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Ability Augment Mods - Needs A Total Rethinking + Lots More Ideas!


Azamagon
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The reasons for why I think most of the ability augment need a total rethinking:

1) A lot of them have ZERO use for a solo player

2) A lot of them are highly unfitting for their respective Warframe themes

 

So, first of all, I'm gonna revise and change them as much as possible so that those 2 points are not true anymore. Note that I think that all abilities need BASELINE tweaks/revamps, which I'll keep to a minimum before suggesting augment revamps/additions.

 

Second of all, note that I think ability augment mods have a much bigger potential (as mentioned and explained more in detail here), which is why you will see up to 3 augment suggestions per ability!

Also, I obviously have added a bunch of ideas for new augment mods for each Warframe! Hopefully they will be to your liking! :)

 

ASH:

*** Shuriken - Baseline changes: Always summons 3 shurikens; 2 homing ones and 1 straightflying bigger blade with punchthrough. All of these blades also always stagger enemies

* Augment 1) Ricochet Shuriken - After a homing Shuriken hits a target, they will bounce over to another nearby enemy.

* Augment 2) Ashblade Shuriken - Enemies hit by any of the Shurikens is also briefly blinded.

* Augment 3) ???

 

*** Smoke Screen

* Augment 1) Smoke Shadow - Also increases the invisibility duration for Ash himself by a second or so (so it has some selfish boost)

* Augment 2) Lingering Smoke - Also causes Smoke Screen to leave a lingering cloud of smoke behind, which blocks enemies line of sight. Enemies inside the cloud move slower, have reduced accuracy and their vision is grealy shortened.

* Augment 3) ???

 

*** Teleport - Baseline changes: Now is freeaim. Upon landing, a limitted amount of nearby enemies will be stunned (open for finishers). Briefly grants Ash some melee attackspeed upon use too.

* Augment 1)  Blink - Turns Ash invisible for up to 3 seconds upon use. If used while Smoke Screen is active, it extends its duration by the same amount.

* Augment 2) ???

* Augment 3) ???

 

*** Bladestorm - Baseline changes: Pauses the duration of Smoke Screen while active! (Aka: Prolongs your stealth time).

* Augment 1) Smokestorm - Enemies attacked by Bladestorm have small smokeclouds produced where they are, stunning other nearby enemies.

* Augment 2) Blade Army - After the ability is finished, the clones linger for a very brief moment, acting as multiple decoys.

* Augment 3) ???

 

BANSHEE:

*** Sonic Boom

* Augment 1) Resonance Boom - Subsequent Sonic Booms on the same target deals highly increased damage.
* Augment 2) Sonic Deflection - Sonic Boom can now deflect projectiles
* Augment 3) Sonic Beam - Adds a longdistance "scream beam" wherever you aim, dealing Slash damage and staggerin enemies hit by it

 

*** Sonar - Now is a aura (recastable for new weakspots).

* Augment 1) Critical Search - Critical chance of all weaponry is increased towards Sonar targets

* Augment 2) ?

* Augment 3) ?

 

*** Silence

* Augment 1) Savage Silence - On top of the finisher boost: Banshee also deals slightly more damage on headshots (and Sonar weakspots?)

* Augment 2) ?

* Augment 3) ?

 

*** Soundquake - Baseline changes: Now is a planted acoustic mine. Enemies getting close to it detonates it and it causes the Soundquake from there. No more rooting Banshee in place!

* Augment 1) Quake Rocket - No longer plants the mine, but rather launches it in the aimed direction. Upon hitting a surface, enemy or manual detonation (activating it again), it causes the soundquake at that location

* Augment 2) ?

* Augment 3) ?

 

EMBER:

*** Fireball - Baseline changes: Now leaves a big lingering patch of fire behind (essentially merging Fire Blast with it)

* Augment 1) Fireball Frenzy - Also grants the bonus to Ember herself, immediately at the moment of casting it (no matter what you hit, even if you don't hit ANYTHING!) so there is a use for it when playing solo.

* Augment 2) ?

* Augment 3) ?

 

*** Accelerant (rename to Overheat?) - Baseline changes: No longer stuns, but is an aura instead. Enemies inside are weakened to Heat damage (and also combined elements with Heat!) and provides Ember with a decent damage reduction.

* Augment 1) Blazing Speed - Boosts Ember's movement speed for its duration

* Augment 2) Cauterize - Removes all status effects and makes Ember immune to them for the duration. Also affects allies remaining in the aura.

* Augment 3) ?

 

*** Fire Blast (renamed Meteor Strike, or similar) - Baseline changes: Upon cast, Ember flies in the aimed direction. Colliding with an enemy deals Heat damage and ragdolls it. Upon reaching the max distance, or casting the ability again midduration (to end it early), a "Arson Eximus" blastwave is done. Deals heavy Heat and/or Blast damage, procs Heat and ragdolls all enemies in the AoE.

* Augment 1) Twin Meteor - Causes the blastwave to occur also at the START of the cast

* Augment 2) Trailing Meteor - Where Ember flies, fire patches is left behind. Deals Heat damage and can proc Heat.

* Augment 3) ?

 

*** World on Fire - Each eruption damages in an AoE and staggers hit enemies.

* Augment 1) Vulcano - Targets caught by the explosions are ragdolled up high!

* Augment 2) Scorching Earth - The eruptions leave behind patches of fire. Deals Heat damage and can proc Heat.

* Augment 3) ?

 

EXCALIBUR:

*** Slash Dash - Baseline changes: Benefits and contributes towards the combo counter! Always procs Slash and staggers.

* Augment 1) Combo Dash - Each hit grants an additional combo point

* Augment 2) Clean Slash - Enemies are stunned for a brief while after being hit by Slash Dash. Its damage is delayed to work AFTER the stun wears off, which then also knocks the targets down. When the damage takes place, each target suffers TWO Slash procs each!

* Augment 3) ?

 

*** Radial Blind

* Augment 1) Light Infusion - Excalibur's melee attacks for a while after casting Radial Blind has up to triple the range (looks like a light-extension) and some bonus Radiation damage!

* Augment 2) ?

* Augment 3) ?

 

*** Super Jump (now: Rising Slash) - Baseline changes: Now does a whirlwind slash while super jumping. This deals damage similar to Slash Dash (combo counter counts here too!) and ragdolls all enemies up along with Excalibur! Invisibility removed though.

* Augment 1) Crashing Strike - A melee slam attack during Super Jump has up to double the slam radius and quintuiple the damage!

* Augment 2) ?

* Augment 3) ?

 

*** Radial Javelin (now: Blade Barrier) - Baseline changes: Summons blades spinning around Excalibur, dealing Slash damage to nearby enemies. Blocking causes the blades to help blocking in a 360 degree angle! Upon expiration or if activating the ability agian (to end it early), the blades are launched similar to the first iteration of Radial Javelin (limitted amount of blades)

* Augment 1) Furious Javelin - Damage booster also counts for enemies hit by the blades in the spinning mode!

* Augment 2) Alpha Strike - Upon expiration/detonation, blades are no longer launched from Excalibur. Instead, blades instantly are summoned on ALL nearby enemies (like how it works now).

* Augment 3) ?

 

FROST:

*** Freeze - Baseline changes: Now freezes all targets in a decent AoE.

* Augment 1) Freeze Force - Frost himself also gets the same bonus, immediately at the moment of cast (no matter what you hit, even if you don't hit ANYTHING!) so there is a use for it when playing solo.

* Augment 2) Cold Shatter - When enemies are unfrozen from Freeze, they now cause nearby enemies (and itself) to suffer minor additional Cold damage, and they all suffer a Cold proc.

* Augment 3) ?

 

*** Ice Wave - Baseline changes: Now pushes back hit enemies and leaves behind a patch of ice, slowing enemies that walk on it. Allies can glide on the patch for no momentum loss!

* Augment 1) Ice Cone - As Ice Wave travels, its width keeps expanding.

* Augment 2) ?

* Augment 3) ?

 

*** Snow Globe - Baseline changes: Allies with Punchthrough can shoot through globes.

* Augment 1) Shatter Globe - Upon expiration or destruction, some of the Globe's damage absorbed is dealt as Cold damage to all enemies that are inside the Globe + somewhat further out (nothing too crazy in scaling though, possibly with a cap). Damage is split among the enemies (to reduce overpoweredness too).

* Augment 2) ?

* Augment 3) ?

 

*** Avalance - Baseline changes: Freezes hit enemies for a few seconds.

* Augment 1) Cold Guard - Leaves a strenghtening wind behind after an Avalance cast, which grants all allies (including Frost, and thus also his Snow Globes!) in the vincinity of it a flat boost to armor for a moment!

* Augment 2) ?

* Augment 3) ?

 

HYDROID:

*** Tempest Barrage - Baseline changes: No longer has "Power in Use" restrictions! Spam away!

* Augment 1) Precision Barrage - Adds smaller single-target "barrages" to every other normal barrage, which deal up to the same damage as a normal barrage, but they autoaim enemies in the barraged area!

* Augment 2) Cold Shower - Enemies hit by Tempest Barrage also suffer a Cold proc.

* Augment 3) ?

 

*** Tidal Surge

* Augment 1) Artillery Surge - Where Hydroid travels, Tempest Barrages will land shortly after.

* Augment 2) Tidal Wave - Hydroid no longer travels forward during Tidal Surge. He still turns into water (and becomes invulnerable as normal), but he summons a tidal wave which travels forward for him, which then also travels back to him again. This can bring enemies and loot back to him!

* Augment 3) ?

 

*** Undertow - Baseline changes: Abilities can be cast during Undertow, which will then be placed at Hydroid's location. Tidal Surge moves Hydroid forward, cancelling Undertow, but also drags along all enemies caught in it!

* Augment 1) Curative Undertow - Doesn't suck allies into the Undertow, it just causes allies standing on the pool to regen some life as long as they stay there. Should work for Hydroid himself for added solo use.

* Augment 2) Creeping Undertow - Hydroid can move slowly during Undertow. (Tidal Surge no longer cancels Undertow?)

* Augment 3) ?

 

*** Tentacle Swarm - Baseline changes: Can be cancelled early by activating the ability again. When tentacles slam the ground, they deal minor damage and knock down nearby enemies.

* Augment 1) Kraken Spawn - Adds a Kraken Mouth to the swarms, summoned somewhat in the middle of the tentacles' location at the moment of the cast. The tentacles fling over a max of 1/2/3/4 caught enemies to the mouth. The mouth deals double damage, in contrast to the tentacles.

* Augment 2) ?

* Augment 3) ?

 

LIMBO

Limbo needs huge boosts and added effects to his abilities, such as:

* Any enemy inside the Rift is slowed down, suffers minor damage over time and suffer more damage taken (thus no need for the horrible ability number 3, but is not as strong as it either).

* Any ally in the Rift has energy regen but also moves faster and can exit the Rift by going into a portal, which is summoned a bit behind them upon being Banished.

 

*** Banish- Baseline changes: Deals heavy damage to the target. Any enemies already banished to the Rift will be hurt a little bit extra every time a new enemy is banished, giving it pseudo aoe! Combos very well with Cataclysm!

* Augment 1) Haven Void Touch - On top of healing banished allies, when cast on enemies, they are also dealt a % of their current health upon cast!

* Augment 2) ?

* Augment 3) ?

 

*** Rift Walk - Baseline changes: Cast times grealy reduced, and gives Limbo a boost in movementspeed and attackspeeds (melee and ranged) for a brief moment, when enterring the Rift Plane!

* Augment 1) Rift Stalk - Also grants a very brief duration of invisibility upon enterring/leaving the Rift with Rift Walk!

* Augment 2) ?

* Augment 3) ?

 

*** Rift Surge - Revamped: All enemies (and enemy projectiles!) inside the Rift are "frozen" for a while (like a stun), while enemies (and their projectiles!) outside the Rift close to Limob are slowed down by 50%.

* Augment 1) ?

* Augment 2) ?

* Augment 3) ?

 

*** Cataclysm - Baseline changes: Needs to be simpler, such as simply dealing heavy damage over time to enemies inside the "bubble". Can be cancelled early by activating it again.

* Augment 1) Cataclysm Drift - Enemies are slightly and somewhat slowly moved (not ragdolled, they just glide in) towards the epicenter of Cataclysm if they are inside the Cataclysm sphere.

* Augment 2) ?

* Augment 3) ?

 

LOKI

*** Decoy - Baseline changes: Should no longer block allied attacks or their movement.

* Augment 1) Holographic Strength - The Decoy has a chance to nullify attacks done to it (taking 0 damage!) and if it is hit, it cannot lose more than 10% of its life from a single attack!

* Augment 2) Mass Decoy - A limitted amount of additional decoys can be placed at once!

* Augment 3) Trap Decoy - Upon expiration or death of your Decoy, it will explode, not causing any damage, but knocking down all enemies in a big area!

 

*** Invisibility

* Augment 1) Trick Vanish - Places a Decoy at your current location when you go Invisible. This Decoy can live at the same time as your regular Decoy

* Augment 2) ?

* Augment 3) ?

 

*** Switch Teleport - Baseline changes: Enemies will be open to friendly fire (like having a Radiation proc) for a brief while after being switched. Allies get reduced damage taken for a brief while after being switch, and so does Loki (no matter if he switches with a friend or foe).

* Augment 1) Safeguard Switch - Loki gets the invulnerability too, no matter if switching with friend of foe!

* Augment 2) Confusing Switch - The first 1/2/3/4 enemies attacking your switched target also becomes susceptible to friendly fire (just like the switched target!)

* Augment 3) ?

 

*** Radial Disarm

* Augment 1) Retributive Disarm - Enemies affected by Radial Disarm also, for a duration, suffer some of their own damage dealt back to themselves when they attack! (Great synergy with Decoy!)

* Augment 2) ?

* Augment 3) ?

 

MAG

*** Pull

* Augment 1) Greedy Pull - Could need something else to it, just something minor. More damage?

* Augment 2) Mag Pull - Enemies pulled also have their magazine stolen, giving Mag some ammo (they spawn an ammopack each, then pulled to your feet), and forcing the enemy to reload when they get back up

* Augment 3) ?

 

*** Shield Polarize

* Augment 1) Shield Sphere - Mag also creates a shield around her, with X health, absorbing enemy gunfire (Think a weaker but mobile Snow Globe)

* Augment 2) Violent Repair - Allies (including Mag) causes enemies near them to become knocked down when Mag restores their shields (so the CC is also done from allies!)

* Augment 3) ?

 

*** Bullet Attractor - Baseline changes: Projectiles are now immediately redirected to the target. Targets gain 100% punchthrough towards the target. BA can be ended early by activating it again. Upon expiration, BA target's death or upon detonation, the BA sphere explodes (more magnetic looking though). Explosion damage dealt has a flat Magnetic damage-value and a Puncture damage-value based on a minor percentage of the damage taken of the BA-target!

* Augment 1) Heavy Field - The BA target and all enemies inside the sphere are also heavily slowed down for the duration!

* Augment 2) Target Attractor - Upon cast, all enemies caught inside the bubble are pulled towards the target, slamming together, dealing minor Impact damage and knocking all of them down

* Augment 3) ?

 

*** Crush - Baseline changes: Upon finish, all enemies are slammed together (where Mag aims), causing them to suffer Impact damage based on the amount of enemies caught (killed enemies still contribute!). Enemies are ragdolled for a duration after the crush. Enemies not caught by Crush that wander inside the area afterwards, are slowed down a bit.

* Augment 1) Railgun Crush - After enemies are slammed together, they are quickly launched in the direction of where Mag is aiming. Deals Impact damage on collision, more damage done depending on the amount of enemies launched (killed enemies still contribute!)

* Augment 2) Forcefield Crush - While Crush is being cast, all gunfire is blocked in the area of Crush. Also, the slowdown effect is slightly improved.

* Augment 3) Sadistic Crush - After enemies have been slammed together, Mag will not drop them, but will instead continue to hold them up and deal continuous Magnetic damage. Drains additional energy and needs to be stopped manually by activating the ability again (stops automatically if energy goes to 0 or if all lifted enemies are dead).

 

MIRAGE

*** Hall of Mirrors

* Augment 1) Hall of Malevolance - No change.

* Augment 2) Hall of Eternity - Each kill during Hall of Mirrors extends its duration by a few seconds

* Augment 3) Wall of Mirrors - The mirror images have bigger hitboxes, making them better at blocking enemy gunfire.

 

*** Sleight of Hand - Baseline changes: Access panels explode instantly upon enemy useage, lockers hold enemies inside for the duration, orbs and ammo packs are converted into proximity mines (and can still be picked up by the caster before exploding). Recasting also refreshes the duration of already affected objects. SoH objects counts as illuminated objects for the sake of her Eclipse and Prism!

* Augment 1) Lightshow - All traps have a 100% chance to proc their respective status effects

* Augment 2) Dark Light - All traps counts as both a Shadow source AND a Light source (Eclipse gets both benefits when near traps, Prism has full damage near traps)

* Augment 3) ?

 

*** Eclipse

* Augment 1) ?

* Augment 2) ?

* Augment 3) ?

 

*** Prism

* Augment 1) Spectrum - Enemies have a quite high chance to suffer a random base elemental proc (Heat, Electric, Cold, Toxic) when hit by Prism.

* Augment 2) ?

* Augment 3) ?

 

NEKROS:

Nekros could need a total revamp in general... but I'll stick to what he has for now.

*** Soul Punch

* Augment 1) Soul Survivor - Now also allows you to fully heal a Shadow of yours by Soul Punching it, at no other cost than the regular Soul Punch cost.

* Augment 2) Soul Haunt - The projectile summoned by Soul Punch is now homing, and lasts for a few seconds. (Ragdolls enemies hit by it, and deals minor damage).

* Augment 3) ?

 

*** Terrify (Should at least no longer have "Power in Use" restrictions).

* Augment 1) Crippling Fear - Terrified enemies occasionally (more frequently and for a longer duration with higher modranks) stop and cower in fear, instead of constantly running. Always cowers enemies first upon its application!

* Augment 2) ?

* Augment 3) ?

 

*** Desecrate

* Augment 1) Corpse Explosion - Succesful desecrations will also explode the corpse, dealing some blast damage to nearby enemies

* Augment 2) ?

* Augment 3) ?

 

*** Shadows of the Dead (Should at least no longer have "Power in Use" restrictions, summon as many as you want at once! Should no longer block allied attacks or movement either.)

* Augment 1) Reaper Army - Always summons an additional 1/2/3/4 shadows, who look like Shadow versions of Nekros himself, armed only with Ether Reapers, running much faster than usual, are invulnerable and have the same level as the enemies currently have (takes the current highest level of the enemies)! These Shadows explode for AoE Viral damage upon their death/expiration (kinda similar to Infested Runners!)

* Augment 2) Leaders of the Dead - Most/All(?) Shadows summoned are always Eximus units!

* Augment 3) Sacrifical Shadows - If Nekros dies, a Shadow will die in his place, healing him for X health!

 

NOVA

*** Null Star - Baseline changes: Needs to be endable/refreshable by casting it again. Stars always stagger hit enemies.

* Augment 1) Neutron Star - This one seems fine to me I guess?

* Augment 2) ?

* Augment 3) ?

 

*** Antimatter Drop - Baseline changes: Casting it again manually explodes the Drop (instead of summoning more Drops). Now has a lifetime, affected by Power Duration.

* Augment 1) Star Drop - Antimatter Drop now has Null Stars surrounding it. Amount I dunno (unlimited, only affected by the lifetime?)

* Augment 2) Black Hole Drop - Antimatter Drop now absorbs enemy gunfire as well, with a quite small absorbation radius

* Augment 3) ?

 

*** Wormhole

* Augment 1) Warphole - Allied shots through a Wormhole are duplicated (in a weaker form), and these duplications instantly exit through the Wormhole! These duplications deal all of its damage as Radiation

* Augment 2) ?

* Augment 3) ?

 

*** Molecular Prime

* Augment 1) ?

* Augment 2) ?

* Augment 3) ?

 

NYX

*** Mind Control - Baseline changes: Can be cancelled early by activating it again.

* Augment 1) Mind Frenzy - The controlled target attacks much faster

* Augment 2) Mind Link - Damage taken by Nyx is partially absorbed by the MC target.

* Augment 3) ?

 

*** Psychic Bolts - Baseline changes: Now deal Finisher damage and always stagger its targets.

* Augment 1) Pacifying Bolts - I guess is a little bugged at the moment, but the idea is nice though.

* Augment 2) Everlasting Bolts - When a target hit by your Psychic Bolt dies, all your Psychic Bolts it has suffered from is released from its corpse to continue attacking new targets. Released bolts cannot be released again (?)

* Augment 3) ?

 

*** Chaos

* Augment 1) ?

* Augment 2) ?

* Augment 3) ?

 

*** Absorb

* Augment 1) ?

* Augment 2) ?

* Augment 3) ?

 

OBERON

*** Smite

* Augment 1) Smite Infusion - Oberon himself also gets the same bonus, immediately at the moment of cast, so there is a use for it when playing solo.

 

*** Hallowed Ground

* Augment 1) Sacred Land - Allies (including Oberon) standing on HG are also healed a bit. (Multiple HGs probably shouldn't stack though)

* Augment 2) ?

* Augment 3) ?

 

*** Renewal - Baseline changes: Is now an aura following Oberon, which expands in its size over the duration, with a limitted max duration. Much simpler than its current form.

* Augment 1) Retributive Renewal - While allies are under the effect of Renewal, any damage caused to them causes the attacking enemy to suffer some of its own damage dealt back to itself!

* Augment 2) ?

* Augment 3) ?

 

*** Reckoning

* Augment 1) Life and Death - Also instantly restores a percentage of health to allies (Oberon included) upon cast!

* Augment 2) ?

* Augment 3) ?

 

RHINO

*** Rhino Charge

* Augment 1) Ironclad Charge - Is fine, but the Iron Skin needs to benefit from armor for this mod to be of any particular use though!

* Augment 2) Wrecking Ball - Enemies hit by Rhino Charge will be greatly ragdolled away!

* Augment 3) ?

 

*** Iron Skin

* Augment 1) Immovable Object - Enemies that hit Rhino while very close to him (melee or ranged attacks!) have a chance to become staggered while Iron Skin is active!

* Augment 2) ?

* Augment 3) ?

 

*** Roar

* Augment 1) Booming Voice - All enemies within the radius of Roar are staggered

* Augment 2) Demoralizing Roar - All enemies within the radius of Roar have their damage output lowered!

* Augment 3) Inspiring Roar - All allies (Rhino included) also get some increased Power Strength. Is retroactive with Iron Skin. Cannot benefit from Inspiring Roar more than once (it doesn't boost Roar itself, for example).

 

*** Rhino Stomp

* Augment 1) Vicious Prey - Rhino deals increased damage towards enemies that are under the effect of Rhino Stomp! (Stacks with Roar!)

* Augment 2) Gravity Stomp - Enemies are lifted up by Rhino Stomp three times as high as normal

* Augment 3) ?

 

SARYN

***Venom (rename to Contagion)

* Augment 1) Venom Dose - Saryn herself also gets the same bonus, immediately at the moment of cast so there is a use for it when playing solo.

* Augment 2) ?

* Augment 2) ?

 

*** Molt - Baseline changes: Venom can be cast on Molt (spores autoexplodes if the Molt dies/expires). The Molt decoy also gets a copy of all Saryn's buffs she has on the moment of cast.

* Augment 1) Deceitful Molt - Saryn turns invisible for a short while after casting Molt

* Augment 2) Rebirth - Saryn has some of her health restored upon casting Molt

* Augment 3) ?

 

*** Contagion (renamed Venom Shroud, or similar) - Baseline changes: The Toxic melee bonus is a lifeleeching toxin (heals based on the amount of Toxic damage dealt), but she also coats herself with a defensive toxic shroud. Upon being attacked, the attacks is nullified and the attacker is paralyzed for a short moment. Can only paralyze a target once every few seconds per Venom Shroud cast.

* Augment 1) Toxic Shroud - Venom Shroud now also causes Saryn to deal Toxic damage every second to nearby enemies

* Augment 2) Paralytic Shroud - Venom Shroud can paralyze a target twice.

* Augment 3) ?

 

*** Miasma - Baseline changes: Duration now affects the number of damage ticks an affected target will suffer. The ticks will still be spread over a duration of 4 seconds. Thus, more duration = more damage.

* Augment 1) Toxic Waste - Upon casting Miasma, a poisonous cloud is also left behind at the point of cast, dealing Toxic damage to enemies that remain inside it.

* Augment 2) ?

* Augment 3) ?

 

TRINITY

*** Well of Life - Baseline changes: Complete revamp. Upon cast, Trinity summons a Well of Life on herself. Upon casting it again (if you so wish), you instead place the Well where you aim. The well sticks on allies. A Well of Life heals all allies over time when close to it. (Simple AoE-healing ability).

* Augment 1) Pool of Life - Revamped: When Trinity casts Well of Life, a well always remains on herself AND another well is placed where she aims, both at once.

* Augment 2) Well of Power - Allies close to a Well of Life get a minor damageboost to all their weapons and abilities!

* Augment 3) ?

 

*** Energy Vampire

* Augment 1) Power Vampire - Each time an ally gets energy from Energy Vampire, their Power Strength is slightly increased for a duration. Stacks, but each stack is independant.

* Augment 2) ?

* Augment 3) ?

 

*** Link

* Augment 1) Death Link - Damaging a Linked target causes a bit of that damage to also be suffered by any other possibly linked target(s)!

* Augment 2) ?

* Augment 3) ?

 

*** Blessing

* Augment 1) Purging Blessing - All allies affected by Blessing are also immune to status effect for 25/50/75/100% of Blessing's duration.

* Augment 2) ?

* Augment 3) ?

 

VALKYR

*** Ripline - Baseline changes: Riplined enemies knock over any other enemies it bumps into, and Valkyr will knock over any enemy she might collide with while dragging herself with Ripline

* Augment 1) Ragewire - Upon hitting an enemy, before pulling the target an explosion will occur at the target's location, knocking down nearby enemies first.

* Augment 2) Spider's Web - After casting Ripline, the next Ripline's energycost if cast within a few seconds of the previous Ripline is divided by 4. Can refresh itself repeatedly.

* Augment 3) Multirip - After Ripline hits a target, an additional 1/2/3/4 targets near the original target will be hooked onto as well (each suffering half the damage of an original Ripline), then all of them are pulled to Valkyr.

 

*** War Cry

* Augment 1) Blood Cry - Grants a minor melee lifesteal for all allies (Valkyr included of course) affected by War Cry!

* Augment 2) ?

* Augment 3) ?

 

*** Paralysis

* Augment 1) Prolonged Paralysis - Seems fine I guess?

* Augment 2) ?

* Augment 3) ?

 

*** Hysteria

* Augment 1) Blood Frenzy - Valkyr's movementspeed is greatly increased while Hysteria is active

* Augment 2)

* Augment 3)

 

VAUBAN

*** Tesla

* Augment 1) Tesla Link - Sounds great as it is imo!

* Augment 2) Chain Tesla - Each time Tesla hits a target, it will chain to a nearby target for 50% of the original damage.

* Augment 3) ?

 

*** Bounce

* Augment 1) Gravity Twist - Enemies launched by Bounce will remain hanging in the air for a while.

* Augment 2) Explosive Launch - When Bounce is triggered, an explosion is emitted from the Bounce Pad, which will deal Blast damage to all nearby enemies, as well as knock them down

* Augment 3) Stealth Launch - Allies are stealthed for as long as they remain in the air after have been launched by Bounce

 

*** Bastille

* Augment 1) Supply Depot - In the centre of Bastille, some random supplies are spawned (ammo, health, energy etc).

* Augment 2) Impenetrable Fortress - When enemies have filled up a Bastille's capture charges, each additional enemy that tries to enter will be pushed out of the Bastille and is knocked down. An enemy can only suffer from this once per overfilled Bastille.

* Augment 3) Electrical Cage - All enemies caught in the same Bastille share the damage suffered by any Tesla damaging them. All targets suffer 25% of the original Tesla target's damage.

 

*** Vortex

* Augment 1) ?

* Augment 2) ?

* Augment 3) ?

 

VOLT

*** Shock

* Augment 1) Shock Trooper - Volt himself also gets the same bonus, immediately at the moment of cast (no matter what you hit, even if you don't hit ANYTHING!) so there is a use for it when playing solo.

* Augment 2) ?

* Augment 3) ?

 

*** Speed

* Augment 1) Blitzkrieg - Speed also affects reload speed

* Augment 2) ?

* Augment 3) ?

 

*** Electric Shield - Baseline changes: Upon cast, Volt summons the shield (although, much smaller in size) in front of him, which follows him around, with the cursor and all! Casting it again, places it in the world like now, which also causes it to grow to its current bigger size. Enemies that touch the shield suffer an Electric proc and minor Electric damage. Every Electric Shield counts as a device for Overload!

* Augment 1) Static Shield - Enemy attacks landing on Electric shield are retributed with minor electric damage (if the attack is done within a certain range of the shield).

* Augment 2) ?

* Augment 3) ?

 

*** Overload - Made simpler: Upon cast, Volt summons an eletrical aura, which deals Electrical damage for every second an enemy remains inside it, as well as dealing a big amount of Electrical damage instantly to a target the first time an enemy enters the aura. If the Overload aura touches an electrical device, it will explode and arc over to nearby enemies (like now). Power Duration now affects the aura's duration.

* Augment 1) Shield Overdrive - While Overload is active, Volt and his allies have a slightly sped up Shield-generation, active even while taking damage!

* Augment 2) ?

* Augment 3) ?

 

ZEPHYR

*** Tail Wind

* Augment 1) Glide - After casting Tail Wind, Zephyr gets a brief moment of complete antigravity!

* Augment 2) ?

* Augment 3) ?

 

*** Divebomb (renamed Gale Crash) - Baseline changes: Now has the "super jump" component on it if used on the ground (removed from Tail Wind). Otherwise works just the same

* Augment 1) Divebomb Vortex - I guess this is fine. It could also work on the "super jump" part, if wanted.

* Augment 2) ?

* Augment 3) ?

 

*** Turbulence

* Augment 1) Guiding Winds - Turbulence has a chance to redirected back projectiles at the assailants

* Augment 2) Updraft - Tail Wind cost is halfed while Turbulence is active

* Augment 3) ?

 

*** Tornado - Baseline changes: Can be cancelled early by casting the ability again.

* Augment 1) Cyclone - Summons an additional bigger and stronger Tornado, which is stationary and is summoned exaclty at the point of cast (rather than a bit randomly like the other 4 smaller ones)!

* Augment 2) Elemental Storm - Each Tornado can be affected by two elements at once (they STACK, meaning they deal more damage overall if 2 elements are added to a Tornado).

* Augment 3) ?

Edited by Azamagon
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It's a catch 22 situation here.  I think DE is trying to give some perks to people who want to participate in the "Syndicates" part of the game, yet not make these mods game breaking or absolutely necessary for people who don't want to participate in them.  I believe that's why it could explain that most of the mods are rather mild in nature.  Nice to have, but not giving that "I must have it" advantage.

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It's a catch 22 situation here.  I think DE is trying to give some perks to people who want to participate in the "Syndicates" part of the game, yet not make these mods game breaking or absolutely necessary for people who don't want to participate in them.  I believe that's why it could explain that most of the mods are rather mild in nature.  Nice to have, but not giving that "I must have it" advantage.

Wether this is true or not, it feels highly dissapointing for a soloer like myself that only a handful of the mods are actually useful solo. The one that stands out the most has to be Vauban's ability, as it has such nice synergy with Bastille and/or Vortex and is useful for solo or coop.

 

To give a quick list of how they seem:

 

Useful for any player: Vauban, Excalibur, Zephyr, Valkyr, Mag, Mirage, Nova, Nyx, Rhino (borderline useless, depends if it benefits Iron Skin though)

Useless for soloing: Ash, Ember, Frost, Hydroid, Volt, Oberon, Saryn, Limbo, Loki, Nekros (close to useless in general due to its restrictions)

Useless in general: Banshee, Trinity

 

That's more or less 50/50 wether you can use them solo or not...

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  • 1 month later...

Theres a whole series of threads in the design council about this exact topic. If you wanted to post ideas you can do so there (you are a Grand Master). If your ideas weren't picked for the poll, or were picked for the poll and not selected, then that's that. 

 

 

Be patient. DE will probably release better augments in the future, hopefully. :)

 

I know they have those polls and I know they will add more augments in the future. But this is about repairing the existing mods (since about half of them have no solo use) ON TOP of suggesting more augment mods in general.

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