MotherofHermes Posted December 12, 2014 Share Posted December 12, 2014 You're welcome... Ty Dude. Sorry my mastery of forum control is not as awesome as yours. :3 Link to comment Share on other sites More sharing options...
Eyeless Posted December 12, 2014 Share Posted December 12, 2014 This is VERY true, but I have faith DE will acknowledge the risks of band-aiding the game and will refrain from doing so. You mean like how they buffed Excalibur using months worth of helpful and intuitive community feedback? Link to comment Share on other sites More sharing options...
Jinryusai Posted December 12, 2014 Share Posted December 12, 2014 (edited) ^Takes light years for reworks or small buffs...Takes a 2 months for Augments... Edited December 12, 2014 by Jinryusai Link to comment Share on other sites More sharing options...
AlphaHorseman Posted December 12, 2014 Share Posted December 12, 2014 You mean like how they buffed Excalibur using months worth of helpful and intuitive community feedback? The thing is, half of these new augments could've been added into the frames abilities outright, as they're pretty baseline. Some augments actually do add an interesting dynamic, like the Tesla Link mod, but most are just shore ups for what some abilities are lacking outright. Link to comment Share on other sites More sharing options...
tris1 Posted December 12, 2014 Share Posted December 12, 2014 I agree DE are just making augments to buff abilitys instead of fixing them properly or they make useless ones like the one for freeze or they make ones for frames like lokis radial disarm which they give a mod that is now making it op but over frames get stupid ones. DE do the job properly of buffing frames not augments to fix the skill Link to comment Share on other sites More sharing options...
WI6HT Posted December 12, 2014 Share Posted December 12, 2014 Honestly? there was talk of adding small skill trees to each of the abilities a while back. maybe we could use that to incorporate augs? IDK. I like that idea :D Link to comment Share on other sites More sharing options...
Phoenix86 Posted December 12, 2014 Share Posted December 12, 2014 It's as I have feared, DE is using the augments as a cheap way to fix the abilities, that way they don't have to do reworks. Mark my words, if this can continue, you can be sure that the next frame people want a rework for will not get a rework, but merely a set of augments to band aid their abilities. I do not support this kind of thinking. i agree with you sir, overall because they got rid of skills in loadout to "give us more space" and now they are taking it back with this augments! consistency ftw. Augments should be added into the skills panel and that's it! Btw i expect at least 1 Augment for each and all the skills of all frames, no way it's not going to be like this. Link to comment Share on other sites More sharing options...
AlphaHorseman Posted December 12, 2014 Share Posted December 12, 2014 I honestly don't see the logic in any of this now. First you give us all our abilities, and then you limit our customization of them by adding in augments that take up a mod slot. Most of these augments should've been already within these abilities from the get-go. Now they're adding them in as filler mods instead of giving them to these abilities. Link to comment Share on other sites More sharing options...
-FV-Wsocks Posted December 12, 2014 Share Posted December 12, 2014 Absolutely. After using a Forma on my ash when I had been running 'Smoke shadow' I completely forgot that it wasn't an innate property of the ability when it was equipped. It seemed so obvious. Many of the other augments behave in the same way, direct upgrades that aren't worth a slot and that should just be added to the base ability itself. Link to comment Share on other sites More sharing options...
AlphaHorseman Posted December 12, 2014 Share Posted December 12, 2014 The question now is, will DE actually listen to us? Will these augments be added in as baseline and other augments put in that actually make these powers dynamic? Or will this trend of band aiding powers with half useful augments continue? Link to comment Share on other sites More sharing options...
Darkmoone1 Posted December 12, 2014 Share Posted December 12, 2014 Agreed. Mod augments need to change the play style of an ability, not enhance it. As it is now there are some that could have easily been buffs for the frames. Link to comment Share on other sites More sharing options...
AlphaHorseman Posted December 12, 2014 Share Posted December 12, 2014 Agreed. Mod augments need to change the play style of an ability, not enhance it. As it is now there are some that could have easily been buffs for the frames. I'm not saying the augments couldn't do both. But, as they are now in this iteration, many of them are more so fixes that should be added in without having that mod, rather than enhancing and/or changing how they function. Link to comment Share on other sites More sharing options...
Innocent_Flower Posted December 12, 2014 Share Posted December 12, 2014 (edited) OP is totally right. There's a few augments that should remain augments, but for the most part: These should be default and integrated with the frame. Perhaps you can use the augments to increase the stats. But to create them? No, they should already be there. Edited December 12, 2014 by Innocent_Flower Link to comment Share on other sites More sharing options...
AlphaHorseman Posted December 12, 2014 Share Posted December 12, 2014 OP is totally right. There's a few augments that should remain augments, but for the most part: These should be default and integrated with the frame. Perhaps you can use the augments to increase the stats. But to create them? No, they should already be there. +1 to this comment. Link to comment Share on other sites More sharing options...
AlphaHorseman Posted December 15, 2014 Share Posted December 15, 2014 Augments can do great things, but being a patch job isn't what they should be. Link to comment Share on other sites More sharing options...
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