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Change Ability Augments To Warframe Augments


Khalixxa
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What I'm suggesting is the following:

 

In designing future augments and fixing current ones, balance them as if they were warframe augments rather than single ability augments.

 

What does this mean?

 

If ability augment mods aren't going to get exclusive slots, they'll be competing with every other mod for one of those 8 spaces. Players have to decide that an augment mod is among the top 8 choices for them, or they aren't going to use it, and with most of those 8 precious spaces being taken up by "must-have" survival or ability mods, the competition is rough.

 

The trouble is, if you make an ability augment too good, players may be encouraged to spam the augmented ability since everything takes up the same animation time and energy from the same pool. There are some exceptions to this, but for the most part, you've narrowed your vision for these augment mods to buffing single abilities, which is likely to create an "all or nothing" situation with regard to their usage.

 

For example, if you look at the popular augment mods at the moment, they either buff an ability that players already spam (Despoil, Greedy Pull, etc.) or they have a lingering effect that makes them like a pseudo-passive (Regenerative Molt, Shield Transference, etc.).

 

Augments have to compete with passive mods for a slot, so they should have some "passive-like" quality.

 

Let's look at some, and re-imagine them as being a buff to more than one ability (or to the warframe itself):

 

The mods like Freeze Force, Smite Infusion, etc, that buff allies damage are "good" in groups, but it's a real bummer to have a mod slot taken up by something that has absolutely no effect on the user. Not to mention, it's very difficult to keep a team buffed without sacrificing the use of all other abilities. Make these augments affect ALL warframe abilities instead of just the number 1 ability. This would mean that you'd be able to buff yourself and your allies using an AOE, and keep them buffed as long as you keep hitting them with your abilities. The augment might need to have its base power reduced, but the added convenience would be worth it. Currently, if you're serious about using these augments, you have to chase your allies around hitting them each with your number 1 every minute or so. Ember's Fireball can even MISS your allies!

 

Hallowed Reckoning is the augment for Oberon that spawns Hallowed Ground clones when you kill an enemy with Reckoning. The Hallowed Ground effects that spawn should have the properties of your actual hallowed ground (not just look like it), and they should spawn when enemies are killed with ANY ability.

 

Capacitance is the augment for Volt that gives shields to the party based on the damage done by his Overload. This augment should effect ALL of Volts abilities instead.

 

Tidal Impunity is the augment for Hydroid that grants status immunity to allies that touch his Tidal Surge. This augment should effect ALL of Hydroids abilities instead.

 

The idea is to take some already existing augment concepts and come up with ways to make them relevant to more player actions; making them affect more abilities, or have a lingering effect. Don't make people want to spam a single button.

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