Holeypaladin Posted January 16, 2015 Share Posted January 16, 2015 So I'm looking at augments like shock trooper, fireball frenzy, etc. They definitely bring some use to abilities that are normally scaled beyond the relevant range of high level missions by buffing allied damage... but they are generally useless when buffing your OWN damage and completely a waste of space for any sort of solo mission. So how about allowing some sort of self-buff version of these mods? Not sure exactly how to do it... maybe using it on an ally boosts both the ally's damage and your own? And using it on your kubrow in solo mode does the same? Sort of makes you use kubrows instead of sentinels when solo, but that's ok.... gives me a reason to use a kubrow instead of a scanbot/lootbot. Link to comment Share on other sites More sharing options...
Syzodia Posted January 16, 2015 Share Posted January 16, 2015 Wait, so you can't even just hit yourself with it, the same way you can stick yourself with plasma grenades in the halo series? That really sucks. Link to comment Share on other sites More sharing options...
Dawn11715 Posted January 16, 2015 Share Posted January 16, 2015 what about shooting at our own feet? could be another way to aktivate it. Link to comment Share on other sites More sharing options...
Holeypaladin Posted January 16, 2015 Author Share Posted January 16, 2015 Shooting at your own feet would be nice... has anyone tested to see if this works? I'd really like to have that 200% (with power mods) elemental boost from self-cast. Link to comment Share on other sites More sharing options...
Phoenix86 Posted January 16, 2015 Share Posted January 16, 2015 Self buffing currently cant be done, sadly, tested. It would be great to have. +1 Link to comment Share on other sites More sharing options...
skRose Posted January 16, 2015 Share Posted January 16, 2015 Also with regards to shock trooper, but I'm not seeing any visual indicator to show that it's working tbh - the new UI display for buffs is great n' all, but still - I mean frost has one, Oberon has one but eh Link to comment Share on other sites More sharing options...
yles9056 Posted January 16, 2015 Share Posted January 16, 2015 +1 Could make it like this: Fireball Frenzy & Freeze Force: Every teammate in the AOE range gets buff. Venom Dose: Every teammates in the explosion range of spores gets buff. Smite Infusion: Projects will target nearby teammates and Oberon and give them buff. Shock Trooper: Electric will chain to nearby teammates and Volt and give then buff. Link to comment Share on other sites More sharing options...
Centias Posted January 16, 2015 Share Posted January 16, 2015 Honestly, the only way I see myself using these elemental buff mods at all is if they rework them in some way to affect the whole squad when cast on a squad member (within a certain distance of that squad member). Squad comes together, cast once, 4 people buffed, back to business as usual. Of course, even better if you can just position yourself in the middle and self-cast it to buff everyon nearby. Would probably have to change it to not stack with multiple casts, though, but I'm fine with that. Link to comment Share on other sites More sharing options...
Eric1738 Posted January 16, 2015 Share Posted January 16, 2015 well, then Contagion will be really sad Link to comment Share on other sites More sharing options...
geninrising Posted January 16, 2015 Share Posted January 16, 2015 +1 op Link to comment Share on other sites More sharing options...
Ryjeon Posted January 16, 2015 Share Posted January 16, 2015 While we're talking about these augments let's please make them easier to hit. Chasing my allies benny-hill style in order to body-hit them with a fireball that should have a splash area of effect anyway is just not very fun. Let Fireball have splash radius. Let Shock chain to allies. Let Smite's seekers buff allies. Let Freeze frost a patch of ground that buff allies. Let Venom pop-aoe's buff allies. Individually body-shotting constantly moving allies is just tedious. Link to comment Share on other sites More sharing options...
dandin3 Posted March 18, 2015 Share Posted March 18, 2015 +1 need to be aoe so all get the buff Link to comment Share on other sites More sharing options...
RealPandemonium Posted March 18, 2015 Share Posted March 18, 2015 Having it team-reliant is a good way to rein in its power. Imagine 100% uptime self-buff augments? I don't think we should be able to triple our own damage indefinitely. Link to comment Share on other sites More sharing options...
Blur410 Posted July 23, 2015 Share Posted July 23, 2015 Bump, so that the devs can see this. Link to comment Share on other sites More sharing options...
BrazilianJoe Posted July 23, 2015 Share Posted July 23, 2015 (edited) Pruhblem is, if you compare the buff to e.g. Contagion, which is melee-only... The self-buff is totally OP. It affects every gun, and costs only 25 energy, and lasts much longer. The augment even affects other powers, so casting Contagion after the buff would be a buffed contagion to buff a weapon already buffed by the self-benefiting augment. YO, DAWG. So it's totally imba. Edited July 23, 2015 by -TP-BrazilianJoe Link to comment Share on other sites More sharing options...
420degreequicksopeswag Posted July 23, 2015 Share Posted July 23, 2015 (edited) How about Pressing 1 hits all tenno with the buff including you Normal ability is not affected Its not like a 284% damage boost is op right Edited July 23, 2015 by 420degreequicksopeswag Link to comment Share on other sites More sharing options...
Archwizard Posted July 23, 2015 Share Posted July 23, 2015 (edited) Pruhblem is, if you compare the buff to e.g. Contagion, which is melee-only... I think it's universally agreed that Contagion being too weak is the real issue there. It's literally just a Rank 4 Fever Strike that you have to spend energy to maintain - great before Damage 2.0 when it ignored armor, pretty 'meh' after. Other than Ballistic Battery (which can be used with Mesa's Peacemaker in a pinch), it's the only ability that requires a specific weapon equipped to function at all (making it outdated since the release of The Sword Alone) - even Valkyr and Excalibur's abilities get more mileage if you drop a melee weapon, before you get to their summoned melee. For its cost, it provides a buff only to the player; Speed provides a team-wide buff for a third of the cost, and Warcry slows enemies on top of benefiting the team. Seeing the problem? However, for the elemental damage augments, they exist to encourage teamplay. If you're to get a buff from them, you should need to cast it on an ally to do so. Edited July 23, 2015 by Archwizard Link to comment Share on other sites More sharing options...
BrazilianJoe Posted July 23, 2015 Share Posted July 23, 2015 I think it's universally agreed that Contagion being too weak is the real issue there. It's literally just a Rank 4 Fever Strike that you have to spend energy on - great before Damage 2.0, pretty crap after. Other than Ballistic Battery (which can be used with Mesa's Peacemaker in a pinch), it's the only ability that requires a specific weapon equipped to function at all (making it outdated since the release of The Sword Alone) - even Valkyr and Excalibur's abilities get more mileage if you drop a melee weapon, before you get to their summoned melee. For its cost, it provides a buff only to the player; Speed provides a team-wide melee buff for a third of the cost, and Warcry slows enemies. However, for the elemental damage augments, they exist to encourage teamplay. If you're to get a buff from them, you should cast it on an ally to do so. Sure, Contagion is way too weak. My argument for Contagion is that it should be modeled after Excalibur's exalted Blade. OF COURSE, since Contagion is a level 3 power, it wouldn't be as good. Wave attacks and auto-parry aka invulnerability demisphere would be first casualties. Until Contagion is reworked though, the Yo-Dawginess is still a fact though. Even if Contagion is reworked, we have Ember's accelerant. It increases fire damage - I haven't tested to check whether the toxin augment also buffs accelerant to do toxin damage as well, or combine both damage types into gas - which is how the augment is supposed to work! I even asked and got confirmation from the devs that the elemental damage buffs is supposed to combine. Besides buffing accelerant, it should also buff WoF, so the bonus damage would be doubled. That's a lot of buffs for a palsy 25 energy. (not that I am complaining) Link to comment Share on other sites More sharing options...
yles9056 Posted July 23, 2015 Share Posted July 23, 2015 (edited) The self-buff is totally OP. It affects every gun, and costs only 25 energy, and lasts much longer. Self buff is totally OP while buffing teammates is not? Let's face it, players are selfish, and nobody likes to be the one buffing teammates with these mods. It's not fun and you get nothing after making efforts. So why not make things easier for everyone? The augment even affects other powers, so casting Contagion after the buff would be a buffed contagion to buff a weapon already buffed by the self-benefiting augment. Your melee weapon get toxin damage from both Contagion and the augment mod. That's it. I don't really think it's a big deal. Edited July 23, 2015 by yles9056 Link to comment Share on other sites More sharing options...
Archwizard Posted July 23, 2015 Share Posted July 23, 2015 My argument for Contagion is that it should be modeled after Excalibur's exalted Blade. OF COURSE, since Contagion is a level 3 power, it wouldn't be as good. Wave attacks and auto-parry aka invulnerability demisphere would be first casualties. I think it should be scrapped for something that ignores what weapon she's using. None of her other powers care if she's melee, after all. Link to comment Share on other sites More sharing options...
Azamagon Posted July 23, 2015 Share Posted July 23, 2015 Selfbuffing with those augments, yes please! Even if that only means getting half the bonus when benefitting from it yourself (to still emphasize the augments' teamplay focus), that'd be great, as I am of the opinion that NO augment should be useless solo (Soul Survivor could refresh minion duration and heal it to full health, no?) As for Contagion... well, it's a really bland power in the first place. It and its augment could need a total rehaul. Link to comment Share on other sites More sharing options...
Archwizard Posted July 23, 2015 Share Posted July 23, 2015 Selfbuffing with those augments, yes please! Even if that only means getting half the bonus when benefitting from it yourself (to still emphasize the augments' teamplay focus), that'd be great, as I am of the opinion that NO augment should be useless solo (Soul Survivor could refresh minion duration and heal it to full health, no?) I still feel that the augment (as something that's equippable, and can be removed in teamplay, or perhaps even cast on Syndicate/Invasion/Rescue allies) can stand to be teamplay only. As for benefiting from the buff, I think it should automatically buff you when you use it on an ally, but only for a third of the duration. You can cast it on multiple allies to stack the duration up to a cap (the max for an ally), but if you only have one then it's still possible, just less efficient. Link to comment Share on other sites More sharing options...
BrazilianJoe Posted July 23, 2015 Share Posted July 23, 2015 Self buff is totally OP while buffing teammates is not? Let's face it, players are selfish, and nobody likes to be the one buffing teammates with these mods. It's not fun and you get nothing after making efforts. So why not make things easier for everyone? Your melee weapon get toxin damage from both Contagion and the augment mod. That's it. I don't really think it's a big deal. I never said buffing others is not OP. those augments are in an uncanny valley of power. They are OP, but they are also sooo boring people usually don't equip them because of the reasons you have stated. If they weren't so OP they would be ignored to infinity and beyond. THe augment buff also affects other powers being cast. So the melee weapon gets an agument buff, and contagion gets an augment buff, and the weapon gets the contagion autmented buff, being buffed twice. That's how the augment is supposed to work: buffs weapons AND powers. Link to comment Share on other sites More sharing options...
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