Lightsmith Posted November 2, 2015 Share Posted November 2, 2015 Some would (irradiating disarm, +elemental damage), some won't (curative undertow, shocking speed)there aren't elemental damage mods for Warframes. I'm confused about the second one since those are separate frames.I don't think it would break the game, but it would cause a minor power creep since then people don't have to choose between Aug or other mods. DE plans to eventually have multiple augments for each power, so perhaps once there are enough option they will add a sot or another mechanic Link to comment Share on other sites More sharing options...
Eminem2420 Posted November 2, 2015 Share Posted November 2, 2015 Eh, most augment mods are so situational they make little difference, but then there is ones that are great like Irradiating Disarm, Vampire Leech, etc. I would love to see an augment slot, but i doubt DE would implement one. Link to comment Share on other sites More sharing options...
(PSN)REDHEADED_COWBOY Posted November 2, 2015 Share Posted November 2, 2015 I brouhgt up the same idea a couple of months ago and this is the response I got..... https://forums.warframe.com/index.php?/topic/494763-augment-card-slot/#entry5531445 Link to comment Share on other sites More sharing options...
zerogear5 Posted November 2, 2015 Share Posted November 2, 2015 to those saying it would be over powering they are just completely wrong. we can already throw them on any frame with max power builds currently there is no down side other then less shields or something which lets be honest doesnt matter. Link to comment Share on other sites More sharing options...
(PSN)REDHEADED_COWBOY Posted November 2, 2015 Share Posted November 2, 2015 WHAT HE SAID!!!! Link to comment Share on other sites More sharing options...
Valiant Posted November 2, 2015 Share Posted November 2, 2015 No. Adding a separate slot for everything that slightly different from the core mods is not how the mod system works. For every mod, even for ones like Intensity and Continuity and Stretch, you have to give up mod energy and mod slots. Mod Energy is countered by forma'ing the slot, so mod slots are the relevant limiter: Do you get that extra 30% Power Strength from Intensify, or do you go for that +440% Health from VItality? DE already stretches what this system really means to players with the separate Exilus slot. I'm resigned to accept it, and even use it, but it is a stretch of what the mod card system is: a system of trade-offs for benefits. Separate slot for special mods (for Exilus or augments) means that you have a benefit for no drawback. Not everything necessarily has to have a drawback. One could say it costing mod points like exilus is a drawback as it may require a bit of fiddling with your mods or make the frames polarities rather restricting. Further to that, it'd only be for augments and nothing else. It's just something to change it up a bit. Don't see how it'd actually 'break' the game. Link to comment Share on other sites More sharing options...
(PSN)IrresistiBill Posted November 2, 2015 Share Posted November 2, 2015 I don't think it would break the game. Personally, I would like the ability to slot an augment mod just to make powers a little more interesting. anything for a little more variety in the game. Link to comment Share on other sites More sharing options...
(PSN)MylesHigh514 Posted November 2, 2015 Share Posted November 2, 2015 I think an extra mod slot on weapons would be awesome, the only mods that would be able to go there would be fire rate, magazine capacity, and other mods of the sort Link to comment Share on other sites More sharing options...
(PSN)IrresistiBill Posted November 2, 2015 Share Posted November 2, 2015 I think an extra mod slot on weapons would be awesome, the only mods that would be able to go there would be fire rate, magazine capacity, and other mods of the sort Lol exilus slot all the things. (I like the idea, mind you). Why not have a utility slot for primary, secondary, and melee weapons? (Prepares flame shield) Link to comment Share on other sites More sharing options...
Cloud90PL Posted November 2, 2015 Share Posted November 2, 2015 I don't see how it (adding additional slot for augment) would break balance in any way and if anything it would make your WF more diverse. I think of mods as actual progress of WF like in most RPGs: you lvl up and you spend points to rise your stats be that power, health or mana/energy. Exilus mods on the other hand seems like perks for WF itself; running speed, elemental resistance, etc. while aura mods resembles (for me) something like birthsigns in TES series. Now I would like to see a slot for power perks as in augment mods (it also seems like natural course of action). Link to comment Share on other sites More sharing options...
ShardsSuperior Posted November 2, 2015 Share Posted November 2, 2015 Not everything necessarily has to have a drawback. One could say it costing mod points like exilus is a drawback as it may require a bit of fiddling with your mods or make the frames polarities rather restricting. Further to that, it'd only be for augments and nothing else. It's just something to change it up a bit. Don't see how it'd actually 'break' the game. The point is that everything SHOULD have a drawback, and the drawback is actually using the mod. Not the hoops you jump through to be able to use it. And it doesn't even really "break" the game for the most part - Pool of Life, for instance, doesn't really do anything. It just goes against what the game should be. I don't like to invoke the slippery slope, but that's what a community does. It's even seen in this thread: "exilus got its own slot, why shouldn't augments?" Link to comment Share on other sites More sharing options...
p3z1 Posted November 3, 2015 Share Posted November 3, 2015 there aren't elemental damage mods for Warframes. I'm confused about the second one since those are separate frames. Freeze force, shock trooper... These examples are meant to be spread out, since some of them are good, some of them are bad (even in 1 frame there's good augs and bad augs) Link to comment Share on other sites More sharing options...
Barkano Posted November 3, 2015 Share Posted November 3, 2015 just one things, please be polarized. Link to comment Share on other sites More sharing options...
Lightsmith Posted November 3, 2015 Share Posted November 3, 2015 Another idea could be they are unlocked AFTER your frame gets to level 30. So as you continue to use it while it is at level 30 you slowly unlock 1 or more Augment slots. Link to comment Share on other sites More sharing options...
(PSN)DesecratedFlame Posted November 3, 2015 Share Posted November 3, 2015 No, but it might get people to start caring about augments more. With a few rare exceptions, that tend to get nerfed anyway, no one really cares about them currently. Link to comment Share on other sites More sharing options...
(XBOX)a salsa wizard Posted November 3, 2015 Share Posted November 3, 2015 It would be really nice, because I'm always trying to fit in as many mods as I can and it just doesn't work Link to comment Share on other sites More sharing options...
(PSN)Zashukitsune Posted November 3, 2015 Share Posted November 3, 2015 I'd just rather the exilus slot be modified into just an extra slot somehow, I'd even be if you had to earn it, I just don't always find reason to use the exilus slot at all because it doesn't feel worth the points I'd just rather the exilus slot be modified into just an extra slot somehow, I'd even be if you had to earn it, I just don't always find reason to use the exilus slot at all because it doesn't feel worth the points Link to comment Share on other sites More sharing options...
Acos Posted November 3, 2015 Share Posted November 3, 2015 I would quite like it, yes. Link to comment Share on other sites More sharing options...
Evanescent Posted November 3, 2015 Share Posted November 3, 2015 I'd rather you fuse augments into powers, like arcanes. Link to comment Share on other sites More sharing options...
Valiant Posted November 3, 2015 Share Posted November 3, 2015 (edited) The point is that everything SHOULD have a drawback, and the drawback is actually using the mod. Not the hoops you jump through to be able to use it. And it doesn't even really "break" the game for the most part - Pool of Life, for instance, doesn't really do anything. It just goes against what the game should be. I don't like to invoke the slippery slope, but that's what a community does. It's even seen in this thread: "exilus got its own slot, why shouldn't augments?" I'm not against drawbacks but I'm still of the opinion that not everything should have one. If we're going down that route we might as well have standard mods like intensify decreasing power efficiency opposed to a flat positive and go the way of corrupted mods for everything. Just don't think it is really needed here. Some people just want to add a twist to abilities and make their frame a bit refreshing.You mentioned this again in your original post and I'm wondering, what 'should' the game be like exactly? Edited November 3, 2015 by Naith Link to comment Share on other sites More sharing options...
GreyEnneract Posted November 3, 2015 Share Posted November 3, 2015 If it's implemented as an "end-game" veteran reward from some sort of quest or raid, then sure. Link to comment Share on other sites More sharing options...
Bachuuu Posted November 3, 2015 Share Posted November 3, 2015 No. Link to comment Share on other sites More sharing options...
zerogear5 Posted November 3, 2015 Share Posted November 3, 2015 No. see this is the pointless part you say no for literally no reason. as of right now there is like maybe 5 augment mods that are worth using all time. Giving how enemies scale having any extra advantage would be nice and not game breaking because one nerf hammer is always used, 2 augments are in general balanced quite well or adjusted quickly, 3 the broken abilities are already broken or OP to begin with. Link to comment Share on other sites More sharing options...
Ziegrif Posted November 3, 2015 Share Posted November 3, 2015 (edited) Nekros would get a boost from it. He's got 3 useful augments after all. And only space for 2 before you take a hacksaw to his stats. Edited November 3, 2015 by Ziegrif Link to comment Share on other sites More sharing options...
(PSN)Magician_NG Posted November 3, 2015 Share Posted November 3, 2015 This is always a difficult topic. On one hand I'd love a dedicated augment slot to open up build variety. On the other hand I'd hate to have a dedicated augment slot because I use two augments on several of frames. Link to comment Share on other sites More sharing options...
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