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Using Helminth for Ability Augments


(XBOX)GarroThposer
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I might return to this with actual concepts if this get traction

This is a suggestion to use the helminth to just enable or disable augments on warframes, which would allow a slot to be freed for other mods.

Generally, by the time augments become available, I'm fairly sure that the helminth would not be obtained yet. However, this should just be the helminth's standard ability. Simply moving a sort of 'pass' for players to buy and changing augments to keys would be something a simple function. This could be overwhelming to new players, but then I looked it up to see when you would get access to the system is MR15, so augments could simply be another tab at the top (also augments unlocked is already pretty far).

Imma be real, I just want the slot freed for my builds and I'd like the helminth to be more useful earlier. I'm not sure how you would rank up augments tho... maybe by buying multiple? idk

This has been in my head for a while and I just wanted to share it.

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So basically you want all augument mods to become useless.

18 minutes ago, (XBOX)GarroThposer said:

which would allow a slot to be freed for other mods.

What other mods? There are multiple meta builds that use up to two slots for auguments and have no problem in fitting everything they want into the build. Plus there are archon shards to fill in the gaps. Maybe you just overvalue certain mods?

Edited by Zakkhar
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If this would limit you to 1 augment enabled at a time per frame(similar to the currently helminth system for abilities) Id be strongly against this since some builds out there use multiple augments but if youre talking using helminth just to enable or disable any augment at will Id be willing to have a conversation about that because power creep would probably become the topic of that.

Edited by rawr1254
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14 hours ago, Zakkhar said:

What other mods? There are multiple meta builds that use up to two slots for auguments and have no problem in fitting everything they want into the build. Plus there are archon shards to fill in the gaps. Maybe you just overvalue certain mods?

/shrug. Wasn't thinking that hard. The mods that really come to mind are related to rawr's comment.

12 hours ago, rawr1254 said:

if youre talking using helminth just to enable or disable any augment at will Id be willing to have a conversation about that because power creep would probably become the topic of that.

Also wasn't thinking of power creep. I haven't really been investing in archons at all, really. I've only used them on my wisp, which I have to rebuild anyway. It is still an excellent point, however, and I was probably thinking of it as if the mod slot disappeared (the exact thing I didn't want). I don't think I could improve this further, as I'm pretty sure no-one wants to re-purchase augments just to get a potentially low-power variant to counter power creep.

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