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Wouldn't The Game Be Better Off If Many Of The Augments Were On Some Level Innate?


Innocent_Flower
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So, A lot of the augments make the warframe more fun to play, at the expense of a mod slot. Be it boosting a teammate with fire damage as ember or having a slowing ice wave with frost. Reviving with soul punch or pulling resources towards you. These are FUN, and it is a sad shame to have them locked away from players, or needing a mod-slot sacrifice. 

 

 

So, for the game, make these abilities innate. You can keep the mods in game, and have them increase the effects. Or in the case of unpopular augment mods, have the original effect innate and change the mod to do something crazier (slowing ice wave? More like TRIPLE ICE WAVE) 

 

 

It's a win,win,win,win,win situation. 

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They should just get RID of them instead and make it a branching system that requires leveling up separate from the frame itself. For example, Molt should have three branches, one is the base branch but adds more damage and maybe a corrosive/viral proc (Caustic Molt), one slows damage increase but adds the health regen on the current aug (Renewing Molt), and the last one should make it a utility that adds a radiation proc (Seductive Molt).

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Pretty much every piece of feedback about augments (since their addition to the game) can be summed up in two points:

 

-Some are a wasted mod slot and should just be part of the basic ability

-We need at least one augment slot

Edited by Ailith
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They should just get RID of them instead and make it a branching system that requires leveling up separate from the frame itself. For example, Molt should have three branches, one is the base branch but adds more damage and maybe a corrosive/viral proc (Caustic Molt), one slows damage increase but adds the health regen on the current aug (Renewing Molt), and the last one should make it a utility that adds a radiation proc (Seductive Molt).

Sounds like a great suggestion, especially the last part! I presume each skill will have different animations too, right?

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They should just get RID of them instead and make it a branching system that requires leveling up separate from the frame itself. For example, Molt should have three branches, one is the base branch but adds more damage and maybe a corrosive/viral proc (Caustic Molt), one slows damage increase but adds the health regen on the current aug (Renewing Molt), and the last one should make it a utility that adds a radiation proc (Seductive Molt).

 

I thought a talent tree of augments would be cool.

 

Sounds like a great suggestion, especially the last part! I presume each skill will have different animations too, right?

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Also, DE has stated that if an Augment seems to make more sense they may evaluate and make it there by default. They are starting to look at reworking various frames. Augments may be a way to test the waters with various alternations without commitment to a skill change.

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They should just get RID of them instead and make it a branching system that requires leveling up separate from the frame itself. For example, Molt should have three branches, one is the base branch but adds more damage and maybe a corrosive/viral proc (Caustic Molt), one slows damage increase but adds the health regen on the current aug (Renewing Molt), and the last one should make it a utility that adds a radiation proc (Seductive Molt).

Diablo 3's skill (modifier) runes?

Edited by Bibliothekar
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