KenthNisshoku Posted October 11, 2017 Share Posted October 11, 2017 (edited) instead of making them into mods why not just make them as options for example I have Chilling Globe but instead of adding it in the mod slot it will be available as an ability option I can select and deselect it at will but in order to unlock this option i have to obtain it first for instance when i have chilling globe unlocked the ability tab will show me the options available if i equip chilling globe as an option i will sacrifice 20% power str on this ability in order to equip it if i refuse to select this option the ability stays the same it should look like Elsword's Skill Tree there is also a side effect if you choose an option Edited October 11, 2017 by KenthNisshoku typo Link to comment Share on other sites More sharing options...
R34LM Posted October 11, 2017 Share Posted October 11, 2017 I support this, though this would inevitably end up in a massive power spike for frames, considering the current roster of augments. Nekros, especially, would benefit tremendously from this. Needless to say, some balancing may be necessary. Link to comment Share on other sites More sharing options...
KenthNisshoku Posted October 11, 2017 Author Share Posted October 11, 2017 1 minute ago, R34LM said: I support this, though this would inevitably end up in a massive power spike for frames, considering the current roster of augments. Nekros, especially, would benefit tremendously from this. Needless to say, some balancing may be necessary. that's why there are side effects like losing power strength,duration,range & efficiency on those abilities Link to comment Share on other sites More sharing options...
Kalvorax Posted October 11, 2017 Share Posted October 11, 2017 support...augments effectivly brought us back to what the ability cards were.....on top of limiting us down to 8 slots Link to comment Share on other sites More sharing options...
R34LM Posted October 11, 2017 Share Posted October 11, 2017 3 minutes ago, Kalvorax said: support...augments effectivly brought us back to what the ability cards were.....on top of limiting us down to 8 slots I'm surprised augments aren't considered Exilus worthy... Link to comment Share on other sites More sharing options...
Mk.1 Posted October 11, 2017 Share Posted October 11, 2017 3 minutes ago, R34LM said: I'm surprised augments aren't considered Exilus worthy... Only two are.. but all of them should be Link to comment Share on other sites More sharing options...
(PSN)jFresh215 Posted October 11, 2017 Share Posted October 11, 2017 I think DE tried the ability tree, they didn't like it much. That being said, I don't have a strong opinion either way. There have been several things that have come and gone that I thought would never change. I gave up on getting attached and just use what we have. Link to comment Share on other sites More sharing options...
(XBOX)Drone A5R Posted October 11, 2017 Share Posted October 11, 2017 (edited) This sounds like a great idea, a bit of tweaking could be needed, but anything that’ll free up some mod space and allow me to make my builds more diverse is welcomed Edited October 11, 2017 by (XB1)Drone A5R Link to comment Share on other sites More sharing options...
Foxbat40 Posted October 11, 2017 Share Posted October 11, 2017 Initially abilities had to be slotted into the warframes. Now they are intrinsic to the frames. Then they added augments. Once again making abilities take up warframe mod slots. Perhaps they can give us an extra mod slot just for augments and figure out a way to make plat off it. Augment adapter for 40p anyone? Some of these augments are down right mandatory for frames, like regenerative molt or eternal war. Wish they could do away with the whole system and make it a choice just like the OP said. And please don't try and take more plat from us DE I need it for Warframe slots, load-out slots, weapon slots, Riven slots, companion slots, color pallets and several good looking skins and helmets. Link to comment Share on other sites More sharing options...
(PSN)Ozymandias-13- Posted October 11, 2017 Share Posted October 11, 2017 12 hours ago, R34LM said: I'm surprised augments aren't considered Exilus worthy... I agree with this. I suggested it a long time ago, but people always complain about power creep. I think having negative stat modifiers to balance them accordingly is a great idea. They could also control power creep by putting caps on stats like they do effiicency. For example only, cap power range at 250%, then you never have to worry about over stacking it with range mods, you'd have incentive to branch out into lesser used mods or increase other stats. I always thought augments should always have their own "augment" slots for nothing else. Not all augments are good. Some are just different play style, some are completely necessary to fix a broken power so they shouldn't hinder your normal build at all. Link to comment Share on other sites More sharing options...
(PSN)CoolD2108 Posted October 12, 2017 Share Posted October 12, 2017 They could even keep the auguments mods... just add frickin slots in a different screen (preferably on the ability screen...) That's way overdue... Link to comment Share on other sites More sharing options...
Sanxxieh Posted October 12, 2017 Share Posted October 12, 2017 The augment to abilities conversion would be nicey and would open many tweaks/ability changes to add lateron while hurting noone. They could add variant of ability instead of removing it and replacing by something else. This could be considered OP but the game is already very easy, no build can make it even easier, but it could be more fun to play because of choice of our skills. Even something very simple like the skills' list BnS has nowadays: Spoiler Link to comment Share on other sites More sharing options...
o.0- Posted October 12, 2017 Share Posted October 12, 2017 Going with the idea of having Augments appear on the Abilities page, then we'd possibly need say toggles on the abilities. So acquiring Augments would grant us the ability to swap between the default ability state and the augments. As we'd only be using one version of the ability this should be pretty straight forward I hope. Then the devs would simply need to re-balance the abilities between the default state and augments. And certain abilities could even have different augments to choose from, depending on the ability in question. That way, if devs happened to have multiple ideas for a single ability, it could be possible to have it structured into the Abilities tab and players could choose from the available options. Link to comment Share on other sites More sharing options...
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