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Ability Augments Might Just Start It All Over Again


_Rue_
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Well i mean if i have a Nova with augmented MPrime... I'd probably just use that... unless they implement it to work on all abilities on one frame.

 

So warframe augment vs sing skill augment.

 

I guess it really does depend on how they execute it.

 

What do you guys think?

Edited by _Rue_
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I think it will be that way anyway. 

 

Just because I have all my skills on  my desecrate build doesn't mean I will ever use anything besides desecrate. It is the nature of corrupted builds that some powers get downgraded whilst others get upgraded thus people sacrificed the downgraded powers as they were never going to be used. The changes to skills from mods to innate powers will not change this fact and I doubt it was intended to change it. 

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Looking forward to this augmnetator mods, and if example they gave making Ash Smoke Screen full team Invis then Ash is new Master Race in team Set up. And it will make him much more viable in long survivals. Even more viable than Loki.

Really looking forward for what they throw at us. And with all this changes to abilities we will see new and more diverse warframe builds now.

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I think it will be that way anyway. 

 

Just because I have all my skills on  my desecrate build doesn't mean I will ever use anything besides desecrate. It is the nature of corrupted builds that some powers get downgraded whilst others get upgraded thus people sacrificed the downgraded powers as they were never going to be used. The changes to skills from mods to innate powers will not change this fact and I doubt it was intended to change it. 

 

It would be cool if, while in our arsenal, we could designate certain mods in our build to only apply to certain abilities.  This would be more conducive with using more than just 1 or 2 abilities.

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For augmented abilities, I think we'll have more choice.  You can continue to use 1 ability, now even more effectively.  Perhaps you'll have more choice of which 1 or 2 of 4 abilities you want to max (depending on how good these augments are).  I can continue to use all 4 abilities, now with 2 extra mod slots and more customization. 

 

 

I think it will be that way anyway. 

 

Just because I have all my skills on  my desecrate build doesn't mean I will ever use anything besides desecrate. It is the nature of corrupted builds that some powers get downgraded whilst others get upgraded thus people sacrificed the downgraded powers as they were never going to be used. The changes to skills from mods to innate powers will not change this fact and I doubt it was intended to change it. 

 

 

Every ability in the game is situationally useful, even under negative effect of corrupted mods.  Soul punch to knock over a heavy gunner or take out a drone.  Terrify if you get surrounded or to res a teammate.  Shadows for some long range meat shields.  

 

Or you can take a single weapon and use 0-1 abilities.  This game is relatively easy and flexible because of that.

Edited by SleepingSentry
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Depth is debatable, as I am talking about more customization and making skills more useful.  Though, I could understand the argument of being too OP.

Well the reason corrupted build stand apart from standard ones is that you have to sacrifice something to make them work, they come with their own heavy negatives. You are asking for the negative to be taken away because it is a negative and that would make the corrupted builds no different from standard builds. 

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ability augment mods will change the abilities some,

 

the example given was hydroid puddles heal team mates that stand in them.

 

considering we are getting 'two extra' non ablility slots, in a way, i think ill be able to fit them in most builds.as most of my mains have one mismaatched polarity mod equipped

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For augmented abilities, I think we'll have more choice.  You can continue to use 1 ability, now even more effectively.  Perhaps you'll have more choice of which 1 or 2 of 4 abilities you want to max (depending on how good these augments are).  I can continue to use all 4 abilities, now with 2 extra mod slots and more customization. 

 

 
 

 

Every ability in the game is situationally useful, even under negative effect of corrupted mods.  Soul punch to knock over a heavy gunner or take out a drone.  Terrify if you get surrounded or to res a teammate.  Shadows for some long range meat shields.  

 

Or you can take a single weapon and use 0-1 abilities.  This game is relatively easy and flexible because of that.

 

what he told, that he is using overextended on his nekros, to maximize the range of the desecrate.

that means, that terrify will only chase 4 enemies away, and shadow of the dead only resurrects 2, i mean 2 killed enemies, if not using power strength mods.

also, the 2 shadow copies will only last 12 seconds, because fleeting expertise reduces the duration. considering the long cast time (you are dead when you do it after 30min in a T4, even with natural talent), nobody will use that, only when accidentally hit 4, but then you'll be better if you wouldn't have the power equipped.

soul punch knockdown is somewhat useful, though.

 

this is just an example, but the same goes for most corrupted builds - it renders other abilities completely useless

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Well i mean if i have a Nova with augmented MPrime... I'd probably just use that... unless they implement it to work on all abilities on one frame.

 

So warframe augment vs sing skill augment.

 

I guess it really does depend on how they execute it.

 

What do you guys think?

 

 

I won't have room for these augments regardless. The sacrifice is real for this change. 

 

 

ability augment mods will change the abilities some,

 

the example given was hydroid puddles heal team mates that stand in them.

 

considering we are getting 'two extra' non ablility slots, in a way, i think ill be able to fit them in most builds.as most of my mains have one mismaatched polarity mod equipped

The ability mutations aren't mods, and you will still have all your abilities equipped, and there is nothing to say you can't augment them all.

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Has anyone thought of or suggested about specific mod linking?

Like when you put fleeting expertise you choose a skill that is affected by it? Or put overextended and you only link it to your radial blind so your slash dash/javelin/superjump doesn't get affected? Of course w/ this new system all abilities are linked by default then you can customize it. With this change you can surely customize for all your abilities w/o being OCD about your other skills that you think are "useless" in your build.

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I might have been very... vague about this but what i was trying to say was this:

 

People keep saying that the ability/slot change is to promote the use of all the powers.

 

If that's the case, then the execution of the Ability Augments has to be perfect.

 

Regardless if it becomes a mod or not if it only targets one ability and they are very difficult to come bay say 1-2 per Syndicate then people will continue to use 1 -2 skills and build around those.

 

The problem remains.

 

Corrupted mods continue to influence these decisions.

 

Does DE really want to promote the use of all powers?

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I for one think that the ones needing awesome augments are the underused or ones that isn't as useful.

 

Like Nekros' Terrify, or Nyx's Psychic Bolts, or Loki's Switch Teleport, or Valkyr's Warcry.

 

Augment abilities are a perfect opportunity to buff underpowered abilities, after all.

Edited by Twilight053
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I for one think that the ones needing awesome augments are the underused or ones that isn't as useful.

 

Like Nekros' Terrify, or Nyx's Psychic Bolts, or Loki's Switch Teleport, or Valkyr's Warcry.

 

Augment abilities are a perfect opportunity to buff underpowered abilities, after all.

Why not just buff them outside of augments...

 

If these augments are mods then they will cost space.

 

How easy/difficult will it be to get these?

 

If it'll take 30 hours to get an augment for terrify... it better be good or else i still won't be using it and would have just wasted 30 hours.

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It really depends on what augments will do to the abilities.

 

That's very true.

 

I can honestly say that I am eager to see what these new "augments" hold for us. Hopefully it'll add something more to the gameplay that we already have.

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I think they are a great addition with a lot of potential, but the execution (that they will use mod slots) is poor. Feel free to read my suggestion about them (https://forums.warframe.com/index.php?/topic/325938-ability-augmentation-with-the-focus-system/)

I am not fan of changing how abilities look by using aug mods, as that would probably take devs attention from projects that are more needed.

 

 

One thing that i would like ( and majority of the playerbase i suppose ) is mod utility slots. Slots that would be connected to the power slots and will use some of the "bad" mods that we have now. Like using Decoy that increases hacking speed by connecting it to Intruder mod. Poor example, but something similar to it.

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