5] minutes. If an enemy steps on the trap, they douse enemies within ➲[10m] in fiery gel dealing Catalyze's damage. Catalyze holds [2 / 3 / 4 / 5] charges, which each take [30s] to replenish.     
  • Icewalker Cooperative Set
    • Frost's [2] Flash Frost
    • Lavos' [2] Cold Wind - You are under the effects of low gravity during Vial Rush - allowing you to clear gaps instead of plummeting. Vial Rush benefits from [20 / 25 / 33 / 50%] Duration.
      • Set Bonus (2): Vial Rush now leaves a path of solid ice underfoot that will support the weight of allies. The platform will last until recast or broken by weapon fire.

   

LIMBO AUGMENTS

Spoiler

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  • [Passive]
    • Baseline - Instead of applying a mild visual effect to those within the Void, a full Duviri-tier desaturation is applied to the plane of existence that you are *not* currently in. For example, while inside of Cataclysm - the outside world will appear desaturated. 
    • Riftwalker (Exilus) - Riftwalker becomes available as a moddable Warframe within your Arsenal. While in the Rift, Limbo takes the form of the Riftwalker.
  • [1] Banish
    • Receive - Instead summon the wave of Rift Energy at the target location up to ➲[35m] away and draw it toward you, dealing ▲[150 / 175 / 200 / 250] Impact damage to enemies as well as pulling units hit into Limbo's current plane of existence. [Hold] instead releases all units from the Rift.
  • [2] Statis
    • Overlord - You can now hold [2] to cycle between four different rulesets that universally affect the Rift. Only one may be active at a time. Cataclysm no longer restores energy unless that is the active ruleset.
  • [4] Cataclysm
    • Chronoclasm - Instead create a ➲[2 / 2.5 / 3 / 4m]-radius blast centered on the target location. Allies hit will be cleansed of all status effects and find their wounds healed. Enemies hit will have their damage over time status effects removed with 100% of the remaining damage dealt in a burst, as well as permanently reduced their speed by 5% per status removed (up to 75%).
    • The Divide - Instead raise your hands before you like a mime and, after a brief delay, bisect the entire map. The far side's state is the opposite of Limbo's current state. Drain [300 / 250 / 200 / 100%] energy.

LOKI AUGMENTS

Spoiler

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  • [Passive]
    • Backstab - Gain [20 / 25 / 33 / 50%] Critical Strike Chance when attacking an enemy from behind. You gain twice as much if undetected.
  • [1] Decoy
    • Baseline - Decoy now has 2x Loki's Health and Shield and an innate 50% damage reduction. The decoy can now be spawned wall-latched, and Switch Teleport will preserve latch status.
    • Hallucinate - Your decoy now seeks cover and becomes stationary, instead takes 50% increased damage and the limit on decoys is removed. Decoys explode when killed, dealing ▲[1000 / 1150 / 1300 / 1500] Blast damage and terrifying enemies within ➲[5m] for ◔[3s].
    • Lethal Decoy - Your decoy now spawns with a copy of your secondary weapon that deals ▲[0.25 / 0.33 / 0.5 / 1.0x] damage. Your decoy no longer has an innate 50% damage reduction.
  • [2] Invisibility
    • Baseline - Invisibility is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods). Loki's ability requires being quiet.
    • Baseline - Hushed Invisibility augment is now an Exilus mod.
    • Innocuous Invisibility - The duration of Invisibility is paused while Loki is Wall-Latched. [25 / 33 / 50 / 100%] Wall-Latch Duration.
  • [3] Switch Teleport 
    • Subterfuge - You and an enemy target will swap appearances for 12s. Parkour maneuvers will drop the disguise. Enemies disguised as Loki will be fired upon by the Tenno's enemies, while you become innocuous to your disguise's faction, alarms and sensors.
  • [4] Radial Disarm
    • Baseline - Visual effects updated to include an illusory Loki that frisks the target. The frisking now violently disarms enemies of their ranged weapons - always dealing damage. The illusions will frisk unarmed enemies twice - dealing double damage.
    • Finders Keepers - Weapons you disarm from your enemies are turned into Universal Ammo pickups. [0 / 5 / 10 / 15m] Vacuum Range
    • Glorious Purpose - You instead release a wave that causes all enemies within ➲[10 / 13 / 16 / 20m] to take on the appearance of Loki for ◔[10 / 15 / 20 / 25s]. Each Loki believes themselves to be the one true Loki and will attempt to kill imposters above all others.
    • Mirror Image - Instead transform into a functional copy of the target allied Warframe for ◔[10 / 15 / 20 / 25s], gaining their appearance and abilities but continuing to use your Mod configuration and Arsenal. The disguise lacks the use of their 4th ability and casting [4] will dispel the illusion.
    • Radial Pacify - Enemies can now be disarmed of their entire arsenal, which must be done by sequential casts. Additionally, the wave now reprograms electronic arm systems to benefit allies for ◔[10 / 15 / 20 / 25s].

MAG AUGMENTS

Spoiler

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  • [Passive]
    • Mag Levitation (Exilus) - During the cast time of your abilities, Mag now defies gravity and gains horizontal flight capabilities.  [1 / 1.5 / 2 / 3] Energy/s while Airborne.
  • [1] Pull
    • Gravitational Pull - Targeting a magnetic field with Pull will temporarily extended the field's gravitational range, pulling all enemies within ➲[10 / 15 / 20 / 25m] of the field's center to the field's center.    
  • [2] Magnetize 
    • Locus of Power - You can now establish the magnetic field at the target location. Magnetic fields not bound to an enemy have [1.0 / 1.25 / 1.5 / 2.0x] base radius of effect but will not detonate on expiration.    
  • [3] Polarize
    • Magnetic Poles - Polarize Augment: Hold [3] to emit a pulse that instead Magnetizes affected enemies. Costs [500 / 425 / 375 / 300%] Energy.    
  • Harmonics Cooperative Set
    • Banshee's [2] Keen Sonar
    • Mag's [3] Magnetic Resonance - Enemies hit by Polarize each emit a lesser pulse that stacks the Armor and Shield reduction on enemies. The lesser pulse has [20 / 25 / 33 / 50%] initial range and travel time. 
      • Set Bonus (2): Bonus damage versus Sonar's weakspots is now adapted to the enemies' weaknesses if they are also marked by Mag's Polarize.

MESA AUGMENTS

Spoiler

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  • [Passive]
    • Lone Ranger - Gain [6 / 9 / 12 / 15%] Aura Strength and [6 / 9 / 12 / 15%] Aura Effectiveness. This bonus is tripled while no allies are within Affinity Range.
  • [1] Ballistic Battery
    • Baseline - First cast removed. The ability now passively tracks the damage dealt since last activated. Active now fires a single precise shot from your Exalted Weapon, dealing it's damage to all enemies in a line.
    • Aggravated Battery - Instead deploy bear trap that arms after 0.25s. Enemies who move within 2.5m will trigger the trap, granting you Codex vision and immobilizing them. You can maintain up to [2 / 3 / 4 / 5].
    • Anti-Personnel Battery - Instead deploy a sentry that projects a ➲[30 / 35 / 40 / 50m] laserwire and idles. When an enemy crosses its sight, it delivers a fatal payload to their weakest spot that is adapted to their weaknesses and scales with Finisher Damage.
    • Ballistic Bloat - Instead of a single aimed shot, you instead hurl a grenade that explodes on impact, dealing the stored damage to all enemies within 5m and applying Status Effects at a rate of 1 per 140 Battery Charge expended, up to 10 Stacks.
    • Fan the Hammer - Instead of a single aimed shot, you fan a full magazine from your Regulators - spraying up to twelve ▲[90 / 195 / 300 / 420]-damage rounds that slash through all enemies in a [4.625°] per round, ➲[25m] cone. The number of rounds is based on Battery Charge. Enemies hit by at least [3] rounds are staggered.
    • Hammer of Dawn - Designate a target location within vision. After a cast time, drop a payload on the target location that deals ▲[2000 / 3000 / 4000 / 5000] mixed Blast and Radiation damage to enemies within a ➲[10m]-radius. Hammer of Dawn can only be activated at full charge.
  • [2] Shooting Gallery
    • Baseline - Lasso effect removed (jamming the weapons of nearby enemies with an energy lasso).
    • Baseline - Buff now has a more distinct visual effect - comparable to Baruuk Prime's ephemera.
    • Baseline - Muzzle Flash augment is now a Ballistic Battery augment and empowers the next cast of Ballistic Battery after scoring the required number of kills.
    • Shooting Match - Bonus damage is now increased by [0.25 / 0.33 / 0.5 / 1%] per kill. Your kills and your Squad's kills are counted separately.
    • Shooting Range - The orbiting visual effect is now reduced to a single ➲[90°] segment. Shooting Gallery's bonus damage is increased to [30 / 35 / 40 / 50%] but only applies when shooting in the current direction of the orbiting segment.
  • [3] Equalizer
    • Baseline - Area of effect is now limited to your field of view.
    • Baseline - Now utilises an energy whip to deflect incoming projectiles, as well as gaining [2]'s now-removed effect to jam enemy weapons.
    • Baseline - Staggering Shield augment renamed Staggering Dexterity.
    • Chokehold - Instead wrangle the target enemy and pull yourself onto their shoulders, assuming control of their movement and weapons for the next ◔[7 / 15 / 20 / 25s]. All damage taken while straddled is redirects to your mount. Your mount can jump but cannot perform parkour manoeuvres.
    • Hindsight First - The direction of Equalizer's protection now originates behind you. Equalizer now benefits from [45 / 60 / 75 / 90%] Power Range.
    • Long Arm of the Law (Exilus) - Your Energy Whip becomes a moddable part of your Arsenal with ▲[150 / 200 / 250 / 300] Electric damage and ➲[11m] base range. Each lash will collect pickups; blocking has 360° coverage; and Critical Chance instead causes attacks to disarm enemies. Press [3] to equip your Energy Whip, draining 🗲[5] energy/s.
    • Mesa's Rolling Guard - Roll to unload all nearby enemy weapons, forcing them to reload after a few seconds of confusion. You will restore confiscated ammunition as Universal Ammunition. 10s cooldown.
    • Uppperhand - Recast to give a motivating lash to allies within range, cleansing them of Status Effects and Disables as well as granting them ▲[5 / 10 / 15 / 20%] movespeed for ◔[3s].
  • [4] Peacemaker
    • Dusted Rounds - If Equalizer is active, your Regulators will also target and destroy hostile projectiles. Intercepted shots are redirected to the nearest enemy and deal ▲[1.20 / 1.25 / 1.33 / 1.5x] damage. Shots fired in this manner will not diminish the focus ring.
    • Infrared Aura - Allies within Affinity Range gain Codex Vision of enemies that any Squadmate has line-of-sight with. Mesa's Regulators can now hit any revealed enemy within range, irrelevant of obstructions.
    • Widowmaker (Exilus) - Regulators are replaced with Widowmaker, a hitscan sniper rifle with a  base damage of ▲[150 / 200 / 250 / 300]. During the state of intense focus, Peacemaker instead places generous reticles around enemies revealed by any means. Firing within the reticle is guaranteed to headshot, irrelevant of obstructions.

MIRAGE AUGMENTS

Spoiler

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  • [1] Hall of Mirrors
    • Bad Omens - Tap [1] to cycle between four distinct spectres. Hold [1] to conjure a spectre, up to 1 at a time. The spectre has 2x Health and is 0.8x Effective. Ranks unlock the Spectres in the sequence: Warrior, Archer, Reaper and Judge.    
    • Hall of Echoes - The ability can no longer be cast. Instead, every third melee attack will summon a doppelganger attacking your target that deals [5 / 10 / 15 / 20%] of your melee damage. Doppelgangers despawn when they're not attacked for ◔[2s].    
  • [2] Sleight of Hand
    • Vanishing Cabinet - Allies can now interact with enchanted lockers to be transported to another nearby enchanted locker and emerge invisible for ◔[2 / 4 / 6 / 8s].    
  • [3] Eclipse
    • Solstice - Instead [Tap] to gain ▲[75 / 100 / 125 / 150%] Bonus Damage or [Hold] to gain ▲[15 / 30 / 45 / 60%] Damage Resistance. Only one may be active at a time but you may recast at any time.
  • [4] Prism
    • False Light - Instead of a dealing damage, the prism instead bathes all those within line of sight with intense sunlight that reduces enemy detection radius to ➲[14 / 11 / 8 / 5m].  
  • Refraction Cooperative Set
    • Day's [Passive] Celestial Convergence
    • Night's [Passive] Celestial Convergence
    • Mirage's [3] Celestial Dias - The effects no longer fluctuate based on light level. You now gain either ▲[120 / 125 / 133 / 150%] bonus damage while illuminated by sunlight, or ▲[20 / 25 / 33 / 50%] damage reduction otherwise.
      • Set Bonus (2): While within line-of-sight of Equinox, you are considered to be illuminated by Sunlight. 

 

NEKROS AUGMENTS

Spoiler

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  • [1] Soul Punch
    • Decrepit Soul - Target's soul now leaves a trail for ◔[10s] that deals ▲[50 / 100 / 150 / 200] Toxic damage/s to enemies caught with guaranteed status.
    • Soul Grab - [Hold] to instead grab the target's soul from their body and immobilize it in chains. The soul has no resistances and ▲[15 / 30 / 45 / 75%] of damage dealt to the soul is redirected to the target as true damage.    
  • [2] Terrify
    • Fear Begets Fear - Instead unleash ▲[5 / 6 / 8 / 10] cackling spirits that home-in on enemies within ➲[20m] and apply the effects of Terrify. Killing a possessed enemy will spawn [2] spirits. Spirits will idle while waiting for vacant enemies and evaporate ◔[25s] after the initial cast.    
    • Terrifying Aura - Allies within Affinity Range will strike fear into enemies within ➲[6 / 8 / 11 / 15m] for ◔[10s] whenever they cast an ability. Nekros' [2] will now render an additional ▲[7 / 12 / 15 / 20] enemies vulnerable.    
  • [3] Desecrate
    • Decompose - Desecrating corpses creates an ➲[8m]-radius cloud of toxin that each deal ▲[10] Toxic damage/s for ◔[8 / 12 / 16 / 20s]. Damage areas overlap.    
    • Defile - Successfully desecrated corpses are raised as Abominations, slow moving units that are configurable companions with ▲[100 / 150 / 200 / 250] base Toxin damage. These share a limit with Shadows of the Dead.    
    • Deflorate (Exilus) - Desecrate will now wither plant life within its radius, causing them to break and drop [1.25 / 1.33 / 1.5 / 2x] the collectibles.     
    • Desecrating Aura - Allies within Affinity Range have [5 / 10 / 15 / 30%] Gore Chance on-kill. The effects of Desecrate will now originate from each ally within Affinity Range. Desecrate's drain cost is reduced by [5 / 10 / 15 / 25%] per ally within Affinity Range, up to [15 / 30 / 45 / 75%].    
    • Fight, Flight or Freeze - [Hold] to cycle between Fight, Flight or Freeze. Fight causes enemies affected by Terrify to attack Nekros; Freeze causes affected enemies to be immobilized; while Flight causes enemies to flee.
  • [4] Shadows of the Dead
    • Baseline - Shadows now have the same visibility as Doppelgängers.    
    • Final Remains - Replace [4] with a Helminth ability to spawn with a specter of the devoured Warframe. This spectre is the equivalent of a rank-[1 / 2 / 3 / 4] specter. Revives after 90s, reduced by 1s per enemy Desecrated. The ability to revive can be primed in advance of the spectre's death.    
    • Unruly Dead - The health of your summons now only decays when out of combat for ◔[4 / 6 / 8 / 10s].    
  • Psychopomp Cooperative Set
    • Inaros' [4] Desecrating Swarm
    • Nekros' [1] Devour Soul - Target a Shadow to rip it into 7 fragments that seek out nearby targets, fully healing allies or dealing ▲[100 / 200 / 350 / 500] Toxic damage to enemies
      • Set Bonus (2): Number of Shadows of the Dead and Devour Fragments increased by 3.

NEZHA AUGMENTS

Spoiler

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  • [1] Fire Walker
    • Powered Walking (Exilus) - While active, your walk speed is increased to 10m/s and sprint speed is increased [13 / 14 / 15 / 16m]/s. You also gain the ability to perform K-Drive manoeuvers instead of Parkour.    
    • Retrograde - Base duration reduced to ◔[6 / 9 / 12 / 15s]. Hold to pause the duration as you retrace your steps. You can still perform handed actions while backtracking.
  • [2] Blazing Chakram
    • Chak-arang - Instead throw your Chakram to a location within ➲[30m], ignoring obstacles and dealing Blazing Chakram's damage to enemies en route. Recast to instead launch the Chakram from where it is idling and stack the damage dealt by 100%. The Chakram persists for ◔[3 / 6 / 10 / 15s], rending enemies within ➲[8m] more vulnerable to damage. Hold [2] to recall early.    
    • Exalted Chakram (Exilus) - Your Chakram becomes a moddable Glaive weapon with innate Heat damage and an Alt-Fire that causes you to teleport to your glaive and apply the effects of Blazing Chakram to enemies within ➲[4 / 5 / 7/ 10m]. Cast [2] to equip your Exalted Chakram, draining 🗲[25] plus 🗲[2.5]/s.     
  • Entangled Cooperative Set
    • Nezha's [2] Blazing Portals - Instead hurl your Chakram to a location within ➲[30m] and gain the ability to recast at no cost, hurling a second Chakram. A portal forms between the two Chakrams for ◔[10 / 12 / 14 / 16s] that teleports weapon fire. You can only maintain one portal at a time. 
      • Set Bonus (2): Portals can now transport units.
    • Nova's [1] Metamaterial Halo
  • Heavenly Ring Set
    • Warding Chakram - Blazing Chakram can now bounce to allies, rendering them invulnerable for ◔[3s]. [0 / 1 / 2 / 3] Additional Bounces
      • Set Bonus (2): Replenish ▲[125] Warding per target hit by Blazing Chakram.
    • Blazing Halo - You may recast [3] to drain 🗲[10%] of your current Warding value and release a shockwave that deals Heat damage to enemies within ➲[10m] equal to ▲[100 / 125 / 175 / 250] plus the drained amount (before Efficiency). 
      • Set Bonus (2): Enemies hit by the shockwave are marked as if hit by Blazing Chakram.

NIDUS AUGMENTS

Spoiler

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  • [Passive]
    • Extra Appendages (Exilus) - Nidus can now attack with one-handed weapons during one-handed casting animations. [5 / 10 / 15 / 30%] Melee Combo Efficiency.
  • [1] Virulence
    • Endless Virulence - Instead target an enemy within ➲[10 / 11 / 13 / 16m] and push them away until they collide with an obstacle or exit the bounds, trailing Virulence.
    • Sweeping Virulence - You now perform [1 / 1 / 2 / 3] swipes over [0.2 / 0.2 / 0.85 / 1.75s], applying virulence over an 80° conic area in front of him. Enemies hit are thrown in the direction of the swipe. Nidus can move while casting.
    • Virulent Payload - Instead roll a physics object that explodes on collision or after ➲[1.5 / 2 / 2.5 / 3s], applying the effects of Virulence over an 8m-radius area. Hold to continuously recast.
  • [2] Larva
    • Intestinal Larva - [Hold] to instead cause the tendrils to erupt from your chest for the duration. Intestinal Larva has a one-handed animation. ▲[20 / 25 / 33 / 50%] Mutation Stack Chance.
    • Pilfering Larva - Enemies caught in larva have a [5 / 10 / 15 / 25%] chance to drop additional loot. Nidus gains an additional 0.5% chance per Mutation Stack.
  • [3] Parasitic Link
    • Benevolent Link - While connected to an ally, you will each heal the other for ▲[2 / 3 / 4 / 5%] of damage dealt.
    • Caustic Link - Enemies bisected by the link take [20 / 25 / 33 / 50]% of their maximum health as Slash Bleed.
    • Diminishing Link - The link will now propagate to [1 / 2 / 3 / 4] additional targets with each link being 50% less effective than the last.
  • [4] Ravenous
    • Ravenous Recall - [Hold] to burrow into the ground and emerge at your Ravenous Field. There is a maximum range of ➲[35 / 40 / 45 / 50m].

NOVA AUGMENTS

Spoiler

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  • [Passive]
    • Neutron Burst - Deal ▲[100 / 125 / 175 / 250] Blast damage to all enemies within ➲[6m] when your Shield Gate is triggered. Deals only ▲[0.25x] damage if Shield Gate was not fully primed.    
  • [1] Null Star
    • Roche Limit - Enemies slain within Null Star's targeting range have ▲[20 / 25 / 33 / 50%] chance to be gored. Gored enemies generate a Null Star particle, up to the normal limit.  
  • [2] Anti-Matter Drop
    • Ace In The Hole - Volatile orbs no longer absorb weapon fire. Hitting the volatile orb with your weapon projectiles will cause you to unleash a gamma ray burst, dealing ▲[1 / 2 / 3 / 4x] weapon damage to all enemies in the target direction.    
    • Antimatter Strike - Hold to maintain the antimatter particle in front of you, where it absorbs all incoming damage. Release to fire the particle at a fraction of the speed of light, instantly damaging the target and bypassing ▲[20 / 25 / 33 / 50%] of their resistances.
    • One In The Chamber - Particles no longer accumulate damage from incoming gunfire. Instead, striking an enemy with the particle will increase the damage of your next Antimatter Drop by ▲[25%], stacking up to [200 / 400 / 600 / 800%]. Missing incurs a [-125%] penalty.     
  • [3] Worm Hole
    • Baseline - Escape Velocity augment now allows you to hold-cast to open the wormhole with the entrance at the target.    
    • Alcubierre Drive - Instead target a location within ➲[20 / 25 / 33 / 50m] and initiate a 1s cast time, after which all units within [2.5m] are teleported to the designated area. You can move while casting and the area around you is illuminated.    
    • Atmospheric Breach - Wormholes instead draw in enemies within ➲[5m] of the entrance and eject them with accelerated speed. Wormholes can no longer be used to teleport allies nor projectiles, and last for ◔[10 / 12 / 14 / 16s] without a maximum number of uses.    
    • Particle Accelerator - The entrance is now [4.25m] high and [6m] wide, and does can no longer be used to teleport units. Instead, projectiles that pass through gain +60% Projectile Speed and create an implosion on impact that draws in enemies within ➲[3 / 5 / 7 / 9m].    
    • Particle Shredder - Projectiles that enter a wormhole are shredded, dealing ▲[1.25 / 1.33 / 1.5 / 2x] the projectile's damage to all enemies along the Worm Hole's illuminated path.    
    • Portal-Minded - Instead [Tap] to place a Portal with your Primary Energy Color and [Hold] to place a Portal with your Secondary Energy Color. Portals must be placed on a vertical surface and last for [4 / 8 / 12 / 16 / 20s]. While both Portals are active, units may move through.
    • Rosenberg Bridge - The wormhole now has an entrance on both sides. You can only maintain a single bridge, but it can be used up to ◔[4 / 8 / 12 / 16] times.    
    • Tractor Beam - Instead drain an initial 🗲[25] to project a ➲[40m] beam of zero gravity in the direction of aim that captures units. Drains 🗲[30 / 25 / 20 / 15]/s to maintain. Captured enemies will flail helplessly. Allies caught gain 1 Jump Reset and can perform a Roll or Bullet Jump to free themselves, after which they cannot be affected again until they have landed or Wall Latched.    
    • Wrap Space - Hold [3] to create a ➲[5m]-radius perimeter for ◔[4 / 8 / 12 / 16s] centered on the target location within ➲[50m]. The perimeter is wrapped, causing exterior entities to bypass the space within and trapping entities inside.    
  • [4] Molecular Prime
    • Event Horizon - Hostiles outside of the radial pulse cannot see into the pulse unless that unit is Primed, although they will move to investigate the anomaly. Null Star now primes enemies as if hit by Molecular Prime. Primed enemies have a ◔[16.7 / 20 / 25 / 33%] chance to remain primed after detonation.    
    • Excited Molecules - Instead of slowing enemies, Primed enemies will move ▲[5 / 10 / 15 / 20]% faster. Bonus damage to primed enemies is halved.
    • Molecular Attunement - Tap-cast to release a pulse that slows enemies by ▲[10 / 20 / 25 / 30]%, or hold-cast to release a pulse that hastes enemies by ▲[5 / 10 / 15 / 20]%. Enemies no longer receive bonus damage. 
  • Entangled Cooperative Set
    • Nezha's [2] Blazing Portal
    • Nova's [1] Metamaterial Halo - Instead surround yourself with a barrier with [10 / 19 / 31 / 46] pairs of facets that causes incoming weapon fire to bypass your Warframe. Each pair of facets disappear 0.5s after being triggered - leaving you exposed. 
      • Set Bonus (2): The barrier now re-orientates itself to catch incoming fire.

NYX AUGMENTS

Spoiler

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  • [1] Mind Control
    • Hive Mind - Enemies affected by Mind Control will now mimic casts of Psychic Bolts and Chaos with [0.25 / 0.33 / 0.5 / 1.0x] effectiveness.
    • Mind Interface - You may use [5] Transference on an enemy affected by Mind Control to assume control of their movement and attacks. Nyx remains vulnerable while active. Your puppet's muscle-memory grants you [20 / 25 / 33 / 50%] chance to Auto-Hack consoles of their faction.
  • [2] Psychic Bolts
    • Mullerian Mimicry - Invading the minds of all squadmates within Affinity Range, you gain the ability to cast their Subsumed Abilities by tapping [2] at [150 / 120 / 90 / 60%] energy cost. Hold [2] to cycle between available squadmates.    
  • Angel of Death Set
    • [1] Seraph's Visage - The ability is instead toggled, automatically possessing enemies who come within ➲[25m]. Enemies who exit the area remain affected for ◔[10s] or until they score a kill. Drains 🗲[50] to deploy and drains 🗲[0.75]/s per enemy (up to 🗲[7.5]/s).    Angel of Death (2): While channeling Absorb, Chaos has no deployment cost.
    • [3] Seraph's Song - Instead prevent enemies within ➲[20 / 30 / 40 / 60m] from targeting you for the next ◔[45s].    Angel of Death (2): While channeling Absorb, Mind Control instead taunts enemies.

OBERON AUGMENTS

Spoiler

When I started playing, my friend's told me that Oberon's story was "he was meant to be a Druid but his developer got some wires got crossed and he was released with Paladin abilities - hence Smite and Righteous Fire" and that his first rework addressed the thematic flop with some new visuals. Given he's named after the Shakespeare character - I always figured that Hallowed Ground was a reference to Shakespeare's A Midsummer Night's Dream and liked the idea of a field of pansies that mess with your mind. However, from conversations with other players, the King of Whimsy is not what other players have in mind for Oberon - and most of them proposed to push Oberon in the direction of The Wild Hunt. Consequently - Oberon's augments explore a lot more themes than most other Warframes.

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  • [Passive]
    • Midsummer Jaunt (Exilus) - Rolling while aiming at an allied unit within 25m will cause you to blink to your target and release a bloom that grants ▲[75 / 90 / 120 / 150] shield to allies within ➲[5m]. Applied as Overshield as applicable. 3s cooldown. 
  • [1] Smite
    • King of the Hunt - Smite no longer summons orbs and instead deals Void Damage with guaranteed status chance. The Bullet Attractor field is centered on the target's most vulnerable spot and adds ▲[1 / 2.25 / 3.5 / 5%] maximum health damage to attracted projectiles.    
  • [2] Hallowed Ground
    • Baseline - Ability description updated to reference the plant-based visuals as well as describing the mind control as being intoxicated by pollen.    
    • Green Haven - Allies whose feet are in contact with Hallowed Ground gain invisibility and ▲[5 / 10 / 15 / 20%] movement speed. The invisibility is broken briefly whenever they attack.    
    • Hallowed Aura - [+10 / 15 / 20 / 25%] Allied Buff Duration. Oberon and allies within Affinity Range persistently walk on Hallowed Ground, affecting a 15m-radius area around each. 
    • Hallowed Slumber - Enemies are put to sleep the first time they enter the area. Sleeping enemies are primed to be awoken and take ▲[150 / 300 / 500 / 800] Blast damage from the next non-Hallowed Ground damage they take.    
  • [3] Renewal
    • Baseline - Initial healing is instead a boon of ▲[300] Overhealth.    
    • Herne's Bow - Herne's Bow becomes a moddable weapon with ▲[150 / 200 / 250 / 300] base damage. Casting [3] instead drains 🗲[50] energy to equip Herne's Bow, which drains a further 🗲[15]/shot. Arrows will tether enemies hit to surfaces within ➲[5m] and prevent them from moving further than 5m from the anchor point. Allies who attack tethered enemies gain Renewal.    
  • [4] Reckoning
    • Horn of the Wild - Primal Hound becomes a moddable companion within your Arsenal that has ▲[150 / 200 / 250 / 300] base damage and accepts Beast and Kubrow mods. Casting [4] now summons Primal Hounds that beset all enemies within ➲[30m].    
    • Reckoning Wind - Instead violently eject enemies within ➲[8 / 10 / 12 / 15m] and preventing them from entering the area for the next ◔[4s]. Enemies who collide with a surface take an ▲[500 / 750 / 1000 / 1250] Blast damage and have their armor reduced by the same amount. The wind may pin enemies to walls.   
  • Everglade Cooperative Set
    • Oberon's [2] The Faerie King - Your grounds are now defended by [3 / 4 / 5 / 6] Razorflies. Razorflies within the zone are untargetable by enemies outside.
      • Set Bonus (2): Smite now empowers Razorflies within Affinity Range to deal ▲[150] bonus Radiation damage on their attacks for ◔[12s].
    • Titania's [3] The Faerie Queen
  • Wild Growth Set
    • [1] Ordained Smite - Smite's impact and homing orb damage is increased by [16.7 / 20 / 25 / 33%] per ally with Renewal.
      • Set Bonus (2): Smite spawns an additional 2 homing orbs from each ally with Renewal within Affinity Range.
    • [1] Renewing Fervor - Allies with Renewal within Affinity Range will restore health equal to [20 / 25 / 33 / 50%] of Smite's Impact damage.
      • Set Bonus (2): Damaging an enemy with Smite will also extend active Renewal durations by ◔[3s]. Remaining duration cannot exceed the maximum.

OCTAVIA AUGMENTS

Spoiler

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  • [2] Resonator
    • Captive Audience - Instead release a captivating wave of music that charms enemies to harmlessly follow you. The wave travels at ◔[15 / 20 / 25 / 30m]/s for [1s] with the duration refresh each time a new enemy is charmed.    
    • Resomating Amp - Your Resonator now broadcasts its own copy of Amp. The effects of Amp and Resonator's Amp stack up to [187.5 / 225 / 250 / 300%].    
  • [3] Metronome
    • Baseline - Invisibility granted by Metronome's Nocturne is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods). Octacia's ability requires being in-time with the music. 
    • Squad Maestra (Eximus) - Octavia now shares any buff she receives from Metronome with allies within range. This does not prevent them from gaining their own. [+20 / 25 / 33 / 50%] Duration for Metronome's Buffs. 
  • [4] Amp
    • Cacophony - Instead of bonus damage based on noise level, Amp grants ▲[40 / 60 / 80 / 100%] to ▲[160 / 240 / 320 / 400%] Status Chance based on noise level.    
    • Crescendo - Instead of bonus damage based on noise level, Amp grants [75 / 100 / 125 / 150%] bonus damage plus 5% per kill made by you or an ally under its effect. Track bonus damage deal, which is dealt in a burst of Blast damage at the end of the duration.    
    • Drop - The maximum bonus is now achieved the closer the current sound level is to a decibel floor, up to a maximum damage boost of ▲[187.5 / 225 / 250 / 300%] during silence.    
  • Disc Jockey Set
    • [1] Boombox - Mallet casts its own copy of Metronome. 
      • Set Bonus (2): Casting a new copy of Mallet will cause the previous Mallet to drop to the floor and turn into a Boombox, continuing to blast Remix. You can have up to [1 / 1 / 2 / 3] Boomboxes.
    • [3] Remix - Instead hold [3] to cycle between Speed, Stealth and Weapon boons. Tap [3] to broadcast, empowering allies within ➲[12m] with the highlighted boon until you cast again. The boon lasts for ◔[2s] outside the aura.    
      • Set Bonus (2): Boon now persists for ◔[19 / 22 / 26 / 30s].

PROTEA AUGMENTS

Spoiler

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  • [1] Grenade Fan
    • Bomb Voyage - The grenades summoned by tap-cast are now latcher grenades that seek out and stick to enemies. Latched grenades track damage dealt to latched targets, which is discharged in an ➲[5 / 6 / 7 / 8m] burst of Blast Damage upon the latcher's expiration.
    • Defensive Fan - The grenades summoned by hold-cast instead arrange themselves into a rectangular configuration and projects a ➲[1 / 1.25 / 1.5 / 2m]-wide barrier that intercepts enemy fire. The barrier travels forward at [3m]/s and dissipates when its core collides with geometry.
  • [2] Blaze Artillery
    • Regulating Artillery - Weapon kills refresh ◔[0.35 / 0.5 / 0.85 / 1.25s] of active Blaze Artillery duration. Remaining duration cannot exceed the maximum duration.
    • Seeking Artillery - Artillery units are now launched toward the direction of aim, moving at 5m/s until they make contact with a surface. Artillery may fire while airborne if Protea is within ➲[4 / 6 / 8 / 10m]. Their duration begins at rest.
  • [4] Temporal Anchor
    • Grave Anchor - Instead cast [1] to causing your non-explosive weapon projectiles to linger in time where they come to rest. Tap again to disengage the ability, recalling all lingering and dealing ▲[1.2 / 1.25 / 1.5x] Weapon Damage to enemies hit by the returning projectiles.
    • Spatial Anchor - Instead drain 🗲[100 / 75 / 50 / 25] to deploy a Spatial Anchor at the target location with infinite duration. When recast or if Protea would take lethal damage, Protea engages the Spatial Anchor and teleports to its location. 
    • Temporal Magazine - Instead cast [1] to causing your non-explosive weapon projectiles to linger in time where they come to rest. Tap again to disengage the ability, recalling all lingering and dealing ▲[1.2 / 1.25 / 1.5x] Weapon Damage to enemies hit by the returning projectiles.
    • Temporal Shunt - Instead freeze time within ➲[30m] for ◔[2 / 2.5 / 3 / 4s], rendering enemies and alarm systems inert. Damage dealt to time-frozen enemies will be delayed and dealt in burst when time resumes.

REVENANT AUGMENTS

Spoiler

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  • [Passive]
    • Last Caress - Passive is now modified by Strength mods; there is no longer damage fall-off; and the base range is increased by ➲[1.0 / 1.25 / 1.5 / 2x]. Additionally, the pulse now strips Sentient damage resistances.     
  • [1] Enthral
    • Enthral All - Instead drain 🗲[50] energy to convert up to ▲[7] enemies within ➲[6 / 9 / 12 / 15m] into Alpha Thralls, prioritizing those with the highest health. Alpha Thralls now create Beta Thralls on-hit and may maintain up to 3 Betas each. Thralls do not create pillars on-death.    
    • Placated Thralls - Thralls are now stripped of their defenses and made vulnerable to Finishers. Finishers deal [50 / 100 / 150 /200%] damage to Thralls.    
    • Subjugate - Trade current health percentages with the target. You will gain or lose health depending on your target selection. Enemies within ➲[2 / 3 / 4 / 5m] of the unit losing health will suffer the same damage.    
  • [2] Mesmer Skin
    • Baseline - Immortality duration halved but it is now modified by duration mods. The ability can no longer be recast.    
    • Mesmer Plating - Enemies are no longer stunned when attacking Mesmer Skin and enemies are compelled to attack you. Reflected damage is now modified by [1.0 / 1.25 / 1.5 / 2x].    
  • [3] Reave
    • Baseline - In the hypothetical timeline where all these augments exist - you are no longer restricted from collecting items such as Citrine's Crystal Fragements and Vitoplast. 
    • Blind Reave -  Instead drain ▲[10 / 20 / 30 / 40%] hitpoints from all enemies within ➲[6m] within your field-of-view.
    • Reaver Storm - [Hold] to maintain mist form until released while draining 🗲[12 / 10 / 8 / 6]/s. Reave no longer grants bonus movement speed, but moves at sprint speed.    
  • [4] Danse Macabre
    • Orbital Strike - Instead call down a single continuous beam from the sky that chases the target at 5m/s until their death, applying Danse Macabre's damage to enemies within 5m. The damage ramps up to 2x after 3 seconds of continuous damage, and falls-off when not dealing damage. You can maintain up to [1 / 3 / 5 / 9] beams.    
    • Starfall - Instead rain stars upon each enemy within ➲[25m], dealing Danse Macabre's damage. Can only be activated when there's a valid target in range. Casting Starfall increases the damage of subsequent casts by [20%] for ◔[6s], stacking up to [1.5 / 2.25 / 3.0 / 4.0x] damage.    
  • Lineage Set
    • Caliban's [3] Lethal Ancestry
    • Revenant's [4] Obliterate - Casting instead immobilises you while you channel a single continuous beam toward the cursor, dealing [1.25 / 1.5 / 1.75 / 2.0x] Danse Macabre's damage to enemies hit while displacing them out of the beam's radius. Hold [LMB] to deal [2.5 / 3 / 3.5 / 4.0x] damage at increased drain.
      • Set Bonus (2): While within Affinity Range of Caliban, your passive now affects allies within Affinity Range. 

RHINO AUGMENTS

Spoiler

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  • [1] Rhino Charge
    • Gold Rush (Exilus) - Ore Veins hit by Rhino Charge have a [25 / 33 / 50 / 100%] chance to be Auto-Prospected, but will drop only ▲[0.5x] the minerals.    
    • Thunderous Charge - [Hold] to continuously recast without interruption, as well as continually steering toward the direction of aim. While held, Rhino is accompanied by (1 x Combo Multiplier) bolts of lightning that bounce between enemies within 8m of Rhino dealing ▲[200 / 300 / 460 / 650] Electricity Damage.    
  • [2] Iron Skin
    • Galvanized Skin (Exilus) - While Iron Skin holds, your energy cannot be sapped by any means.  Additionally, gain [1] energy/s for every [2s] spent moving. Stacks up to [2 / 3 / 4 / 5] times and stacks falloff after ◔[0.5s] at rest.    
  • [3] Roar
    • Crash Aura - 25% Affinity Radius. Roar will now affect all allies within Affinity Range. Affected allies will extend the duration of *other* allies by 0.5s whenever they score a kill, with the remaining duration not exceeding the maximum.    
    • Thunderous Roar - Roar can be recast and splits the sky overhead, unleashing a devastating lightning strike after a [1s] delay that deals ▲[500 / 600 / 800 / 1200] Electricity Damage to enemies within ➲[5m]. If the lightning strikes Rhino, the radius is increased to ➲[20m] and nearby allies restore 1200 Shield (applied as Overshield as necessary).    
  • [4] Rhino Stomp
    • Stampede - [4] instead summons a spectral beast ◔[15 / 20 / 30 / 45m] away in the direction of aim that stampedes [2x Range] units toward the cast location. The beast passes through all obstacles and applies the effects of Rhino Stomp to enemies it smashes through. Striking the beast with [1] Rhino Charge will redirect it and refresh its duration.    
    • Thunderous Stomp - Rhino leaps into the air and crashes into the ground at the target location within sight, applying the effects of Rhino Stomp to enemies within a ➲[15m] radius. This damage is tagged as a Hard Landing. Rhino's Hard Landings deals an additional ▲[125 / 150 / 200 / 300] Electricity damage with guaranteed status.    
  • Impasse Cooperative Set
    • Atlas' [2] Immovable Object
    • Rhino's [1] Unstoppable Force - Charging into a surface will transfer your momentum into enemies within 10m, throwing them in the cast direct and dealing them ▲[125 / 150 / 200 / 300] x Velocity Impact damage if they collide with a surface.
      • Set Bonus (2): Resisting a knockdown or stagger will empower Rhino's next cast of Rhino Charge to deal 2x damage.

 

SARYN AUGMENTS

Spoiler

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  • [1] Spore
    • Benevolent Spore - Instead infect the target ally, granting them ▲[4 / 6 / 8 / 10] health regen/s. Pustules on allies will automatically burst after [3s], passing the contagion to a nearby ally. Allies can incubate up to [3] spores. Healing increases by ▲[1.0 / 1.25 / 1.5 / 2.0] with each generation.    
    • Bulging Pustules - Spores damage now only increments by bursting spores. The cap on spores an enemy can catch via spread is removed and the base spread range is increased by [25 / 33 / 50 / 100%].    
    • Expunge - Hold to instead expunge all Toxin-based status effects from the target, dealing ▲[2.5 / 3.3 / 5.0 / 10%] of their maximum health and granting you ▲[2.5 / 3.3 / 5.0 / 10%] health regen/s for ◔[4s] per status effect removed.    
    • Neurotoxin - Spores can no longer be burst and are instead only spread through contact with gore. Gore will transmit as many spores as the host was carrying, ignoring the usual limit. Enemies carrying [6 / 5 / 4 / 3] stacks of Spore are rendered docile and any damage taken is adapted to their weaknesses.    
  • [2] Molt
    • Rapid Molt - Instead of creating a decoy, Molt sprays toxic quills at visible enemies within ➲[6 / 8 / 10 / 12m] that each deal ▲[250 / 300 / 350 / 400] Toxin damage. Targets afflicted with Spores are also blinded.    
  • [3] Toxic Lash
    • Toxic Lasher (Exilus) - Toxic Lasher becomes a moddable melee weapon with ▲[300] base Toxin damage, 100% Status Chance and an innate ▲[40 / 48 / 52 / 60%] bonus damage per Toxin-based status on the target. Use [3] to swap your Melee Weapon to the Toxic Lasher that drains 2.5 energy/s.    
  • [4] Miasma
    • Haemoplague - Viral status effects will amplify all damage taken while affected by Miasma, which also tracks all amplified damage taken. Upon expiration, afflicted targets suffer [0.25 / 0.33 / 0.5 / 1.0x] the stored damage in burst.    
  • Scourge Set
    • [1] Infectious Effigy - Your shed skin is created with [1 / 1 / 2 / 3] Spore Pustules and maintains its current growth in the absence of enemies. Enemy fire can burst Spores and it may receive additional Spores that spread from the deaths of nearby enemies.
      • Set Bonus (2): Molt's explosion will apply Spores to nearby enemies equal to the accumulated value.
    • [2] Plague Carriers - Your shed skin is now an unarmed specter that continuously shuffles toward the nearest enemy at [2m]/s. Skin limit increased by [1 / 1 / 2 / 3] and they will maintain separate targets.
      • Set Bonus (2): Your Shed Skins now perform melee attacks that deal ▲[200] Toxin damage to in a cleave.

SEVAGOTH AUGMENTS

Spoiler

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Sevagoth

  • [1] Reap
    • In Sol's Shadow (Exilus) - Hold [1] while Reap's Shadow is active to trade positions with your Shadow, dealing ▲[125 / 250 / 375 / 500] Radiation damage in a ◔[16m] radius around both. 
    • Shadow's Domain - Base duration increased by ◔[1.5 / 3 / 4.5 / 6s] but Shadow can no longer exceed Gloom's radius. This applies to both Exalted Shadow and Reap's Shadow, which will automatically acquire new targets for the duration.
  • [3] Gloom
    • Death's Respite - Allies within Gloom's aura cannot have their life reduced below ▲[25 / 33 / 50 / 100]. Allies at the threshold will trigger Gloom's energy drain per instance of damage mitigated. 0.5x base range.
    • Depth's of Despair (Exilus) - Gloom now affects Fishing targets. Fish have a [20 / 25 / 33 / 50%] chance to be larger than they appear.
    • Eternal Gloom - You instead create a ➲[5 / 8 / 11 / 16m]-radius pocket of gloom centered on your current location that shrinks to a ➲[1 / 2 / 3 / 4m]-radius over ◔[30s]. Enemies killed inside will extend the duration by ◔[1s]. Maintain up to 3 pockets.
    • Gloom Aura - Allies within Affinity Range benefit from 5% life steal.  Gloom's active no longer grants life steal and the upper radius is halved, but the expansion speed is doubled and enemies remain affected for ◔[10s] after leaving the aura.
    • Winter Gloom - Instead of applying a direct slow, Gloom now applies Cold Status to all enemies affected. Gloom applies additional Cold stacks every second up to a maximum of [1 / 2 / 3 / 4].

Shadow

  • [Passive]
    • Blood Tapped - [25 / 33 / 50 / 100%] of excess Energy from Energy Orbs collected by Shadow is now granted to Sevagoth. You may pick-up energy orbs while at full energy.
    • Untethered Shadow (Exilus) - Sevagoth's Shadow gains full flight capabilities. [0 / 5 / 10 / 15%] Ability Efficiency
  • [1] Embrace
    • Demonic Embrace - Embrace has a [25 / 33 / 50 / 100%] chance to recur after a 0.75s delay if the effect strikes an enemy. The base chance to recur is halved for each recurrence. The chance is additive per enemy hit but cannot exceed 100%. Recasting will end the current barrage.
  • [4] Reunite
    • Baseline - Tap to bring Sevagoth to you; Hold to return to Sevagoth's location.

STYANAX AUGMENTS

Spoiler

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  • [1] Axios Javelin
    • Axios Strike - Throwing your javelin is now a [Hold] cast. [Tap] instead stabs forward, dealing ▲[1.2 / 1.25 / 1.33 / 1.5x] damage to all enemies in a line and instantly breaking any shields.
    • Breaching Javelin - You can now impale enemies into Nullifier Bubbles and other hard light barriers to instantly disable them and deal 1.0x their remaining health to the target as Electricity damage with guaranteed status.
    • Piercing Javelin - If the javelin deals lethal damage on Puncturing an enemy, [0.25 / 0.33 / 0.5 / 1.0x] of its Status Effects will be copied to all enemies caught in the Blast.    
  • [2] Tharros Strike
    • Tharros Protection - Hold to raise Tharros in a given direction, mitigating incoming damage while limiting you to one-handed actions. After [2s], begin draining 🗲[20 / 18 / 15 / 10]/s. Release to trigger the tap-cast at no extra cost.    
  • [4] Last Stand
    • Blot Out The Sun (Exilus) - Scoring [6 / 5 / 4 / 3] kills with Last Stand permits you to recast from midair.     
    • Comet of Legends - Hold to instead leap into the air indefinitely, amassing ethereal warriors over the next [2s]. After [2s], begin draining 🗲[10 + 5/s] energy/s. On release, you crash down on the target location in sight and deal up to ▲[5000 / 7500 / 12500 / 20000] Impact damage (after 2s) while your warriors continue forward as a ➲[12m] wave.  
    • Spear of Dawn - Hold to instead leap into the air for [2s], before crashing down into the target location in sight dealing ▲[2500 / 3000 / 3500 / 4000] Impact damage in an explosion and emerging wielding Axiom for ◔[6s]. Axiom deals ▲[750 / 1000 / 1250 / 1500] Blast damage and sends enemies ragdolling with slowed time.  
  • Legends Cooperative Set
    • Styanax's [2] Shield Brothers - Instead summon the shadows of your fallen brothers in the form of a phalanx for ◔[3 / 4 / 5 / 6s] that renders allies within the formation invulnerable.
      • Set Bonus (2): Allies gain ▲[20 / 25 / 33 / 50%] melee speed for ◔[6 / 9 / 12 / 15s] when they leave the phalanx.
    • Valkyr's [3] Battle Sisters

TITANIA AUGMENTS

Spoiler

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  • [Passive]
    • First Flight (Exilus) - You gain [100 / 150 / 200 / 300%] Bullet Jump velocity on a [20s] cooldown. Bullet Jumps grant [100%] Aim Glide duration until you touch the ground.    
    • Friend of the Forest - Beast type enemies will now refuse to attack you. Conservation targets will be unconcerned by your presence down to a minimum of 2.5m.
    • Queen's Blessing - Upsurge also grants ▲[50 / 75 / 100 / 150] Overhealth and the healing/s is now modified by Power Strength. Overhealth does not stack with other sources.    
  • [1] Spellbind
    • Midsummer Nightmare - Enemies within the target area are instead transformed into friendly Razorflies for ◔[10 / 12 / 14 / 16s]. Razorflies gain 20% Attack Rate per active Razorfly.    
    • Spell Bounding - Casting Spellbind, Tribute and Lantern within your Attraction Range will cause you to melee-blink on your target and cast the respective ability. During Razorwing, if you are out of range, you will perform Arch-Melee dash forward. [30 / 45 / 60 / 75 / 90%] Attraction Range.
  • [3] Tribute
    • Tributaries - Instead prime all enemies within 35m of the target enemy for ◔[6 / 8 / 10 / 12s], also reducing their damage output by 25%. Allies who attack a primed enemy with melee will gain Thorns for 120s; ranged weapons grant Full Moon; ability damage grants Entangle; and parkour damage grants Dust.
  • [4] Razorwing
    • Glitterdance - Attraction range on Arch-Melee during Razorwing increases based on the time since your last attack, up to [150 / 200 / 250 / 300%] after [10s].    
    • Lady of the Razorflies - During Razorwing, allies within Affinity Range will also be escorted with [3 /4 / 5 / 6] Razorfly Drones.    
    • Razorbloom - While active, casting any of Titania's other abilities will spawn 2 Razorflies that join your Escort. Maximum Escort increased by 6. Tribute no longer spawns additional razorflies outside this effect. You may hold [4] to command 2 of your Escort to break formation and assail the target.
    • Taserflies - Your Razorflies now deals [35 / 33 / 50 / 100%] bonus Electricity damage with guaranteed status.     
  • Everglade Cooperative Set
    • Oberon's [2] The Faerie King
    •  Titania's [3] The Faerie Queen - Gain the additional option to spawn a ➲[5m]-radius area of Hallowed Ground beneath the target for ◔[8 / 12 / 16 / 20s]. 
      • Set Bonus (2): While within ➲[5m] of Hallowed Ground, Razorwing drains no energy and Diwata hits replenish (1 x Melee Combo) Dex Pixia ammunition.

TRINITY AUGMENTS

Spoiler

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  • [0] Passive
    • Spectre of Life - Initiating a revive now summons a spectral copy of Trinity that performs the revive in your place. The specter has ▲[1 / 1.25 / 1.5 / 2x] Health.
  • [1] Well of Life
    • Well of Pain - You place a hex on the target ally or [hold] to self-cast. Hexed targets reflect ▲[25 / 33 / 50 / 100%] of the pre-mitigation damage and status effects suffered. This does not affect the damage taken by the hexed ally.    
  • [2] Energy Vampire
    • Energy Wings - Instead fly to the target ally or enemy. Recasts within [8s] must alternate between allied and enemy targets. Versus enemies, you will strip ▲[30 / 45 / 60 / 75]% of their defenses and replenish ▲[100] Energy. Versus allies, you grant them [100%] Ability Efficiency for ◔[2s].    
  • [3] Link
    • Link Transfer - Instead link to the closest 3 allies within ➲[20m], redirecting [100%] of damage and status effects they suffer to herself. You have [30 / 45 / 60 / 75%] damage reduction while the tether holds.    
  • [4] Blessing
    • Baseline - Now Overheals up to ▲[300].
    • Blessed Salvation - Blessing also grants ▲[50%] Revival Progress to downed allies. Blessing can be activated while Trinity is downed on a [120 / 105 / 90 / 60s] cooldown.    
    • Blessed Wings - Instead take flight for ◔[1.5s], unleashing 4 wide waves over the duration that travel ➲{50m] in the target of aim. Allies hit receive Blessing's restoration while enemies hit are staggered and made [30 / 45 / 60 / 75%] more vulnerable to damage. Blessed Winds can pass through obstacles.    
  • Grace Set
    • [1] Font of Life - You track ▲[0.2 / 0.4 / 0.6 / 1.0%] of your damage dealt and that of allies within Affinity Range, up to 100% of your maximum health. Casting instead heals all allies within a ➲[5m] radius area centered on the cursor equal to the contents of your reservoir. 
      • Set Bonus (2): You gain a stacking +25 Maximum Health each time you cast Well of Life with a full reservoir.
    • [4] Divine Blessing - You track ▲[20 / 25 / 33 / 50%] of pre-mitigation damage taken, up to 100% of your maximum health. While your reservoir is full, you may cast [4] to instead take flight for [1s], after which she emits a brilliant flares that renders her and allies within Affinity Range invulnerable for ◔[4s].
      • Set Bonus (2): Trinity gains a stacking 5% Power Strength each time she casts Divine Blessing.

 

VALKYR AUGMENTS

Spoiler

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  • [Passive]
    • Unseen Predator - Dropping to the ground with a velocity of at least 20m/s will cause you to howl, terrifying unalerted enemies within ➲[5 / 6 / 8/ 10m] for ◔[10 / 15 / 20 / 25s] and gaining ➲[5 / 6 / 8/ 10m] Attraction Range on your next melee attack.    
  • [1] Rip Line
    • Puppetmistress - Hold [1] to unleash up to [2 / 4 / 6 / 10] Rip Lines with 100% accuracy at enemies within ➲[35m].    
    • Swing Line (Exilus) - Instead [Hold] to launch your grappling hook, which anchors within the first obstacle it strikes for your [Wall Latch] duration or until released. While anchored, you can hang freely, will swing with physics and may use [Jump] to shorten and [Crouch] to lengthen the rope. +[45 / 60 / 75 / 90%] Wall Latch Duration.
  • [3] Paralysis 
    • Paralyzing Strikes - Instead become empowered by the Fates for ◔[3 / 4 / 5 / 9s], causing your attacks to ragdoll enemies with ▲[70 / 80 / 90 / 97.5]% slowed movement.    
    • Permanent Injury - Enemies affected by Paralysis are now permanently made vulnerable to Finishers and slowed by [20 / 25 / 33 / 50%].
  • [*] Valkyr Talons
    • Ghost of Valhalla (Stance) - Valkyr's Talons are now extended by the chains that bound her. Pull yourself toward enemies, throw enemies around and perform pirouettes of gore. Juggle enemies vulnerable to finishers.  
  • Berserk Set
    • [Passive] Undying Rage - Instead grants ▲[25] to ▲[30 / 40 / 50 / 100%] Melee Speed based on your missing health percentage.
      • Set Bonus: Drain Energy to stop lethal damage with (1): 100% / (2): 250% efficiency.
    • [4] Bloodlust - Drain cost adjusted to 🗲[10 + 1/s] health. Your Talons deal ▲[20 / 25 / 33 / 50%] damage that is adapted to the enemies' weaknesses. 
      • Set Bonus: Store (1): 2% / (2): 5% of damage dealt that is restored as health on toggle-off.
  • Ferocity Cooperative Set
    • Khora's [1] Rip Claw
    • Valkyr's [1] Whip Line - Your grapple can now punch through units, skewering them, but its remaining range is reduced to ➲[6 / 9 / 12 / 15m] upon striking an enemy. Dashing to geometry or yanking an enemy toward you will ragdoll skewered enemies off the line, dealing ▲[300 / 400 / 500 / 600] Impact damage.
      • Set Bonus (2): Impact damage is now multiplied by the total number of skewered enemies.
  • Legends Cooperative Set
    • Styanax's [2] Shield Brothers
    • Valkyr's [2] Battle Sisters - Instead summon the shadows of your fallen sisters for ◔[6 / 9 / 12 / 15s] that will autonomously perform melee attacks on enemies within ➲[5m], dealing ▲[0.167 / 0.2 / 0.25 / 0.33x] damage.
      • Set Bonus (2): Your sisters will now hurl spears at visible enemies within ➲[35m].

VAUBAN AUGMENTS

Spoiler

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  • [3] Photon Strike
    • Photon Barrage - Photon Strike has a [25 / 33 / 50 / 100%] chance to occur again after the same delay if it hits an enemy. This can trigger recursively but the base chance is halved each time. The chance is additive per enemy hit but cannot exceed 100%. Recasting will end the current barrage. 
  • [4] Bastille / Vortex
    • Asteroid Belt - Bastille now follows Vauban as an aura, also carrying suspended enemies within geostationary orbit. Range halved. Suspended enemies take ▲[20 / 25 / 33 / 50] Impact damage whenever they collide with a surface. Bastille and Vortex can be augmented separately.
    • Living Bastille - Bastille no longer has a limit on the number of enemies that can be suspended by the containment field. Suspended enemies are now susecptible to friendly fire, taking ▲[0.4 / 0.5 / 0.66 / 1.0x] damage. Bastille and Vortex can be augmented separately.
    • Singularity - Vortex now requires line-of-sight to affect enemies. Enemies caught now ignore surface collision. Corpses linger as a mass of scrap and gore. Magnetic damage is increased by ▲[5 / 6 / 8 / 10%] each time an enemy collides with another unit or the core, which grows based on the current modifier. Bastille and Vortex can be augmented separately.  
  • Inspired Set
    • [1] Gyre's Alternating Current - Latcher discharges can now be triggered by inflicting weapon damage to the target. 
      • Set Bonus (2): Tesla Nervos benefits from [25 / 33 / 50 / 100%] Power Strength.
      • Set Bonus (3): Applying Electricity status effects to that target from another source will resupply latcher charges, not exceeding the maximum in reserve.
    • [2] Protea's Timeless Designs - Vector Pad replaced with Jump Pad, which provides vertical lift; Flashette Orb replaced with Blaze Orb, which deals ▲[150 / 200 / 250 / 300] Heat damage; and Tether Coil replaced with Snare Coil, which slows enemies within ➲[10m] by ▲[55%].
      • Set Bonus (2): Mines now last until replaced.
      • Set Bonus (3) Overdriver's bonus damage is now adapted to the enemies' weaknesses.
    • [3] Wisp's Laser Focus - Photon Strike Augment: The target beacon now summons a beam of solar plasma, dealing ▲[1000 / 1100 / 1250 / 1500] Radiation damage/s for ◔[5s]. 
      • Set Bonus (2): The targeting beacon now chases the nearest enemy at [3m]/s.
      • Set Bonus (3): When the beacon's target dies, a new target is selected the remaining duration is reset.

VOLT AUGMENTS

Spoiler

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  • [0] Passive
    • Electrostatic Repulsion - You gain 1% Evasion for every 10 points of Static, up to [25 / 33 / 50 / 75%]. Consumption of Static now benefits from Ability Efficiency. +25% Ability Efficiency on Static.
  • Conduction Set
    • Gyre's [4] Razorswell
    • Volt's [4] Discharge - You can now be targeted by arcing electricity from Discharge and Rotorswell, which generates [150 / 300 / 450 / 600] Static and restores [1.5] energy.
      • Set Bonus (2): While within Affinity Range of Gyre, you benefit from her passive.
  • Grounded Set
    • [Passive] Friction Static - Static now builds up faster while making continuous contact with the ground. Coming to a stop or leaving the ground will now consume all Static. 
      • Set Bonus (2): Parkour Maneuvers benefit from [0.2 / 0.4 / 0.6 / 1%] Parkour Velocity per Static consumed when you leave the ground.
    • [2] Slip Speed - The bonuses granted by Speed is modified by your current Static, up to [2 / 4 / 6 / 10x] at 1000 Static.
      • Set Bonus (2): Speed now grants allies the effects of your Static passive, up to 500 Static.
  • Shocking Speed Set
    • [1] Shock and Awe - Instead transform into a bolt of lightning that zips forward at ➲[25m/s] for [1s] or toward a target within ➲[25m], dealing Shock's damage and automatically chaining to additional enemies within ➲[6 / 8 / 10 / 12m]. Damage stacks per target hit and the current stacks persist if recast within ◔[1.5s].
      • Set Bonus (2): Striking an enemy that is not yet electrified deals ▲[500 / 750 / 1000 / 1200] Electricity damage with guaranteed status.
    • [2] Molecular Speed - Instead only grants 25% movespeed but you additional ignore collision with units and have a [25 / 33 / 50 / 100%] chance for projectiles within your field-of-view to harmlessly phase through you.
      • Set Bonus (2): Passing through a unit that is not electrified deals ▲[500 / 750 / 1000 / 1200] Electricity damage with guaranteed status.

 

VORUNA AUGMENTS

Spoiler

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  • [1] Shroud of Dynar
    • Baseline - Invisibility granted by Shroud of Dynar is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods). Voruna's abilty requires being out-of-combat.
      Dynar's Hunger - Casting [1] additionally grants you codex vision of enemies within ➲[15] to ➲[30m] for ◔[8 / 10 / 12 / 14s], seeing lower health enemies from further away. Fangs of Raksh can now target revealed enemies irrelevant of obstacles. 
    • Glimpse of Dynar - Voruna's first attack out of invisibility will mark enemies damaged. Slaying a marked target will remove all marks and recast Shroud of Dynar at no cost for [50 / 66 / 75 / 100%] of the remaining Stealth duration.
  • [2] Fangs of Raksh
    • Baseline - Damage is now tagged as a melee attack.
  • [3] Lycath's Hunt
    • Lycath's Domain - Lycath instead claims a ➲[9 / 10 / 12 / 15m] radius area as their territory. All allies within Lycath's Domain benefit from the effects of Lycath's Hunt. The effect lasts 3 seconds, extended indefinitely while Voruna is within the area.
    • Lycath's Frenzy - Instead of heavy attack efficiency, Lycath's passive now grants [14.3 / 16.7 / 20 / 25%] Attack Speed. This effect is quadrupled for ◔[2s] when you damage an enemy below Finisher threshold.
  • [4] Ulfron's Descent
    • Baseline - Damage is now tagged as a melee attack.
    • Eternal Descent - Instead drains 🗲[25] per pounce. Stacking modifier per kill adjusted to ▲[10 / 15 / 20 / 35%]. Bonus will decay after ◔[10s]. Animation is maintained while you have stacks.
    • Taste of Blood - Instead of resisting death, Ulfron's passive now restores health equal to ▲[2 / 3 / 4 / 5%] of damage dealt by Slash as well as Bleed status effects within ➲[2.5m].
    • Ulfron's Duress - Instead drain 🗲[100 / 85 / 60 / 50] to leap on the target enemy and perform up to 5 brutal attacks against them. The target cannot move during the assault or, if immune, will instead carry Voruna.
    • Ulfron's Maw - Ulfron's Maw become a moddable melee weapon in your arsenal with ▲[300 / 400 / 550 / 800] base Slash damage, allowing you to configure its damage distribution.

WISP AUGMENTS

Spoiler

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  • [Passive]
    • Baseline - Invisibility is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods). Wisp's ability being airborne.
    • Searing Visage - Instead of granting invisibility, you instead compel enemies to look at you - reducing their accuracy by [2.5 / 5 / 7.5 / 10%]/s.
  • [1] Reservoirs
    • Baseline - Shocking Mote's radius of effect is no longer larger than the Reservoir's radius. Ability range now increases the number of targets shocked.
    • Aeroponics (Exilus) - Instead of summoning a Reservoir in the world, you maintain a single Reservoir over your shoulder like a Sentinel. [Hold] to cycle and [Tap] to change the active Reservoir, which empowers allies within ➲[12m]. Changing your current Reservoir will boost the range by [3.5 / 4.0 / 4.5 / 5.0x] for the initial 5s. The boon only lasts for ◔[2s] outside the aura.
    • Renewing Reservoirs - Your reservoirs will now refresh the mote durations of all active reservoirs.  [+0 / 1 / 2 / 3] Maximum Reservoirs
  • [2] Wil-O-Wisp
    • Fae Etiquette - Your copy now has [4 / 6 / 8 / 10m] Vacuum radius. Additionally, your copy can pickup any item usually restricted to Warframes provided it directly passes through the item.
    • Wil-O-Witch - Hold [2] to instead take flight in the target location, draining 🗲[10]/s until released. You leave behind a stationary decoy with [1.25 / 1.75 / 22.25 / 3x] base duration.
  • [3] Breach Surge
    • Concurrent Surges - You can no longer target and teleport to active Reservoirs. Instead, copies of Breach Surge will originate from all active Reservoirs with ➲[1 / 1.25 / 1.5 / 2.0x] radius of effect.
    • Grave Surge - Instead of having a chance to spawn sparks on-damage, spawn ➲[3 / 4 / 5 / 6] sparks on-kill.
    • Propagating Surges - Enemies damaged by a Surge Spark will be marked as if hit by Breach Surge for the remaining duration. Surge Sparks deal [50 / 33 / 25 / 20%] less damage with each generation.
    • Radiant Surge - Hold [3] to maintain the breach about yourself for ◔[2s]. Enemies not affected on-cast will be affected as they come in range (line-of-sight permitting). Costs [300 / 250 / 200 / 150%] energy.
  • [4] Sol Gate
    • Solar Railgun - Hold [4] to begin an extended cast animation, after which you unleash a singular burst that deals ▲[5000 / 5500 / 6200 / 7500] damage to all enemies in the target direction irrelevant of range or obstructions. Costs 🗲[50] energy.
    • Sun Block - Instead of dealing damage, gain a [25 / 33 / 50 / 100%] chance to disintegrate all incoming projectiles and melee weapons caught within your ➲[13m]-radius, ➲[2m] wide beam of solar plasma.
    • Sundancer - Instead manifest a miniature sun at the target location that deals up to ▲[1000 / 1100 / 1250 / 1500] damage/s to enemies within line of sight, diminishing with distance. Maintaining the sun is a one-handed animation. Hold [4] to relocate.
    • Sunspot - Instead of dealing damage, enemies illuminated by Sol Gate have their outgoing damage reduced by ▲[20 / 25 / 33 / 50%]. [LMB] now expands the spotlight to affect all enemies within your field-of-view but diminishes the effect to ▲[16.7 / 20 / 25 / 33%] reduction.
    • Superbloom - Reservoirs bathed in plasma bloom into Thornspitters, which deal ▲[50] x Enemy Level true damage to enemies within ➲[30m] with 1.2 attack rate. They will revert to reservoirs after ◔[1s] per second of sunlight received, up to ◔[30s] in reserve.

WUKONG AUGMENTS

Spoiler

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  • [1] Celestial Twin
    • Baseline - Invisibility granted by Immortal Techniques is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods). Wukong's ability requires dying.
    • Baseline - Twin damage changed to ▲[0.5x] from an unmoddable 0.5x.
    • Celestial Army - Instead summon an Iron Staff-wielding Twin targeting each enemy within your field of view, up to ▲[4 / 5 / 6 / 7] spectres and ➲[30m] range. These spectres have ▲[1x] health and ▲[1x] damage, and will vanish after ◔[3s] without damaging an enemy.    
    • Celestial Copycat (Exilus) - Your Celestial Twin will now equip the same weapon as you and can now mimic your Heavy Weapon. You are [50 / 33 / 25 / 20%] less efficiency with Ammo.    
    • Iron Horde - Celestial Twin now costs 12x Melee Combo and your twin is limited to Iron Staff. You can now maintain any number of copies, but their health modifier is reduced to ▲[0.25 / 0.33 / 0.5 / 1.0x].    
    • Monkey Madness Aura - Allies within Affinity Range gain 15% Attack Rate and 15% Attack Speed. Both Wukong and his Twin grant 1 stack of this aura, up to 8 stacks.    
  • [2] Cloud Walker
    • Baseline - Invisibility granted by either Cloud Walker or the Enveloping Cloud (Official) augment are now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods). Wukong's ability is indisputably powerful.
    • Baseline - In the hypothetical timeline where all these augments exist - you are no longer restricted from collecting items such as Citrine's Crystal Fragements and Vitoplast. 
  • [3] Defy
    • Defiant Force - Each attack you block during Defy now increments your melee combo counter by [1 / 2 / 3 / 4]. Defy no longer amplifies incoming damage, and the circular swing's damage is instead modified by your melee combo multiplier.  
    • Defiant Jab - Upon completing the circular swing, you then stab forward with your Iron Staff dealing ▲[500 / 600 / 700 / 800] plus the accumulated damage to enemies within a ➲[24m] line.
    • Defiant Shield - Defy now intercept damage aimed at allies within ➲[3 / 4 / 5 / 6m]. Upon completion, allies within Affinity Range also gain armor. Your Celestial Twin will move to protect the ally who is furthest away (within tether range).
    • Defiant Techniques - Fully charging Defy will trigger an Immortal Technique upon resolution. Defiant Techniques have only [20 / 25 / 33 / 50%] duration.    
  • [4] Primal Fury
    • Infinite Staff (Exilus) - Iron Staff now has infinite range but drains [3.0 / 2.65 / 2.3 / 2.0x] energy. Only enemies behind cover are spared Wukong's fury.    
    • Iron Cyclone - Instead spin your Iron Staff about you, periodically dealing the weapon's damage to all enemies within ➲[5m] as well as applying Lifted the first time an enemy is damaged. Generates melee combo per enemy hit. Celestial Twin will mimic Iron Cyclone, dealing ▲[0.2 / 0.25 / 0.33 / 0.5x] damage.    
  • Calamity Set
    • Redundant Immortality - Your passive can now trigger any number of times by transferring to one of your surviving copies, but will not trigger if you lack a copy. Techniques are now randomized. 
      • Set Bonus (2): Ammo Pickups are [1.0 / 1.25 / 1.5 / 2x] effective.
    • Celestial Arsenal - Instead spawn one copy per holstered weapon in your Arsenal. You each have [1x] health and ▲[0.66x] damage. Tap [1] while targeting a copy to trade positions. 
      • Set Bonus (2): You are 50% more efficient with ammunition.
  • Stormfront Cooperative Set
    • Hydroid's [3] Overcast (Exilus)
    • Wukong's [2] Storm Cloud - Enemies you pass through are now coated in static, making them ▲[25 / 33 / 50 / 100%] more likely to be affected by Status Effects.    Stormfront (2): Your cloud now zaps up to 5 enemies/s within 5m, dealing 200 Electricity damage with guaranteed status.

XAKU AUGMENTS

Spoiler

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  • [Passive]
    • Xaku's Rolling Guard - [Roll] to break your armor, increasing your evasion to 95% for ◔[2 / 2.25 / 2.5 / 3s]. [10s] cooldown. If Vast Untime is active, instead increase the duration by the same amount. Remaining duration cannot exceed maximum.
  • [1] Xata's Whisper
    • Radiant Salvo - Hold [2] to begin charging a ➲[2m]-wide beam, consuming weapons each half second to make the beam 50% wider. Deals ▲[200] x Enemy Level damage to all enemies in a ➲[15m] line. Duration mods improve the tick rate of charging.
    • Veil of Mortality - Instead raise a ➲[10m]-wide barrier perpendicular to the cast location. Enemies that pass through the barrier are briefly slowed by [99%] and have their total effective hitpoints reduced by [20 / 25 / 33 / 50%]. Hold [1] for an aim guide.
  • [3] The Lost
    • Accuser's Defense - The Void Fissure now remains open until replaced, maintaining its corrupting influence on up to ▲[4] enemies within ➲[5 / 7 / 9 / 11m] and willing them to defend it. Fissures can be destroyed by enemy fire and you can maintain up to 3. Accuse, Gaze and Deny may each be augmented separately.
    • Defile The Lost - Instead surround yourself with the three Lost Souls for ◔[3s], each contributing ▲[25 / 33 / 50 / 100] Void damage/s to enemies within a ➲[10m] radius. Each enemy killed within the mist stacks the number of souls with no upper limit and extends the duration by ◔1s]. The remaining duration cannot exceed the maximum duration.
    • Lohk's Denial - If cast while Grasp of Lohk is active, Void Replicas will each unleash a beam upon targets within ➲[12 / 24 / 32 / 40m]. Deny's damage is no longer modified by replicas, but the beams are evenly distributed among enemies in range and may target the same enemy multiple times. Accuse, Gaze and Deny may each be augmented separately.
    • Martyr's Gaze - Instead of reducing the defenses of nearby enemies, ▲[20 / 30 / 40 / 50%] of damage dealt to the gazed target is splashed to enemies within ➲[12m]. Accuse, Gaze and Deny may each be augmented separately.
    • The Remnants (Exilus) - Where possible, you can elect to have Subsumed abilities replace Accuse, Gazy or Deny and retain the ability to cast the other two.  [0 / 5 / 10 / 15%] Power Strength.
  • [4] Vast Untime
    • Recurrent Time - Instead hold [4] to record your actions while reducing your maximum energy by 🗲[150 / 125 / 100 / 75]/s. On release, your skeleton returns to the cast location and cycles through the saved actions until destroyed or you tap [4].
    • Vast Amalgam - Instead desecrate nearby corpses to amass fragments into bone armor. Incoming damage is reduced by 75% but breaks off pieces of the armor, up to 1/s. Kills have a [22.5 / 32 / 42.5 / 54%] chance to replenish armor fragments.

YARELI AUGMENTS

Spoiler

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  • [Passive]
    • Nimble Fingers - Gain [6 / 9 / 12 / 15%] Ammo Efficiency while Critical Flow is active. This is increased to [18 / 27 / 36 / 45%] while riding Merulina. 
    • Thermal Vents - Sea Snares and Rip Tide now deal [20 / 25 / 33 / 50%] additional Heat damage.
  • [1] Sea Snares
    • Ebb and Flow - Water globules no longer ensnare enemies and deal only one instance of damage. Globlues may also seek-out allies, restoring ▲[5 / 20 / 35 / 50] health on Impact. After impacting a target, the globule will then seek out another target within ➲[10m]. This recurs indefinitely but must alternate between enemy and friendly targets. The damage is increased by ▲[50 / 75 / 100 / 125] and healing by ▲[2.5 / 10 / 15 / 25] per target the globule has hit. While riding Merulina, Yareli can retain up to 5 globules in orbit in the event that no enemy targets are in range.
  • [2] Merulina
    • Baseline - Merulina now accepts K-Drive mods.
    • Baseline - Merulina no longer grants damage reduction nor is separately targetable, instead Merulina's health functions as a barrier that protects Yareli from damage. Damage in excess of Merulina is ignored and you gain 1s of invulnerability.
    • Ocean Derby (Exilus) - Merulina is replaced with Orbiraja, a pair of roller skates with a speed of 10m/s and sprint speed of 15.95m/s. Orbiraja accepts K-Drive mods and may perform tricks, but has a maximum trick multiplier of 6x. Orbiraja does not grant a barrier, but interacts with your abilities as Merulina. While using Orbiraja, Critical Flow also grants [25 / 33 / 50 / 95%] evasion. 
    • Receding Waters - Arresting Merulina's momentum with at least 3x Trick Multiplier sends a water duplicate of Yareli surging forward at ➲[15m] to ➲[30m]/s for [1s], dealing ▲[100 / 150 / 200 / 300] to ▲[200 / 300 / 400 / 600] Impact damage to enemies hit. Speed and damage is based on the final Trick Score. Arresting momentum via a landing will cause the duplicate to crash into the ground and disperse over a circular area.
  • [3] Aquablades 
    • Baseline - Surging Blades revised: Blade damage is now modified by your Melee Combo, up to 12x. You can press [3] to hurl the ring forward like a giant Glaive Weapon dealing damage as a Heavy Attack. While riding Merulina, damaging enemies with Aquablades will increment your Melee Combo.
    • Bay Blades - Trick Score on Merulina increases the breadth of the wave surrounding her, extending the outer edge by ➲[0.6 / 1.0 / 1.4 / 2m] per Trick Multiplier. Bonus range stacks with no upper limit but decays at a [1m]/s after ◔[10s].
  • [4] Rip Tide
    • Rip Ride - Instead unleash a ➲ [6 / 8 / 10 / 12m]-wide wave that crashes forward at [13m]/s for ◔[2s], carrying enemies hit in its curl while dealing Rip Tide's damage. While on Merulina, hold [4] to instead summon the wave beneath you for ➲ [3s] before sending it forward as above. Riding the wave propels you forward but tracks your facing direction. You can [Jump] to dismount the wave early.
  • [*] Powered Rails (Merulina Mod) - Grinding causes Merulina to accelerate, gaining up to ▲[10 / 15 / 20 / 30%] Movespeed after [1.5s]. The bonus persists for ◔[1s] x final Trick Multiplier. Additionally, grinding ignores the slowing effect of gravity up to a 20° incline. 

ZEPHYR AUGMENTS

Spoiler

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  • [1] Tail Wind
    • Converging Winds - Hold-cast now grants full flight capabilities. While in flight form, instead of toward the aiming reticle, Tail Wind's tap-cast now occurs in the direction you're moving. You can additionally cast this ability using your [Roll] hotkey. [20 / 25 / 33 / 50% Power Efficiency] on Tail Wind.
    • Harpy's Descent - The air current now strips enemy armor by ▲[20 / 25 / 33 / 50%] for ◔[6s]. If cast while grounded, you will instead only dash ➲[15m] but send a gust of wind forward a further ➲[30m].
    • Slip Stream (Exilus) - Instead of being modified by distance fallen, Dive Bomb now deals ▲[240 / 315 / 475 / 950] damage per cast of Tail Wind before impacting the ground, up to 5x. 
  • [3] Turbulence
    • Eye of the Storm - Your wind shield now deals Tornado's damage to enemies within ➲ [3 / 4 / 5 / 6m]. You gain 200% Critical Damage chance versus enemies recently damaged by Eye of the Storm.
  • [4] Tornado
    • Storm Chaser - Wandering Tornadoes automatically chase enemies within ➲ [15 / 17 / 20 / 25m] at [5m]/s.
    • Superstorm - Recasting no longer dispels existing tornadoes, which now persist for their remaining duration. [+0 / 1 / 2 / 3] Energy/s while Airborne.
    • Winds of Fortune - Enemies held in a tornado have a [30 / 35 / 50 / 65%] chance of dropping additional loot.
  • Rain Cycle Cooperative Set
    • Hydroid's [3] Upsurge
    • Zephyr's [2] Downburst - Instead cause a continuous stream of air to originate from the target surface for ◔[10 / 12 / 15 / 20s], launching enemies that walk nearby. 
      • Set Bonus (2): Cast Tornado within Tempest Barrage to absorb the tempest, causing your Tornado to spray tempest bolts at enemies within 10m for the duration.

HELMINTH ABILITY AUGMENTS ( Transcribed)

Spoiler

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  • Empower
    • Empower Squad - Hold to drain 2x energy and empower the next ability used by each squad member within Affinity Range.
    • Superpower - Empower is instead toggled, draining 25 energy to empower each subsequent ability cast. Casting the same ability concurrently stacks the cost up to 3x, which resets upon casting a different ability.
  • Energised Munitions
    • Energised Blade - Instead grants 75% Heavy Attack Efficiency. Melee kills extend the duration by 0.5s. The remaining duration cannot exceed the maximum.
    • Energised Magazine - Instead spend 50 energy to toggle the ability, thereafter draining enemy to conserve ammunition at 100% efficiency. 
  • Expedite Suffering
    • Accelerant - Enemies affected will also have their Heat status effects expunged. +50% Status Chance on Warframe Abilities. 
  • Golden Instinct 
    • Baseline - Instead spawns as many sparks as there are rare items within range. The duration is now affected by mods. 
    • Golden Lure - Instead summon a single spark that will lead you toward the nearest rare item with unlimited range. The spark moves at 6m/s
  • Hideous Resistance
    • Resistance Aura - Base charges increased by 2x, but any ally within Affinity Range may consume charges to resist Status Effects.
    • Hideous Growths (Exilus) - The ability can now be recast to add charges. You suffer -15% move speed while you have in excess of 20 charges.
  • Marked For Death 
    • Already Marked - Performing a Finisher or Mercy kill will now trigger Marked for Death, dealing ▲[0.2 / 0.25 / 0.33 / 0.5x] Finisher Damage to nearby enemies.
    • Cascade of Death - Enemies damaged by Marked For Death will be likewise marked with a Lesser Mark, which has 0.5x strength. This effect can recur and diminishes each time.
    • Marked As Fragile - The target is now made vulnerable to Finishers. +100% Finisher Damage
    • Slow Death - The mark now stores ▲[20 / 25 / 33 / 50%] of damage the target receives and only explodes upon their death. 
    • Weakest Link - Marked target is instead immobilized and rendered immune for 20s. Enemies within 10m will have health in excess of the marked target's current health perentaged disabled.
  • Master's Summons
    • Grave Summons - The ability can now be held to respawn dead companions on a 60s cooldown.
  • Parasitic Armor 
    • Symbiotic Armor - Allies will also benefit from your Armor Reinforcement while within 15m.
  • Perspicacity
    • Honourable Thieves - Instead grant 100% chance to trigger auto-breach to all allied Warframes within Affinity Range on their next respective hack.
    • Shrewd Gambit - Instead expend 50 energy to gain 100% chance to Auto-Breach until you are detected by an enemy. Upon detection, the ability is disabled for 80s.
  • Rebuild Shields
    • Reinforce Shields - Instead reinforce your shields, reducing incoming damage to shields by 90% but preventing your shields from regenerating until your shield is broken.
  • Voracious Metastasis
    • Immunosuppressants - Hold the ability to drain 25/s to grant 2x the amount to allies within Affinity Range.
    • Metastatic Melanoma - Instead of granting health regen, stores 100% of damage taken for 4s. Upon expiration of taking lethal damage, restore health equal to the stored amount.

COMPANION AUGMENTS ( Transcribed)

Spoiler

FOLLOWERS

  • Huras
    • Baseline - Instead renders you imperceptible to biological senses, such as Vision, Vibration, Noise or Olfactory.

SENTINELS

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  • Diriga
    • Earworm - Your sentinel renders enemies within 15m harmless and compells them to follow you. All as one!
  • Djinn
    • Good Fortune - Enemies slain by your owner's Finishers have a [24 / 30 / 36 / 42 / 48 / 54%] chance to drop additional loot.
  • Nautilus
    • Anti-Grav Field - Your owner acts as if under the effects of [20 / 25 / 33 / 50%] reduced gravity.
  • Oxylus
    • Annual Vacation - Oxylus will deploy a folding chair for its owner when they begin Fishing that restricts basic movement. Enemies will acknowledge up to one vacation per [360 / 300 / 240 / 180 / 120 / 60s] - losing interest in you and rendering you undetectable until you enter combat.
    • Shock Prod - Whenever your owner performs a Finisher on an unalerted enemy, Oxylus first short-circuits any Shields, Barriers or Overguard effects protecting them and disables them for [1.25 / 2.0 / 2.75 / 3.5 / 4.25 / 5]s.
  • Shade
    • Baseline - Instead renders you imperceptible to robotic senses and disables/jams alarms in your current room.
    • Backup Decoy - Whenever your owner would breack stealth, Shade projects a holographic decoy nearby that attracts enemy attention for 3s. [30 / 26 / 22 / 18 / 14 / 10s] cooldown.
    • Backup Stealth - Whenever your owner would breack stealth, Shade overrides the interruption and grants 3s of unbreakable stealth. [30 / 26 / 22 / 18 / 14 / 10s] cooldown. 
    • Cloak and Dagger - Whenever your owner performs a Finisher on an unalerted enemy, Shade first renders the target invisible for [1.25 / 2.0 / 2.75 / 3.5 / 4.25 / 5s].
    • Sound Dampeners - Mutes all sounds within a [5 / 6 / 7 / 8 / 9 / 10m]-radius of Shade's owner.
  • Taxon
    • Quantum Redirection - Taxon deals [18 / 20 / 24 / 32 / 40 / 50] x Enemy Level true damage to attackers whenever they damage your owner's shields.
  • Wyrm
    • Blightwing - Your owner's Finishers have [150 / 200 / 250 / 300 / 350 / 400%] Gas Status Chance.

VEHICLE AUGMENTS ( Transcribed)

Spoiler

ARCHWING

  • Itzal 
    • Baseline - Invisibility granted by Penumbra is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods). Itzal is the Stealth Archwing.

NECRAMECH

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  • Bonewidow
    • [1] Meat Hook
      • Hook Line - Launch your Meat Hook up to ➲[25 / 40 / 60 / 75m] in the target direction, grabbing and reeling in the first enemy hit.
      • Meat Grinder - You will drain your hook victim's health to cover your ability costs at [5 / 4 / 3 / 2] health per 1 energy.
      • Meat Tenderizer - Launch your hook up to ➲[10 / 15 / 20 / 25m] in the target direction. Upon collision with an enemy or surface, launch yourself forward and deal Meat Hook's damage to all enemies within a 5m-radius on impact.
      • Walkies - Launch your Meat Hook up to ➲[10 / 15 / 20 / 25m] in the target direction, pacifying the first enemy hit and then dragging them around.
    • [2] Shield Maiden
      • Meat Shield - Casting Shield Maiden while an enemy is on your Meat Hook will deal them lethal damage and add ▲[0.5 / 0.75 / 1.0 / 1.5x] their maximum health to Shield Maiden's shield value.
    • [3] Firing Line
      • Infiltration Protocol - Instead perform a Codex Scan on each enemy hit. Versus enemies whose Codex Entry is completed, you instead hijack their senses and render yourself invisible to them for ◔[5 / 10 / 15 / 20s].
      • Siphoning Line - Bonewidow now siphons ▲[2 / 3 / 4 / 5%] of her maximum health from each enemy hit, inflicted as true damage.
  • Voidrig
    • [3] Gravemines
      • Gravemine Field - Instead of continuously launching mines that explode on contact or after 2.5s, you scatter Gravemines in ➲[1 / 2 / 3 / 4] consentric rings each with 5m diameter. These mines linger for ◔[20s]. 

RAILJACK AUGMENTS (aka WARFRAME HAPTICS)

Spoiler

Once you reach Rank 2 in Tactical, you can now spend Intrinsic Points to unlock the Haptic ability of your current Warframe. I have provisionally given this the price of 128 Intrinsics - but the value could be anything, and could even adjust based on how many Haptics you've installed. Remember: Haptics do not need to be equipped in your loadout.

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WARFRAME MODS  ( Transcribed)

Spoiler

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  • Block and Load
    • Rolling now completes your reload or restores [14.3 / 16.7 / 20 / 25%] of your current magazine. 10s cooldown.
  • Clone Rot (Exilus)
    • Ooze with black ichor when receiving damage, reducing the movement speed of enemies within 10m by 10% for 2.5 s for every [10 / 9 / 8 / 7 / 6 / 5%] of your maximum health taken in damage. Calculated before damage resistances. The debuffs stack but have separate timers.
  • Close Air Support (Exilus)
    • Gain [2 / 2.5 / 3 / 3.5 / 4 / 5%] Power Efficiency/s while airborne, up to 30%. The bonus is lost upon touching the ground.
  • Deadly Cadence
    • Casting an ability grants [1 / 2.5 / 5 / 5 / 10 / 10%] Power Efficiency for 10s, stacking up to [10 / 20 / 30 / 40 / 50 / 60%].
  • Force Nullifier
    • Gain an initial 50% reduced damage versus each damage type. The resistance is reduced by [10 / 9 / 8 / 7 / 6 / 5%] upon successive sources of the same damage type, down to 5%.
  • Hot Swap (Exilus)
    • Your abilities will now dynamically adjust to your current Ability Range and Ability Strength. +[14.3 / 16.7 / 20 / 25 / 33 / 50%] Ability Duration on Allied Buffs.
  • Infested Voracity (Exilus)
    • Gain 1% Attack Speed for 5s for every [6 / 5 / 4 / 3 / 2 / 1%] of your maximum health taken in damage, calculated before damage reduction. Bonuses stack but have separate timers.
  • Inspiring Aura
    • Allies within Affinity Range benefit from one your Passive ability. 
  • Mastery Precept (Exilus)
    • Accumulating 30,000 excess Affinity restores 100% Energy. Threshold is increased by [35,000 / 30,000 / 25,000 / 20,000 / 15,000 / 10,000] per activation.
  • Primed Capacitors (Exilus)
    • You gain 100% Power Efficiency on upkeep costs for the first [1.0 / 1.25 / 1.5 / 1.75 / 2.0 / 3s] after casting an applicable ability.
  • Primed Sure Grip (Exilus)
    • You may cast abilities with one-handed animations while on a zipline. These abilities drain [100 / 90 / 80 / 70 / 60 / 50 / 40 / 30 / 20 / 10 / 0%] more energy.
  • Repulsion Precept (Exilus)
    • Nullifier Bubbles now function as physical barriers. [0 / 2.5 / 5 / 7.5 / 10 / 15%] Ability Efficiency.
  • Spoils Aura
    • Your loot pickups (excluding resupplies) are shared with all active squadmates.
  • Sure Grip (Exilus)
    • You may cast abilities with one-handed animations while on a zipline. These abilities drain [100 / 90 / 75 / 60%] more energy.
  • The Golden Hand (Exilus)
    • Earn [5 / 6 / 7 / 8 / 9 / 10%] fewer credits. Gain 1% bonus weapon damage per 100 credits forfeited.
  • Turbulent Flow (Exilus)
    • You resist knockdowns and staggers while Aim Gliding. Resisting an effect will reduce reimaining Aim Glide duration by [100 / 50 / 33 / 25 / 20 / 16.7%]. 
  • Waterwalking (Exilus)
    • You can now walk on water. Gain [2 / 4 / 6 / 8 / 10 / 12%] Sprint Speed (doubled while Waterwalking).

WEAPON MODS ( Transcribed)

Spoiler

EHCOmVr.png

  • Archwing
    • Granum Magazine Extension (Exilus) - Increases your Magazine Capacity by [1 / 1.5 / 2 / 2.5 / 3 / 4%] for every unused Configuration Capacity. While in Atmospheric Mode, instead reduces Archgun Deployer Cooldown by [0.5 / 0.75 / 1 / 1.25 / 1.5 / 2s] for every unused Configuration Capacity. 
  • Bow
    • Guardian Quiver Extension (Exilus) - Increases your Arrow Capacity by [1 / 2 / 3 / 4 / 5 / 6%] for every unused Configuration Capacity.
  • Ghoulsaw
    • Viva la Vivisection - Scoring [10 / 9 / 8 / 7 / 6 / 4] melee kills within 3s will open all other enemies to Finishers for [3s]. Finishing an enemy will refresh the opening duration.
  • Heavy Blade
    • Sanguine Spree - Enemies are always open to Finishers and Finishers with the Ghoulsaw have a [16.7 / 20 / 25 / 33 / 50 / 100%] chance to dismember.
       Gain 5% Attack Speed for every bleeding enemy within 50m.
  • Melee
    • Granum Chargé (Exilus) - Increases Initial Melee Combo by [1 / 2 / 3 / 4 / 5 / 6] for every unused Configuration Capacity.
    • Guardian Reflexes (Exilus) - Increases Heavy Attack Efficiency by [0.5 / 1 / 1.5 / 2 / 2.5 / 3%] for every unused Configuration Capacity.
  • Parazon
    • Blood for Blood - Mercy doubles your current Melee Combo.
    • Hook Shot - Use your Parazon's grapple to gain +15m targeting range on mounting a zipline. 
    • Life Link - Use your Parazon's grapple to avoid a lethal falling. 30s cooldown.
    • Power Siphon - Successful hacks spawn an Energy Orb.
    • Untracable (Official) - Invisibility granted by Untracable is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods).
  • Rifle
    • Guardian Ammo Drum (Exilus) - Increases your Maximum Ammo by [1 / 2 / 3 / 4 / 5 / 6%] for every unused Configuration Capacity.
  • Shotgun
    • Granum Shell Compression (Exilus) - Increases your Maximum Ammo by [1 / 2 / 3 / 4 / 5 / 6%] for every unused Configuration Capacity.
  • Skiajati
    • Baseline - Invisibility granted by Finishers is now binary across all tilesets and factions - alarm systems will not detect you if you are invisible (i.e. without the need of additional mods).
  • Sniper Rifle
    • Bullet Time - Headshots while scoped can now trigger Finishers, dealing Finisher Damage with a base modifier of [2 / 3 / 4 / 6 / 8 / 10x]. These shots are cinematic.
  • Speargun
    • Hullbreaker - Direct hits with a Speargun's alternate fire will instantly shatter the target's shields as well as [16.7 / 20 / 25 / 33 / 50 / 100%] of their armor. 
  • Sword and Shield
    • Counter Strike - Blocking a ranged attack has a [16.7 / 20 / 25 / 33 / 50 / 100%] chance to deflect it toward your cursor and apply your Melee Damage multiplier. 
  • Whip
    • Cracking Defense - Blocking angle increased to 70°. Blocking a projectile has a [16.7 / 20 / 25 / 33 / 50 / 100%] chance to deflect it toward you cursor and apply your Melee Damage multiplier. 

COLLECTION METRICS

Spoiler

 

eTwwq65.png

CHANGE LOG

Spoiler

May 18th - Volume 29

Spoiler

New

  • Augments
    • Atlas' Faceted Fists and Rock 'em, Sock 'em
    • Banshee's Concussive Waves
    • Baruuk's Tempered Storm (Exilus)
    • Caliban's Jumpstart Shields (Exilus)
    • Ember's World On Fire
    • Excalibur's Slash Waltz
    • Gauss' Powered Rush (Exilus)
    • Gyre's Capacitive Resistance
    • Helminth's Already Marked and Slow Death
    • Hydroid's Groundswell (Exilus) and Impressionable Swarm
    • Ivara's Prowling Projectile
    • Mesa's Ballistic Bloat
    • Mirage's Solstice
    • Nekros' Fight, Flight or Freeze
    • Nova's Portal-Minded and Molecular Attunement
    • Nyx's Hive Mind and Mind Interface
    • Oberon's Hallowed Aura
    • Octavia's Squad Maestra (Eximus)
    • Protea's Grave Anchor and Temporal Magazine
    • Sevagoth's Winter Gloom
    • Shadow's Lifetap
    • Titania's Friend of the Forest and Razorbloom
    • Trinity's Specter of Life
    • Valkyr's Permanent Injury
    • Vauban's Living Bastille
    • Volt's Electrostatic Repulsion 
    • Zephyr's Converging Winds
  • Updates
    • Equinox's [1] renamed Dawn / Dusk based on community feedback.
    • Equinox's Solstice renamed Nightfall / Daybreak.
    • Nova's Molecular Attunement renamed Excited Molecules.
    • Vauban's Asteroid Belt and Event Horizon now specify that Bastille / Vortex can be separately augmented.

April 2nd - Volume 28

Spoiler

New

  • Augments
    • Rain Cycle Cooperative Set (Hydroid's Upsurge and Zephyr's Downburt)
    • Atlas' Radial Petrify
    • Bonewidow's Hook Line, Infiltration Protocol, Meat Tenderizer and Walkies
    • Caliban's Ingenious Progeny
    • Citrine's Percussive Blast and Prismatic Focus
    • Ember's Heat Death
    • Hydroid's Overflow
    • Ivara's Prowl Protocol
    • Nova's Molecular Attunement
    • Styanax's Axios Strike and Breaching Javelin
    • Titania's Razorbloom and Spell Bounding
    • Wisp's Fae Etiquette and Grave Surge
    • Wukong's Defiant Force, Defiant Jab and Defiant Shield
    • Zephyr's Downburst
  • Baseline
    • All sources of Stealth are now binary with respect to tileset and enemy faction - you do not need to remember which alarm systems you can and cannot bypass.
      • This affects Ash, Itzal, Ivara, Loki, Parazon (Untracable Mod), Skiajati (Melee Weapon),
      • This is with the exception of Huras (versus organics only) and Shade (versus robotics only). 
    • All forms of mobility can now collect Citrine's Crystal Fragments, Vitoplast and other similar collectibles. I think it's great that DE has started adding mobility objectives - but at the moment most forms of mobility are excluded (most notably Titania). In a hypothetical timeline where this kind of augment system exists (and mobility options are granted to other frames through mods) - I think modding into mobility should be a viable option. 
      • Not including Warframes that are modded in this collection, this change should benefits Hydroid, Revenant and Wukong.
  • Companions
    • Nautilus' Gravity Field
  • Parazon
    • Hook Shot
    • Life Line
    • Power Siphon
  • Railjack
    • First Draft - Baruuk, Chroma, Ember, Excalibur, Frost, Gara, Garuda, Grendel, Gara, Inaros, Lavos, Limbo and Loki
    • Incomplete - Ash, Banshee, Harrow, Ivara, Mesa, Mirage, Nekros and Nezha
  • Warframe
    • Block and Load
    • Force Nullifier
    • Hot Swap
    • Primed Capacitors
  • Weapons
    • Archgun - Guardian Magazine Extension
    • Melee - Granum Chargé, Guardian Reflexes
    • Primary - Granum Shell Compression, Guardian Ammo Drum, Guardian Quiver Extension
    • Secondary - Granum Capacitor, Granum Trick Mag, Guardian Slip Magazine
    • Speargun - Hullbreaker

Updated

  • Heavy Blade's Blood Rush renamed Sanguine Spree.
  • Hydroid's Overpass renamed to Overcast.
  • Hydroid's Sunken City renamed Upsurge and integrated in the Rain Cycle Cooperative Set.
  • Nova's Roche Limit renamed Photon Sphere.
  • Vauban's Singularity renamed Roche Limit. 
  • Wukong's Storm Walker renamed Storm Cloud.

Retired

  • Parazon's Contempt for the Weak (I mistakenly thought the existing Malicious Code triggered on hacks).

March 3rd - Volume 27

Spoiler

New:

  • Ash's Rolling Guard, Blinding Powder, Boundless Teleport, Lingering Smoke, Shadow Haptics, Shadow Step
  • Atlas' Boulder Toss, Hungry Earth, Reduce and Reuse, Rowdy Rumblers, Rubble Rousers, Stone Slingers, Stoneborn Subjugation
  • Bonewidow    Hook Line
  • Chroma's Aurelian Armor, Dragon's Hoard, Focused Fire
  • Equinox's Impasse / Deadlock, Inspire / Defiance, Lunar Rush / Zenith Blade, Polar Night / Midnight Sun, Prime Meridian, Solstice (Exilus)
  • Gara's A Thousand Cuts, Swift Vitrification
  • Garuda's Blood Thirst (Exilus), Blood Tithes, Brutal Charge, Dreadful Fetish, Exploit Meridians , Ferroplague, Insatiable Fetish, Rain of Blades, Rending Talons, Steel Bloom, Tides of Blood
  • Grendel's Caustic Spittle
  • Hildryn's Rolling Guard
  • Hydroid's Storm Surge, Sunken City
  • Khora's Choke Bombs, Strangle Hold
  • Mesa's Aggravated Battery, Anti-Personnel Battery, Choke Hold, Hammer of Dawn, Hindsight First, Lone Ranger, Long Arm of the Law (Exilus), Mesa's Rolling Guard, Shooting Range, Upperhand
  • Nezha's Powered Walking (Exilus), Retrograde
  • Nidus' Benevolent Link, Caustic Link, Diminishing Link, Endless Virulence, Ravenous Recall, Virulent Payload
  • Nova's Alcubierre Drive, Antimatter Strike, Atmospheric Breach, Baseline, Particle Shredder, Rosenberg Bridge, Tractor Beam
  • Revenant's Blind Reave, Reaver Storm, Subjugate
  • Rhino's Crash Aura
  • Saryn's Benevolent Spore
  • Styanax's Piercing Javelin
  • Titania's Queen's Blessing, Tributaries
  • Valkyr's Swing Line (Exilus)
  • Wisp's Searing Visage
  • Wukong's Storm Walker (Exilus)
  • Xaku's Rolling Guard
  • Yareli's Ocean Derby (Exilus)

Updated:

  • Baruuk
    • Acolyte of Fire is now an Exilus mod.
  • Ember
    • Ember's Healing Flames now Overheals (baseline change)
  • Equinox
    • Solstice is now a baseline effect - both forms are now separately configurable.
    • Equinox's Daybreak / Nightfall mods renamed Silent Night / First Light. Effects are now tied to [1]'s temporary passive.
    • Equinox's Celestail Convergence effects now tied to [1]'s temporary passive.
    • Equinox's Weighted Scales now adds a 60s cooldown.
  • Harrow
    • Harrow's Penance now Overheals (baseline change)
  • Hydroid
    • Storm Surge is now an Undertow augment. Renamed Overpass.
  • Khora
    • Barbed Fence is now an Ensnare augment.
  • Loki
    • Radial Pacify now hijacks enemy alarm systems instead of destroying them.
  • Mesa
    • [3] ability reworked. Renamed Equalizer.
  • Nekros
    • Necromancer Set separated into two non-set mods.
      • Rise, Abominations! reworked into Unruly Dead.
      • Wake the Dead reworked into Defile.
  • Nova
    • Ace in the Hole no longer absorbs incoming damage. 
    • Escape Velocity (official augment) now has an additional effect.
    • Metamaterial Halo is now a Null Star augment (previously Worm Hole augment).
    • One in the Chamber now modifies its own damage instead of absorbing incoming damage.
  • Trinity
    • Trinity's Blessing now Overheals (baseline change)

Retired:

  • Atlas' Stone Warden was too similar to the official 'Rumbled' Augment.
  • Equinox's The Twins (too similar to the official Duality mod).
  • Parazon's Requiescat in Pace

February 3rd - Volume 26

Spoiler

The following changes are relative to the last post I made on Reddit. Or, if you've been following me on Reddit - this is new!

New Baseline Changes:-

  • Cold now stacks up to 100%.
  • Ember's Passive stacks now have individual fall-off timers. 
  • Frost's Passive now interacts with reworked Cold.
  • Grendel's Digestion Damage is now affected by Efficiency; Pulverize Damage now scales with Enemy Level.
  • Hildryn's [1] and [4] weapons are now distinct. 4's weapon is now available even if [1] is subsumed. 
  • Hydroid's Melee Tentacle is now affected by mods (previously part of his Test of Spirit Augment).
  • Inaros' Scarab Swarm damage now stacks (previously part of his Burn the Corpses Augment).
  • Loki's Decoy now has better stats and can be spawned Wall-Latched.
  • Mesa's [2] and [3] abilities adjusted to provide distinct use-cases, rather than both being passive defensive steroids. 
  • Oberon's Renewal now grants Overhealth; Hallowed Ground tooltip updated.
  • Voruna's [2] and [4] are now tagged as Melee Attacks.
  • Wisp's Shock Motes interact differently with Ability Range to hopefully reduce disruption caused.
  • Wukong's Celestial Twin now scales with Ability Strength.
  • Yareli's damage reduction from Merulina now uses Merulina's health bar.

New Augments:-

  • Atlas' Faultline and Ore Gaze 
  • Baruuk's Astral Form, Stay and Listen and Transcend Set (Pristine Chassis, Pristine Neuroptics and Pristine System)
  • Caliban's Manifold Aura and Sentient Recall
  • Chroma's Apocalypse, Draconic Plating, Ire of Dragons and Overpower
  • Ember's Flame Cloak and Unquenchable Fire
  • Grendel's Endless Nourishment
  • Hildryn's Elemental Haven, Kinetic Haven and Scrap Cannon
  • Ivara's Play of the Game
  • Loki's Finders Keepers and Fly on the Wall
  • Mesa's Bullet Time and Showdown
  • Nova's Event Horizon, Nova's Particle Accelerator and Nova's Roche Limit
  • Oberon's Green Haven, Herne's Bow, Horn of the Wild and King of the Hunt
  • Revenant's Last Caress
  • Saryn's Plague Carriers
  • Styanax's Blot out the Sun
  • Titania's Taserflies
  • Voruna's Eternal Descent, Glimpse of Dynar, Lycath's Domain, Lycath's Frenzy, Olfactory Sense, Taste of Blood, Ulfrun's Duress and Ulfron's Maw
  • Wukong's Calamity Set (Celestial Arsenal and Redundant Immortality)
  • Yareli's Power Rails
  • Zephyr's Eye of the Storm and Harpy's Descent

New Augment Type:-

  • Railjack Haptics - The eventual goal is one per Warframe. 
    • Hydroid (Captain)
    • Mag (Captain or Gunner)
    • Nova (Captain)
    • Rhino (Captain or Gunner)
    • Sevagoth (Captain)

Retired Augments:-

  • Grendel's Absorb-a-Lot, Caustic Spittle and Nourishing Banquet (as they all became baseline features in his rework).

Eternalism Shards

What if the opportunity cost for augments was "which augment do I pick?" rather than "can I afford to run an augment"?

Mods are currently used to deliver two gameplay systems: progression (or player power) and personalisation (or customization).

  • Progression refers to your ability to progress through the difficulty levels of the game - upgrading from Flawed to Primed; with and without a Catalyst; with and without Endo and Forma.
  • Personalization refers to the ability to curate a Warframe's gameplay to suit your playstyle - e.g. having the Artemis Bow fire in a wide volley versus a single accurate snipe, or for Mirage to build around her doppelgängers (strength and duration) or her minefield (range and economy).

Unfortunately--except where a personalisation is considered mandatory for a Warframe to be viable--personalisation usually gets sacrificed for the sake of progression.

We've seen the addition of Exilus slots, Warframe Arcanes and--most recently--Archon Shards*. The obvious continuation here is to add Augment Slots - and many players have had this idea before me. However, I've been informed that DE is against the idea on principle. So, limiting the scope to within the existing systems - I think that augments would benefit from having the option to convert them into Shards. This would not only this increase the availability of Augments to Warframes, but it would also address some of the complaints players have raised with the accessibility of Shards.

*In fact, with the addition of Archon Shards, I've found myself able to comfortably socket augments into more Warframes by swapping mods (such as Natural Talent) for their equivalent Shard.

Proof of concept for progression and personalization as separate systems:

Spoiler

Atlas Reactor and Risk of Rain are both good examples of games where personalization is a standalone system to player power. Like Warframe, each game features a roster of characters with unique abilities. Similar to the goal of Augments, both games also allow players to customize their kits on an ability-by-ability basis. For example: a character that can deploy mines has the choice between having mines that deal increasing damage the longer the mine is idle, or mines that have legs and chase enemies. 

r/Warframe - Self-Indulgent Augment Mods | Season 2

Example: Risk of Rain 2 | Note: power progression is handled by in-game equipment.

r/Warframe - Self-Indulgent Augment Mods | Season 2

Example: Atlas Reactor | Note: there is no equivalent of power progression as this is a PVP tactical game.

World of Warcraft' patch tweaks classes, updates the talent system - Polygon

Example: World of Warcraft | Note: Specific choices are level-gated. Power progression is handled by level and items.

7PvytXX.png

Warframe already has its own example of personalization as a separate system: Incarnon weapons.

I also think you could work-in Eternalism to create some interesting lore and quests behind the proposed change. Eternalism asserts that there is another reality where your least favourite Warframe was constructed differently. Access those realities, Tenno. Warframes that are oft-requested to receive reworks--such as Loki, Oberon and Chroma--could receive alternate-reality story quests that unlock new Augments/Eternalism Shards. This has the added benefit of allowing Warframes to be reworked without imposing a disruption on existing fans. Gun Platform Chroma and Dragon Aspect Chroma could be two distinct sets of abilities. 

Currently: abilities can only be Augmented once for a total of five in a single build: one [Passive] augment; one [1] augment; one [2] augment; [3] augment and one [4] augment. This would remain true for Shards, unless otherwise stated (e.g. I thought it'd be neat if Xaku had the gimmick that their Accuse, Deny and Gaze could be separately augmented). 

Nq0PlqR.png

My proposed implementation of the Eternalism Shard system:

Spoiler

Acquire the Shard Fabricator Segment for your Foundry and gain the ability to Forge 'Eternalism Shards' using Augment mods (from Chipper, obviously, eh @(PSN)Pablogamer585
?). This would use a similar interface to crafting a Focus Lens - wherein you first select that you wish to craft an Eternalism Shard and then select a maxed Augment mod from your collection. This will consume the Augment and also imposes a crafting time bottleneck - with a forge time between 6-24 hours depending on what feels appropriate relative to other content. 

Eternalism Shard Blueprints could be a "rare" loot item, similar to Forma Blueprints; or something bought with Syndicate reputation, similar to Relic Packs; or something bought from a Open World Vendors; added to Sortie/Archon Hunt drop tables; or available from a void-related vendor on the Zariman. Or the blueprint could be reusable, and the trademarked-grind would be sourcing a rare resource--such as the existing Void-related resource such as Argon Crystals, Void Trace or Aya--or something newly added with the update. Or even both - maybe you need to farm the blueprints AND a rare resource.

As implied above when discussing alternate-reality quests - it is not a requirement that all Eternalism Shards begin their life as Augment Mods. Specific vendors could outright sell Eternalism Shards and skip the Augment Mod step.

Aura Augments would be exempt from being converted into Shards as their opportunity cost is explicitly competing with other Aura Mods. Railjack Augments would similarly be exempt.

Ideally though - Augments need to be config-specific and Shards are currently managed per-Warframe in Helminth. Thus, I propose that Shards are now part of the Warframe Config in your Arsenal. This is contrary to the above concept art, which depicts Eternalism Shards in the current Shard system. You must now visit Helminth to install Shard Adapters - 50% Bile each, up to 5 per Warframe. Shards remain only usable by a single Config at a time - but as an accessibility feature, I think the system would benefit from a "return all Shards to your inventory" button.

As with existing Shards, Exilus Adapters, Arcanes and Orokin Reactors/Catalysts - this suggestion is made with the full awareness that it provides an initial amount of power progression. Frames that currently use a lot of augments suddenly have a lot of free mod slots (e.g. your average Mirage build suddenly has 2-3 freed-up slots), and frames that currently don't use a lot of augments suddenly get free upgrades to their abilities (e.g. Saryn's will likely run Revealing Spores, Regenerative Molt and Contagion Cloud just because she can where she doesn't have space normally). But I think this is an acceptable amount of power-creep to enable all the potential new content. Considering the number of Warframes that comparison sites have in "average tier".

Amber, Azure and Crimson Shards ensure that all Warframes have something to socket in their shard slots from day 1 - i.e. DE doesn't have to have a lot of augments ready immediately.

An added benefit to this is that it 'simplifies' Warframe builds in a way that I think would be appreciated by both new players and veteran players. All alternative builds and playstyles provided by Augments now have the same Configuration limit. "Max Strength", "Max Range", "Max Uptime" and "Full Tank" would now have consistent definitions that would more easily translate between different Warframes. Ideally different playstyles offered by Augments would have different best builds — e.g. Support Wisp generally prefers Max Strength and all other stats are irrelevant because her Motes have no duration; but a DPS Wisp might prefer an Uptime build — but both builds should have and be balanced around 8 mod slots to work with.

An alternate implementation that may better address the per-config:

Spoiler

Instead of Eternalism Shards, you could instead have a single Eternalism Implant/Adapter that allows you to customize your Warframe like an Incarnon weapon. As depicted below, there's no requirement for these to be a tree. Unlocking specific "branches" could require the completion of miniquests - e.g. you need to demonstrate "mastery" with a specific ability before you can explore the multiverse for alternative abilities. These slots should accept existing Augment Mods, or else there should still be a means of converting Augment Mods into Incarnon options. 

This system has the benefit of more readily communicating the Augment Limit.

HRuUeCn.png

The above image is based on my own Thermal Sunder Harrow Loadout. I have replaced his first ability with Gauss' Thermal Sunder and decided to depict the Helminth ability with an Helminth-orange colour, instead of the Eternalism-green of the other abilities. 

YNC9RI0.png

I have referenced Atlas Reactor as an inspiration for an independent Augment system but I've neglected to mention that Atlas Reactor's abilities all come with a default augment. That is to say - the version of the ability you first utilize in-game is already augmented and thus any new augment you wish to socket inherently requires a sacrifice to something you're used to. Some "Default Mods" are as simple as +3 Range that you may not notice when you swap-out, whereas some are feature more comprehensive "This ability has 2 charges" that you will immediately notice when you opt to have only 1 charge of the ability in order to use another effect.

Similarly, some of Warframes' more powerful abilities could feature a Default Augment. In the above example - I have elected to have Cloud Walker's Invisibility be the Default Augment. If you wish to swap to Enveloping Cloud (or one of my custom Cloud Walker Augments), you would need to sacrifice being undetectable - enemies will instead notice the cloud and react to your presence, even if they cannot target you.

I'd like to take this opportunity to thank the hundreds of players who contributed on Reddit or spoke with me in-game, and you for reading!

Edited by 3mptylord
Fixing broken Baseline Changes image from Volume 29
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Love the idea, always a fan of getting more options, though this one should be limited to one per Warframe. Usually 2-3 shards make up for one mod, but this would be one shard for one mod, I can already see the powercreep whiners sh*tstorming the thread. If they would add it, I'd be happy personally though. 

Also, you put a lot of work into this forum post, props to that and thank you!
 

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1 hour ago, (PSN)c1234567890alvi said:

Love the idea, always a fan of getting more options, though this one should be limited to one per Warframe. Usually 2-3 shards make up for one mod, but this would be one shard for one mod, I can already see the powercreep whiners sh*tstorming the thread. If they would add it, I'd be happy personally though. 

Also, you put a lot of work into this forum post, props to that and thank you!
 

Presently there's a limit of one augment per ability - I hadn't intended to change this. 

I fully expect there to be an initial power creep - I think that's unavoidable. But-- I would hope that it's worth it. 

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i definitely, as you should expect, went tl;dr on this.

however, all it takes is looking at your list of Augments in order to see where you're going with this.
okay, if you're thinking of expanding Augments that much, then having dedicated space to put them makes sense.

it's super unlikely to happen because you're essentially suggesting creating 3 additional sets of Abilities for every Warframe - super cool and i like it, but we can be pretty sure is never going to happen because of the complexity.

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15 hours ago, taiiat said:

i definitely, as you should expect, went tl;dr on this.

however, all it takes is looking at your list of Augments in order to see where you're going with this.
okay, if you're thinking of expanding Augments that much, then having dedicated space to put them makes sense.

it's super unlikely to happen because you're essentially suggesting creating 3 additional sets of Abilities for every Warframe - super cool and i like it, but we can be pretty sure is never going to happen because of the complexity.

This is my fan art - if I allowed the likelihood of it happening to influence me, I wouldn't have anything to do!

But I do think this is the best way to implement reworks for older Warframes - optionally!  

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You own my like, for your work, effort and dedication to coming up with a system that makes a intrinsic aspect of the game that has been in declive for maaaany years, better.
Now then, you also get my criticism with it.

  • First; titles.

The title of an article, or thread in this case, has to resume the idea behind it, normally with a quote of itself or just a small brink of the entire thingy. Yours, is pretty excessive.
However the title you've chosen does work perfectly as the header of your post, or a sub-title. It is a good wrap up of what you've done, but it's too big for a title!

 

  • Second; structure.

I too have done pretty lengthy posts, matter of fact I've got one with as many spoilers as warframes are in the game so I know where am I coming from when I say this: you should hide all the Warframe augments dropdowns (spoilers) inside of another spoiler. It does reduce the visual load for the reader and makes it look cleaner.

 

With the itsy-bitsy-picksy things that will probably raise more than one eyebrow due to their "out of place-ness" out of the way, no I'm no grammar police, expert, or professor in any shape way or form, (matter of fact, hated it as a subject), I can comment on the actual important things.
[Though, I'm a Junior Fullstack Developer, so I love making good looking UIs]

  • First (now for real); Personalisation.

Personalisation, as you describe it, seems just the modification of abilities via mods to focus on one or another (as in frame powers).

To me personalisation is (1)the ability to build an entity using the different mods game offers so it plays differently, effectively changing the functionality and effectiveness orientation of the object, within its limitations. For example building a rifle to be x but do x something better, or building it to be y but be more y.
Make of X and Y what you prefer, as they are generified placeholders.

You might say that what you've described and I've just said are the same, however, there are a few "shades" I'd like to point out about how I see personalisation.
To personalise a frame to me is not just to focus on their abilities but any of the listed aspects.
To personalise a weapon, follows pretty much the same. It's not just the damage but the mag size, controllability, "feel" of the weapon that I can attain.

And this, doesn't work as I (1)think it should. A good chunk of the existing mods do serve null purpose and the "gameplay variation" they offer is useless.
If entities (frames, weapons, pets...) had some sort of "skill tree" to select and deselect things from similar to older focus Schools, maybe this wouldn't be the case.

Spoiler

As a matter of fact, for Duviri a few leaks have "revealed" that some weapons and the Drifter will have something like this, similar to the Incarnon ones.
Though sadly I am willing to bet people will chose offensive perks over anything because the rest is, more often than not, worse or not worth it.

 

  • Second; The shard dilemma.

While the idea described seems fitting as an endgame resource that a player honestly deserves, I see one major flaw with it.
This flaw that I've pondered on a couple times on a thread of mine, is the problem with infusing augments.
The shard system allows to have in all configs of your frame a +% of whatever you've chosen to make the shard give, if the same where to be done with augments, all your configs would have the effect of those augments on them.

This, I see as problematic because instead of making the build more personalised, it sort of generalises the frame to work a certain way all the time.
That is why I didn't like the original idea of infusing augments onto the frame so they didn't take any space or yara yara, and it is why this same concept, despite being feasible, can become restrictive. The idea behind having different grids of mods to select from is precisely to have a quick way to change how the object works, sometimes entirely (Again, within the given "limits" of the entity).

If you make it so all grids get this "more special effect" that is an augment... I think you understand where am I going with this.

----------

Now then if I were to give someone the "Shard converter foundry segment", it definitively is Chipper.
Like, come on, he's the only person expert enough to twinkle with these weird symbiotic glass stuff, it's only fair he has the knowledge to create something that can also manipulate them for us!

I'd like to dig deeper on a few things from this section though, for example in your proof of concept you show 4/6 Eternalism shards, which I guess is tied to the amount of augments a frame has and doesn't mean there's a limit as to how many shards can be crafted before being equipped?
If it were the second, I think having a limit as to how many can you build (before spending them), is actually a nice thing.

Now, the building cost for these seems... cheap. I wouldn't mind if they were pretty expensive or used very particular resources that are harder to obtain.

Blueprint obtaining seems too easy? We are talking about a pretty much game-changing object being as rare as a forma blueprint.
Forma blueprints are normally among the most common goods a relic can contain. Doesn't quite match what I'd consider it worth.

Then comes the part that technically fixes what I mentioned at the start of this second point, which is making shards be grid-separated / config-only.
How exactly, do you envision this should be done? A frame to be able to equip 15 different shards?
They only have one body at that point they'd look more like a Hellraiser creature than a frame. Configs are more like "memorising" a thing to use it. Shards are physical.
Idea behind making shards config specific isn't bad, but considering the trickiness behind the shard system, this is too complicated.

In a way, this is effectively giving a frame 5 augments slots per grid, but sugarcoating it as "shards". (I bet they taste like mint)
It's even more op than a dedicated augment slot.

That said, to end this part, you say "appreciated both by new players and veterans"?
How exactly is a new player going to "appreciate" a system that requires him to go over all the adventures of the game first to unlock it?
By the time he has ended the Second Dream he pretty much stops being a new player, even less after The New War.
Just a thought.

 

  • Third; what the-.

Alright, first thing is first, going over the points you made, only a few I feel I want to touch.

"Optional reworks". Certain augments sort of achieve this by making the frame work as we wish they did. As you mentioned this is the case of Despoil, but an augment shouldn't be a "rework" of a frame, as much as an alternative way for something to function, be it partially or entirely.

"More exalted weapons" falls under the exact premise as "optional reworks". I shouldn't need an augment to mod my exalted weapon.
The frame should change so it can be done on the arsenal UI instead of ME requiring to do more things just so I can do what should be doable by default, period.

"Cooperative sets" Augments sets sounds super good, but cooperative sets are... weird. Yes the idea behind them is good, but again cooperation in Warframe isn't... all that fruitful or common, moreover since if an ability someone else used to perform to benefit you is now part of a system that allows it to be on your frame.
And then, you'd need to run a premade squad for these to work, or, you could make an spectre that has it so you don't need anyone with you.

"Alternate exalted weapons" is rather complicated from a coding perspective. Although initially augments were mods containing entire abilities on them, this was changed eventually to be what they are now (sort of a + to an existing feature). This means not only to make alternate code for another weapon that should override the main one a frame has, but also to come up with ways for this one to work with the rest of a frame's kit.
It also changes part of a frame's thematic, which imo is the most controversial part. If you want to be a bounty hunter but not use a bow... then don't use it and bring another weapon. Not because Ivara has a bow as her exalted weapon does it mean you have to use it. You have another 3 weapon slots for that.

"Aura augments" don't sound feasible. Sounds like a free of cast ability that affects allies within range. There are abilities that already do the work of an "aura" without being one. And they obviously have a cost. Otherwise, it's a totally free upgrade.

"Haptic augments" sound hyper abstract. "They don't need to be equipped but be part of your collection".
Where do I even select when do I want to use it? What one do I want to use? Is it forced based on my frame choice?

"Mods to enhance open world experience" so.... Oxylus? You know, the little sentinel fella that follows you around and is an expert at helping with tasks such as botany, fishing, and so... ok maybe he's not that good when it comes to hunting or mining but it's not like I'm going to spend a mod slot for that when I can have him!

Now, I've also read a good amount of the augments you've designed, some are better some are worse, but I won't judge every single one of them.
"I design my mods under the assumption that the goal is personalisation. I would like to ask that you suspend any concerns about being competitive with existing builds and think only if you would enjoy the gameplay"
To put it bluntly, a reasonable amount of them seem like they'd have a place on regular everyday gameplay allowing for different takes on certain abilities, such as the 4 Solar gate augments. Your creativity really has limits, but far, far away from here.

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3 hours ago, (PSN)Pablogamer585 said:

However the title you've chosen does work perfectly as the header of your post, or a sub-title. It is a good wrap up of what you've done, but it's too big for a title!

Yeah, I intended it more as a subject/summary/subheader - but there isn't really a field for that on forums. I suppose I could put it as a quote underneath the header - but I wanted to make it clear that this thread was proposing a systems change and not just a collection of augment mods.

3 hours ago, (PSN)Pablogamer585 said:
  • Second; structure.

I too have done pretty lengthy posts, matter of fact I've got one with as many spoilers as warframes are in the game so I know where am I coming from when I say this: you should hide all the Warframe augments dropdowns (spoilers) inside of another spoiler. It does reduce the visual load for the reader and makes it look cleaner.

I wasn't aware you could put spoilers inside of spoilers on this platform. That said, I fear that reducing that particular visual load would also hide the amount of work I've put into it. As with previous comments, the "holy moly" is somewhat part of the pitch. When using Reddit to aggregate initial feedback - a lot of players didn't appreciate the scope of what I was suggesting. I would get people thinking I'm a Saryn fanboy just because the thread they clicked on happened to be the one where I was handling Saryn. I want it to be clear from the offset that I'm trying to please everyone! 

3 hours ago, (PSN)Pablogamer585 said:

You might say that what you've described and I've just said are the same

Haha, yes, I was going to say that - at least pointing at my Mirage example. At the moment Frost is pigeon-holed into being "good at defending immobile objectives" - so when creating augments for him, I mainly focused on playing into his Frost Mage fantasy. Frost's damaging spells are actually fun to cast - they just don't really achieve anything. I also added augments that changes how you use his current abilities--e.g. his Snow Globe augment that makes them similar to Volt's Barriers--as well as some that stay within his Defense-niche but make him better at defending in modern missions (static defense targets pretty much don't exist in any content made in the last 5 years).

I don't want to assert there's any correct way to play Frost - which is part of why I'm suggesting to separate Augment Mods from Warframe Mods.

Frames like Volt already have distinctive Gun Platform, Burst Mage and Support/Rush playstyles innately available in his kit - and they all scale differently and so support different builds. Not every Warframe was designed with such innate variety - and Augments would be a way of allowing players to tweak this.

The Icarnon system would be interesting as an alternative - I just fear that this system would necessitate more upfront work, whereas a reworked augment system can be added to over time. Heck, DE could even have Tennogen Augments. 

3 hours ago, (PSN)Pablogamer585 said:

This flaw that I've pondered on a couple times on a thread of mine, is the problem with infusing augments.

Am I understanding these few paragraphs correctly: your issue is that Shards are per-Warframe and not per-Config? I share this concern and I raised the issue within my thread. Ideally Shards should be saved per Config. Having Shards be per-Warframe does directly contradict the goal of customization - at least for players who don't own multiple copies of Warframes. (Although I'm reaching the point where I might need a second copy of Nekros, because I already use all 5 of the available Config slots). 

3 hours ago, (PSN)Pablogamer585 said:

 

I'd like to dig deeper on a few things from this section though, for example in your proof of concept you show 4/6 Eternalism shards, which I guess is tied to the amount of augments a frame has and doesn't mean there's a limit as to how many shards can be crafted before being equipped?
If it were the second, I think having a limit as to how many can you build (before spending them), is actually a nice thing.

That image was created when there was only 6 total Wisp Augments (between my own and the official ones). It was only meant to convey how many of Wisp's Shards you had unlocked. I have no specific opinion on a hording limitation - although having a system similar to Argon Crystals would be neat (where you farm them as you need them, because they otherwise decay) or just having a hard limit on unforged shards. But the limit shown was just meant to be a completionist counter. I'm up to 12 fan-Augments for Wisp now, so if I were to remake the image - I suppose it would be 4/14 (I think Fused Reservoirs and Critical Surge are her only two official augments). 

3 hours ago, (PSN)Pablogamer585 said:


Now, the building cost for these seems... cheap. I wouldn't mind if they were pretty expensive or used very particular resources that are harder to obtain.

They were given as arbitrary examples, to be honest. Tying them to an existing "rare" currency, such as Void Trace, just seemed like a good way to integrate it into the existing gameplay systems. People already run relic missions for Forma Blueprints and Ducats. I don't want to dilute the matchmaking pool by sending players to new locations.

The blueprints could be available from Teshin on a rotation, similar to Umbra Forma. Or from Nightwave. Or replacing the less popular Sortie rewards. I have a separate suggestion for an Open World environment set in space and introduced "Blue Kuva" as a new currency - it could use that. There's really too many possibilities and I don't think I would be qualified to say what is a fair price and what is a good source for BP/resources required to pay the price.

3 hours ago, (PSN)Pablogamer585 said:

That said, to end this part, you say "appreciated both by new players and veterans"?

That was only really referring to build diversity. You are correct that unlocking Shards is very late-game - so perhaps that point is moot. 

3 hours ago, (PSN)Pablogamer585 said:

"Cooperative sets" Augments sets sounds super good, but cooperative sets are... weird. Yes the idea behind them is good, but again cooperation in Warframe isn't... all that fruitful or common, moreover since if an ability someone else used to perform to benefit you is now part of a system that allows it to be on your frame.
And then, you'd need to run a premade squad for these to work, or, you could make an spectre that has it so you don't need anyone with you.

It is my understanding that spectres are unmodded? That's beside the point, though. I try to make the Cooperative mods appealing enough that people might run them in the hopes of pairing up - but I am happy to have them only used by players who actually engage in cooperative content. There was a time when players would complain that playing in squads was suboptimal, which came to a cresendo around the time DE tried to make loot-frames non-stacking (i.e. this is the only time squads are useful). I want to encourage some amount of cooperation. I also have a suggestion for two frames with cooperative abilities based on Xayah and Rakan from League of Legends. I have two friends who play Xayah and Rakan with their partner. 

3 hours ago, (PSN)Pablogamer585 said:

"Aura augments" don't sound feasible. Sounds like a free of cast ability that affects allies within range. There are abilities that already do the work of an "aura" without being one. And they obviously have a cost. Otherwise, it's a totally free upgrade.

Aura Augments are likely the only ones that would be incompatible with the Shard upgrades, since their opportunity cost is competing with other augment mods. 

3 hours ago, (PSN)Pablogamer585 said:

"Haptic augments" sound hyper abstract. "They don't need to be equipped but be part of your collection".
Where do I even select when do I want to use it? What one do I want to use? Is it forced based on my frame choice?

Forced sounds like a strong word. The intent of haptic mods is to extend your Warframes' "theme" to your Railjack. Railjacks current only have 3 abilities - so Haptics adds a 4th based on who you're playing. The goal was to make more frames seem appealing to use in Railjack content as well as to make Railjack content feel a bit more connected to Warframe - that is to say, the Warframes themselves. Some Warframes--like Wukong, Wisp, Lavos, Protea and Umbra--are all innately qualified to pilot railjacks, and I just thought it be cool if, for example, Rhino provided some unique utility while manning the Railjack that might make you pick Rhino over Lavos for unlimited energy. I didn't want to complicate the system by requiring you to equip them - you just need to unlock Rhino's Haptics to empower Rhino in Railjack missions. 

I could probably explain it better. 

3 hours ago, (PSN)Pablogamer585 said:

"Mods to enhance open world experience" so.... Oxylus? You know, the little sentinel fella that follows you around and is an expert at helping with tasks such as botany, fishing, and so... ok maybe he's not that good when it comes to hunting or mining but it's not like I'm going to spend a mod slot for that when I can have him!

Oxylus is one of my most used Sentinels - I have him scanning plants with my whenever I'm on the Star Chart! That said, I pretty much exclusively use Ivara for Fishing, Mining and Preservation and-- well, self-indulgent is in the title. What would it take me to bring someone else mining? What would be more valuable than being invisible? Or having zip lines? I'm not going to try and compete with Navigator Fishing Spears, but what if Nezha could use his [4] to impale all fish? 

I'm suddenly wondering if Gloom works on Fish. Maybe I should put Gloom on Ivara when I go fishing. 

I actually have some Archwing, Necramech and Companion Augments in my greater collection - but they don't really fit into the Shard idea.

3 hours ago, (PSN)Pablogamer585 said:

Now, I've also read a good amount of the augments you've designed, some are better some are worse, but I won't judge every single one of them.
"I design my mods under the assumption that the goal is personalisation. I would like to ask that you suspend any concerns about being competitive with existing builds and think only if you would enjoy the gameplay"
To put it bluntly, a reasonable amount of them seem like they'd have a place on regular everyday gameplay allowing for different takes on certain abilities, such as the 4 Solar gate augments. Your creativity really has limits, but far, far away from here.

I-- think that's a compliment? Thanks!

Honestly, that disclaimer was just because the most common piece of feedback I got when spitballing on Reddit was whether or not an augment was competitive with normal mods. That feedback is valuable and I don't mean to diminish people with those concerns. But-- it's almost beside the point, I guess? I'm trying to achieve gameplay fantasies. I want Wild Hunt Oberon for my friend who mains Oberon (and doesn't understand the Shakespeare reference), and Dragon Aspect Chroma for all the people that keep asking for a Dragon Warframe (because as much as reading the top-rated comment saying sad Chroma noises is funny, it's kinda sad that so many players don't even realise he's meant to be a dragon). Trying to balance Augment Mods around the fact that each augment imposes a -1 Mod handicap on your build is-- too much. I don't think augments should have to compete with Umbral Intensify on principle. 

(I'm thinking about the Icarnon alternative again... selecting perks on an Icarnon weapon doesn't have to compete with mods, and some even change which mods you use...)

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This is fantastic OP! I would love to see these changes to Warframe augments using the Archon Shards. It seems that you've put a lot of thought into this and I hope DE sees this and comments on it.

One thing to consider is that syndicates are currently filled out with augments, which would need to replaced with something else. Imo, I would love to see more syndicate-specific versions of weapons and more weapon augments! Syndicate arcanes could be awesome too!

 

Alternate reality quests? Fantastic idea! (⁠ノ⁠≧⁠∇⁠≦⁠)⁠ノ⁠ ⁠ミ⁠ ⁠┻⁠━⁠┻

Risk of Rain as a reference model for alternate abilities? BRILLIANT. I love that game and would like to see a Valkyr Ripline that makes it like Loader's grapple lol.

I'm in love with all of these augments, and I like the fact that there are team-based augment sets (like with Gyre and Volt for example). I would note that the bonus works as long as the frames are within affinity range of eachother.

 

Edited by (PSN)Keito_Elidomi
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hace 3 horas, 3mptylord dijo:

Yeah, I intended it more as a subject/summary/subheader - but there isn't really a field for that on forums. I suppose I could put it as a quote underneath the header - but I wanted to make it clear that this thread was proposing a systems change and not just a collection of augment mods.

No sadly not, the page editing properties of the forums are rather limited which makes it so people who likes to spend that extra time on creating something that looks alluring don't have a range of tools to really "enhance" the experience of the users they direct these to, which is a pity!

hace 3 horas, 3mptylord dijo:

I wasn't aware you could put spoilers inside of spoilers on this platform. That said, I fear that reducing that particular visual load would also hide the amount of work I've put into it. As with previous comments, the "holy moly" is somewhat part of the pitch. When using Reddit to aggregate initial feedback - a lot of players didn't appreciate the scope of what I was suggesting. I would get people thinking I'm a Saryn fanboy just because the thread they clicked on happened to be the one where I was handling Saryn. I want it to be clear from the offset that I'm trying to please everyone! 

My arsenal thread has so many spoilers within spoilers that it reduces the page performance when editing it each update.
Now that I mention it, that sounds pretty worrying...

Yes I comprehend the "shock" effect that a really long article might cause on the viewer is desired, but making something impressive doesn't have to equal to it being over extensive, or it may exhaust someone. As Taiiat responded, they "too long didn't read" over your post but got a general idea of most points made thru it, precisely due to length.
This feeds back to the lack of tools the forums has to display text, I'd love to have dropdowns instead of spoilers for certain things, since they'd look cleaner.

Either way, what does it matter if you're a Saryn fanboy? To exemplify you need to use something, if that something happens to be popular and you're talking possitively about it, it doesn't necessarily imply you're a fan of it. For example Revenant has the best survival ability on the entire game, and he is a great frame, but I don't like him.

Pleasing everyone, despite being a kind-hearted desire, is impossible.
When you please someone, you aren't pleasing someone else, or you're displeasing yet another.
This forms a vicious cycle that becomes unhealthy for a person who is just trying to make a good deed.

hace 3 horas, 3mptylord dijo:

Forced sounds like a strong word. The intent of haptic mods is to extend your Warframes' "theme" to your Railjack. Railjacks current only have 3 abilities - so Haptics adds a 4th based on who you're playing. The goal was to make more frames seem appealing to use in Railjack content as well as to make Railjack content feel a bit more connected to Warframe - that is to say, the Warframes themselves. Some Warframes--like Wukong, Wisp, Lavos, Protea and Umbra--are all innately qualified to pilot railjacks, and I just thought it be cool if, for example, Rhino provided some unique utility while manning the Railjack that might make you pick Rhino over Lavos for unlimited energy. I didn't want to complicate the system by requiring you to equip them - you just need to unlock Rhino's Haptics to empower Rhino in Railjack missions. 

I could probably explain it better. 

A Railjack and a frame do form a bond in a way.
Being able to deploy your subsumable ability (this was before helminth but now it is the best way to understand what ability per frame am I referring to) remotely to help your allies and using your frame's energy as their source of, well, energy, is pretty much where the synergy of these old war ships and newer gen beings (frames) limit.
Making a ship be more thematic to the frame piloting it is something I don't see.

They're two separate entities that coexist but not necessarily relate in the way you're trying them to with haptic mods. It's like trying to make your car behave more like you do.

hace 4 horas, 3mptylord dijo:

I'm suddenly wondering if Gloom works on Fish. Maybe I should put Gloom on Ivara when I go fishing.

No, Gloom wouldn't work on fish because they aren't treated as a "being" but as an object. This has been the case since ever with Sharraks on Neptune.

hace 4 horas, 3mptylord dijo:

I-- think that's a compliment? Thanks!

Honestly, that disclaimer was just because the most common piece of feedback I got when spitballing on Reddit was whether or not an augment was competitive with normal mods. That feedback is valuable and I don't mean to diminish people with those concerns. But-- it's almost beside the point, I guess? I'm trying to achieve gameplay fantasies. I want Wild Hunt Oberon for my friend who mains Oberon (and doesn't understand the Shakespeare reference), and Dragon Aspect Chroma for all the people that keep asking for a Dragon Warframe (because as much as reading the top-rated comment saying sad Chroma noises is funny, it's kinda sad that so many players don't even realise he's meant to be a dragon). Trying to balance Augment Mods around the fact that each augment imposes a -1 Mod handicap on your build is-- too much. I don't think augments should have to compete with Umbral Intensify on principle. 

(I'm thinking about the Incarnon alternative again... selecting perks on an Incarnon weapon doesn't have to compete with mods, and some even change which mods you use...)

Yes, it was. Confirmation might have been needed due to the way I put it - not sure if I would have understood as a compliment myself.

Regarding the feedback on your augments, I personally rate them on a few aspects.
Utility, versatility, effectiveness, synergy with the rest of abilities, synergy with the rest of augments, viability, and of course, fun.

For example, the one you made for Zephyr, Winds of Fortune, checks most of the boxes.
It is useful, effective, synergizes with Airburst, although so do base tornadoes, synergizes with the rest of augments for the rest of abilities, and it is viable because Zephyr is a frame that doesn't need many mods to work well.
It's not necessarily fun because it doesn't change anything from the average use of tornadoes - just makes them give extra loot.
It's not that versatile either because it provides one simple function, extra loot. Revealing Spores, is imo the paragon of versatile augments.

And indeed, Incarnon weapons, despite being a reduced amount - for now -, seem to me the way to go with the future of weapon "true" customization - unless DE puts even more DPS options on their evolutions, in which case, again we will choose only DPS options because they're all that matters. I'm tired of enemies in this game... not a subject to talk about here, but ugh... they are part of the main reason why weapons and powercreep got to this point.

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12 hours ago, (PSN)Pablogamer585 said:

And indeed, Incarnon weapons, despite being a reduced amount - for now -, seem to me the way to go with the future of weapon "true" customization.

jNJMjKn.png

P.S. I've made significant updates to the original post. 

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7 minutes ago, 3mptylord said:

Might I inquire as to how? My first guess is that you've mistakenly thought I want to limit frames to 1 augment. 

Your first guess is correct.  I'll admit to not reading the entire bible of your first post, though I mean no insult.  The amount of time and work is impressive.  But when you wrote "What if the opportunity cost for augments was "which augment do I pick?" rather than "can I afford to run an augment"?" the way I interpreted the "which augment do I pick" part was that we'd have to settle for one.

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1 minute ago, sunderthefirmament said:

Your first guess is correct.  I'll admit to not reading the entire bible of your first post, though I mean no insult.  The amount of time and work is impressive.  But when you wrote "What if the opportunity cost for augments was "which augment do I pick?" rather than "can I afford to run an augment"?" the way I interpreted the "which augment do I pick" part was that we'd have to settle for one.

Thanks for clarifying - I will try to make the stuff in bold a bit more clear. 

The intent behind that statement was meant to be: a lot of augments aren't considered worth the Mod Slot, and many Warframes do not feature any augments in their top builds. Over the last year, DE has been buffing the least popular mods to try and make them more competitive. At the moment, "Can I afford to run an Augment?" is the main question that players ask - i.e. can they afford to drop a normal mod for an augment. I don't want players to have to ask that question - I want augmenting to be such a comprehensive system that players have the choice between multiple mods PER ABILITY. 

But yes - I don't expect anyone to read the whole thing. 

 

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February 11th update:

  • New:
    • Atlas' Reduce and Reuse
    • Chroma's Focused Fire and Prismatic Haptics
    • Nova's Alcubierre Drive, Antimatter Strike, Atmospheric Breach, Particle Shredder and Rosenberg Bridge
    • Rhino's Cacophony Aura
    • Wukong's Storm Cloud (combined with Hydroid's Storm Surge to create the new Stormfront Cooperative Set)
    • Yareli's Ocean Derby
  • Updated:
    • Hydroid's Storm Surge updated into a Cooperative Set mod.
    • Nova's Ace in the Hole no longer absorbs incoming damage. 
    • Nova's Escape Velocity (official augment) now has an additional effect.
    • Nova's Metamaterial Halo is now a Null Star augment (previously Worm Hole augment).
    • Nova's One in the Chamber now modifies its own damage instead of absorbing incoming damage.
    • Nova's Warp Space renamed Wrapped Space

And now I'm going on vacation - so there'll be no new updates for the next 2 weeks. Thank you for all the responses so far!

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3 hours ago, (XBOX)Ampathetiic said:

There's a lot of stuff here that I wouldn't want implemented for the health of the game, but I love the amount of effort that went into this, and I hope this can be used as a source of inspiration for more reasonable additions to the game. Great work!

Just to sate my curiosity, would you care to give an example? I want to know if I've overlooked something or we just have a different idea of what'd be a good direction for the game. 😅

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33 minutes ago, 3mptylord said:

Just to sate my curiosity, would you care to give an example? I want to know if I've overlooked something or we just have a different idea of what'd be a good direction for the game. 😅

Other than boring balance or technical concerns, my main issue with the Warframe augments and Eternalism shards (those were the parts I got to reading first) comes from what I believe an augment should be. I look at augments as mods that give an ability extra power in the form of a new effect. I believe that this definition is good because it keeps augments simple, optional, and flexible. In the interest of maintaining this definition, I don't like the idea of augments that completely overhaul abilities, and I don't like the idea of anything akin to an augment slot. For those more dramatic augments, I'd prefer if they were just new abilities for a particular frame designed with those abilities in mind.

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33 minutes ago, (XBOX)Ampathetiic said:

Other than boring balance or technical concerns, my main issue with the Warframe augments and Eternalism shards (those were the parts I got to reading first) comes from what I believe an augment should be. I look at augments as mods that give an ability extra power in the form of a new effect. I believe that this definition is good because it keeps augments simple, optional, and flexible. In the interest of maintaining this definition, I don't like the idea of augments that completely overhaul abilities, and I don't like the idea of anything akin to an augment slot. For those more dramatic augments, I'd prefer if they were just new abilities for a particular frame designed with those abilities in mind.

That's fair. If that's your opinion of augments - I don't think I'll be able to change your mind. I don't personally think the existing system has shown itself to actually provide "simple, option and flexible" though, due to the burden of Configuration Cost. 

That said, there already are augments that rework abilities - e.g. Titanic Rumbler, Rumbled, Resonating Quake and Antimatter Mines. There's also examples of augments that change the use-case of abilities - e.g. Healing Flame and Icy Avalanche.

It's all optional content, of course - you don't need to interact. I just don't personally like how much the existing system feels like negligible content.

Thank you for the response, and the praise in your original comment! :)

 

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3 hours ago, quxier said:

Before I read whole stuff:

- Why do you create harder to read images of mods? Why not just type directly in the post? If I want to look for specific mod then I have to go through few loops and type stuffs myself. It's case of form over function.

 

I use images because my original platforms are Reddit and Imgur - people engage more with image-posts than text-posts, and I wanted to encourage discussion. I digress that the images got more complex as the quantity got greater (as a means to present them) - in the beginning it was just mod-images without the background.

I can transcribe them if desired, but I suspect not many people intend to respond to all of them and I would have thought that panels would be easier to consume than a wall of text. 

That is to say, I do not think it's a case of form over function - it's just me being too lazy to adapt for different mediums. Well, not lazy - adapting would be easy. But I am apprehensive about my ability to keep multiple models up-to-date and consistent. 

I also maintain the collection on Imgur, where I've transcribed the names - if you wanted something to copy, or for Ctrl+F purposes.

Edited by 3mptylord
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