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Shouldn't We Be Consistant With Abilities?


(PSN)blackbeltdude7
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While I think that making the abilities separate from mods is a nice solution for the frames, I think it does introduce some other things to deal with, mainly in how abilities are handled for companions. Why not do the same thing for the Sentinels and Kubrows?

 

Sure, I understand that the Warframe abilities are more complex for a variety of reasons, but it seems like there's no real reason why Warframes should have their abilities separated, and companions shouldn't. The only one I can think of is for Sentinels; if you want it to only use it's passive ability, and not shoot at anything. In that case, we should be able to just switch them on or off, especially because they're an AI.

 

Same for Specters' abilities that they can use. They have a fixed amount of energy, so we should be able to tell them what abilities we want them to use.

 

And while they haven't explained how the augmentations for abilities and weapons will be applied, these don't sound like the kind of things that should be mods. If these are made as mods, then we're back to the same problem of less space in the mod slots.

Finally, removing the Sentinel abilities from the drop tables also frees more space up, which is always a good thing.

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The Main issue I can see with this is that it is hard to choose how the companion uses its abilities. As far as I understand, your frame abilities rank up as you use them, so the one you use most will reach max rank fastest. It is hard to choose how to rank an ability in a companion.

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You are forgetting the main reason why ability mods are being removed no?

Exactly to remove them from drop tables.

 

Since it's not only frame ability mods that are messing the tables, I would say it's more then obvious that sentinels and kubrows abilities should work the same as frames, and also be removed from drop tables.

 

But lets wait and see if DE actually understood that.

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The Main issue I can see with this is that it is hard to choose how the companion uses its abilities. As far as I understand, your frame abilities rank up as you use them, so the one you use most will reach max rank fastest. It is hard to choose how to rank an ability in a companion.

 

 

The order you slot those mods matters, unlike on a frame.

 

I see these as related problems.

Because in the end, the order of the mods and the inclusion of the mods seems to be a weak way of setting AI parameters. Even if we just had the option to turn abilities on or off, I think that's still not a great way of setting them up. A lot of other games will let you set things on or off, but also set the frequencies and priorities. So it seems like we would need more robust options either way if they remove the abilities from companions.

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First Kubrow mods only drop from Feral Kubrows on Earth. There own enemy for there mods so it's hardly messing up the drop table.

 

There's 7 sentinels, each one with 2 specific abilties for a grand total of 12 in the drop tables (wyrm and wyrm prime use the same things) so there not as bad as the 80 warframe abilities currently clogging the drop tables. This will only be a problem once we get 20 or so companions available to us.

 

Besides if they remove them they will also lose some slots which honestly probably wouldn't affect them at all. 

 

If at some point they get removed for the same reason warframe abilities are getting removed there's an easy solution i think. Simply have the abilities on a list and move them up or down to set priority and an on/off switch like someone mentioned for the attack.

Edited by Keiga150
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The main reason for ability mod removal as I understand it is so we're not encouraged to remove abilities from our frame, along with providing a couple mod slots which are sorely needed if you do use all 4 abilities.  I always use all 4, and let me tell you 2 extra mods is going to make a world of a difference.  Not only in warframe power level, but also for customization and build variety as well.  Especially when they add in specific ability mods with the syndicate, 2 more spots will be very welcome.

 

 

Sentinel and kubrow mods are very limited in number.  While I have a difficult time choosing mods for any frame, always feeling like there's not quite enough room, there's only 14 sentinel mods to choose with 10 slots to put them in.  The majority of their ability mods are not built in to begin with either, left up to your choosing.

Edited by SleepingSentry
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I'd like them to be treated in the same manner (-4 +2 slots).  It would benefit pretty much all sentinels (not so much Kubrows since only 2 anyway).  Should be easy enough to have an off / on switch.  Honestly, that should be in the game already so when you leveling up gear / mini-quest, your sentinel is not kill stealing (i.e. stay for kubrow, or observe for sentinel so they stop attacking).  Then a simple scroll bar on preferred order of precepts would even be easier to deal with (and more intuitive for new players) than moving mods around in 1st, second, etc. order. 

 

Then you can take all the start off mods out of the game as well (rares like bite, guardian, sanctuary, etc. can still drop). 

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