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Companion Rework part 2


2Peter3Nine
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So you guys are adding weapons to kavats and kubrows, 
so their attack mods have their own place to be without reducing their survivability mods...

But what about Moas?

Moas use ranged AND melee mods.

Where is, Hard Engage, going?
It's damage is completely useless, and it get's them killed all the time.

If, Hard Engage, is remaining in their main mod set, 
please make it give them invulnerability timers so they don't just die kicking things. 

I think, Hard Engage, should go in the weapon slot, and apply the weapon's status and mods to it, 
so it can actually deal enough damage to be useful...
But then it would still make the moa worse,
because it would recuse the max damage it can do by taking of a weapon mod slot...

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Perhaps give Moa's a melee weapon set of slots too?
Let them have a sentinel weapon as their primary and a Hound weapon as their melee?
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Another thing you could do is have a separate mod setup for Precept mods.

I remember back when warframe powers where mods you can equip on your warframes, 
and if you didn't want to use a power you could remove it at add another mod for specialized builds.

Maybe make each companion have a, Precept Mods, area, 
with 4-6 slots that you put your precept mods in.

I also thin you should be able to Helminth companion abilities onto each other.
I would love to have a sentinel that has both, Helios's scanner, and Oxylus's scanners, at the same time.
So I can have 1 loadout that is my scanning loadout and also my fishing loadout and also herb gathering loadout.

I'd also like to have my Vulpaphyla have that Hound precept that makes it split into three smaller versions of itself.

Lot's of cool combos.

~

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