- New Augments in Warframe are looking pretty exciting, but some might be game-changers and others not so much.
- The Specter spawning ability for Styx seems like it could be a game-changer in Onslaught situations but might have some limitations.
- The Loki decoy damage reduction augment doesn't seem like it would be very useful for most players.
- The Divine Nea augment could potentially be a game-changer with its status spreading and high damage explosions, but it might need some balancing.
- Baruuk's Elusive Retribution augment might not be worth it unless you're really into building for speed and crit damage.
- Chroma's Vex Armor augment seems like it could be a support build option, but it might not be worth sacrificing other mods for.
- The Marina K-Drive augment could be good for those who don't like using K-Drive and want a bit of extra crit chance.
- The Nidus Parasitic Augment seems pretty lackluster, especially for solo players.
- The Requiem Crystalline augment for Gara looks promising, but it might need some tweaks.
- The Lavos Valiant augment could be a significant boost for damage-focused builds.
- And lastly, the Titania Razorwing Blitz augment seems like it could be a game-changer for nuke builds.
10 New Augments for Dante Unbound
Inhaltsübersicht
Today, we're diving into a preview of the 10 new augments from Dante Unbound. We'll take a closer look at each augment, providing theory crafting information and details on how they may impact gameplay.
Priority of Augments: What to Consider
Before we start delving into the details, it's important to consider the priority of these augments and how they may affect gameplay. 🤔
Augment 1: Javelineers for Stanex
Augment Details | |
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Primary Ability | Javelineers |
Secondary Ability | Specters |
Auswirkungen | Creates Vortex |
Enhanced Effect | Increased Duration & Radius |
Intrepid Stand
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Removing the ability to utilize multiple abilities simultaneously can be frustrating.
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The limitations on ability combinations can impact the overall effectiveness of gameplay.
Augment 2: Loki’s Helmet Augment
Augment Details | |
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Primary Ability | Decoy |
Enhanced Effect | Erhöhter Schaden |
Criticism | Limited Noticeability |
Decoy and Damage
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The inability to notice a significant difference in gameplay can minimize the effectiveness of this augment.
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The lack of noticeable improvements may lead to decreased interest in utilizing this particular augment.
Augment 3: The Divine Nea
Augment Details | |
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Ultimate Ability | Status Spreads |
Auswirkungen | Increased Damage |
Potential Concern | Nerf Anticipation |
Stagner in Gameplay
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Users may be hesitant to heavily invest in this augment if there is a looming anticipation of potential nerfs.
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The concern regarding the ultimate effectiveness of the augment in gameplay can impact the prioritization of this ability.
Augment 4: Baroo’s Wrathful Retribution
Augment Details | |
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Primary Ability | Elusive Retribution |
Enhanced Effect | Increased Speed & Crit Damage |
Speed and Crit
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Despite potential benefits for certain playstyles, the limitations of utility for this augment may affect its appeal for a wider audience.
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The specific target audience that may find this augment useful may be limited.
Augment 5: Chroma’s Vex Armor
Augment Details | |
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Ultimate Ability | Vex Armor |
Potential Challenge | High Damage Requirement |
Support Chroma
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The trade-offs and restrictions placed on Chroma's abilities can limit the overall appeal and usability of this augment.
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The specific conditions necessary for optimal utilization can impact the practicality of this ability.
Augment 6: Merina’s Long Ride
Augment Details | |
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Ability Focus | Long Ride |
Defensive Approach | Schadensreduzierung |
Displacement of Utilities
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The replacement and potential displacement of critical abilities and utilities can raise concerns about altering established gameplay styles.
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The impact of this augment on critical gameplay mechanics should be carefully considered.
Augment 7: Nidus Recrystallized Catrine
Augment Details | |
---|---|
Evolution & Adaptation | Recrystallized Catrine |
Potential Downside | Limited Solo Benefits |
Solo vs. Group Play
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The limitations of this augment in solo play can diminish its appeal to a significant portion of the player base.
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The reliance on specific conditions and scenarios may limit the broader appeal of this particular ability.
Augment 8: Harrow’s Subterranean Venture
Augment Details | |
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Ability Enhancement | Subterranean Venture |
Utility Expansion | Enhanced Duration |
Tactical Considerations
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The specific use cases and scenarios in which this augment may prove beneficial should be carefully evaluated to determine its overall practicality.
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The tactical limitations and considerations necessary for optimal use may impact the broader appeal of this particular ability.
Augment 9: Valkyr’s Unbreakable Chains
Augment Details | |
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Utility & Versatility | Unbreakable Chains |
Potential Downsides | Limited Impact on Solo Gameplay |
Solo vs. Group Dynamics
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The attenuation of impact in solo gameplay scenarios may limit the broader appeal of this particular ability.
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The dependence on specific group dynamics and interactions may constrain the overall utility of this augment.
Augment 10: Mag’s Electromagnetic Mastery
Augment Details | |
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Elemental Manipulation | Electromagnetic Mastery |
Gameplay Potency | Enhanced Damage Output |
Elemental Mastery
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The specific scenarios and use cases in which this augment may prove beneficial should be rigorously evaluated to determine its overall viability.
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The potential limitations and constraints on effective utilization may impact the broader appeal and practicality of this ability.
Stay tuned for the release of these augments and their potential impact on gameplay! Are there any specific augments you're looking forward to trying out? Let us know your thoughts! 🚀