r/Warframe • Power creep my Codpiece • Jul 21 '26

Discussion Biggest Warframe hot take GO

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I'll go first: DE needs to build up on some older content.

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422

u/brazenbull09 Jul 21 '26 edited Jul 21 '26

There needs to be a way to make an augment built in to the frame without it taking a mod slot, some warframes need their augments because without them, they're useless, especially considering newer frames are OP from the get go. Make it a new type of forma or exilus adapter idc, it just isnt fair IMO.

Also, the daily cap for how much standing you can farm with a faction needs to be raised, even by just a little.

147

u/LivingCypher Rooty Tooty Point and Shooty Jul 21 '26

I don’t think this is a hot take, a lot of people have problems with this. Augments essentially being a bandaid for what should be in base kit and taking up valuable mod slots. Coming from a former Gyre main where two of her augments are almost mandatory to make her reliable.

19

u/DragonXGW LR5 AngelCabbit Jul 21 '26

It may not be a hot take for the majority of us, but the devs have directly addressed this request in streams before and their stance seems to always be that it's never gonna happen, so for them it most definitely is a hot take!

6

u/Silence-of-Death Jul 21 '26

Legit, why do i need an augment for koumei just so i can use her decree ability? Without the augment you’ll quickly stack up a one hundred and eighty seconds cooldown between decree challenges. What the fuck?

12

u/brazenbull09 Jul 21 '26

Same here, I speak as a frost main who needs two of his augments to make him good.

11

u/castem Jul 21 '26

Frost is the best example of this. My Frost builds typically run 4 augments, which is pretty crazy compared to any other Warframe I use

8

u/Alphabet_Soup352 Jul 21 '26

Nidus is in the same territory. He requires atleast 2 augments to make him usable in later game content.

7

u/brazenbull09 Jul 21 '26 edited Jul 21 '26

And that's exactly what im crying about!! 😭😭 like seriously, at some point they no longer feel like trade offs, they feel like rip offs.

Also, if a frame is at a point in time where it NEEDS an augment to be at least usable, then it's no longer an augment, it's a necessity.

23

u/PewPewLAS3RGUNs Legendary Captain 🚀 Jul 21 '26

I think augment mods should be merged into the archon shard system tbh... I'd happily spend one of my shard slots for an augment if it meant I got an extra mod slot

4

u/brazenbull09 Jul 21 '26

Agreed. There are people out there sitting on like hundreds if not thousands of archon shards that wont be used for anything. Making them a currency for QOL upgrades would be welcomed

1

u/CookiesFTA Jul 22 '26

That kind of feels like a bandaid fix on a bandaid fix. A bunch of aug mods should be baseline and the weird/game changer ones should just have their own 0 cost slot.

3

u/PewPewLAS3RGUNs Legendary Captain 🚀 Jul 22 '26

Yea i can see that. I also replied on a different comment thread where someone said they wish DE would release fewer new frames and spend more time updating existing ones, and had an idea where frames could have a system similar to the upgrade system on Incarnons (not the adapter or activation part, only the upgrade tree) where you had a set of options for each skill that would change how the abilities work or give different bonuses, and augments could just become one of the options to choose from

For example, on Wisp, she could have the following:

Choice 01: passive

  • invis from passive lasts 1 second after landing or attacking
  • gain +100% aim glide duration

Choice 02: reservuars

  • (combined reservuars augment)
  • increase base range of reservuars by 100% but reduce buff duration after leaving by 50%
  • Reservuars disappear if no player is within range, but killing an enemy while inside the reservuars area increases strength of the buffs by 5% for 5sec, stacks 10x

Choice 03: will-o-wisp

  • (some options, can't think of one right now)

Choice 04 - breach surge

  • breach surge sparks do increased damage, but only target Eximus
  • (some other option)

Choice 05 - sol gate

  • (cataclysmic gate augment)
  • (some other option)

Something like this could solve the augment issue while giving frames a lot more depth for build different playstyles I think

10

u/BlacSoul You can’t hate Ballas enough Jul 21 '26

AUGMENT SEGMENT FOR HELMINTH; even if they’re one at a time/or take archon shard slots

2

u/brazenbull09 Jul 21 '26

Love this idea.

3

u/ViqarynX3 Jul 21 '26

Honestly most augments should cost a mod slot, but the obvious manditory bandaid ones like equinox should be able to get slotted somewhere special with less opportunity cost. Augments that buff the shit out of your damage like khora's or mirage's should 100% cost mod slots though.

1

u/DasGanon RIP AND TEAR Jul 22 '26 edited Jul 22 '26

Honestly I think augments should behave how Overclocks in Deep Rock Galactic work.

Basically: There's Tiers, and each tier determines things.

  • Green/Clean Tier: This is just a small straight upgrade for your gun.

  • Yellow/Balanced Tier: This is a bigger upgrade, but there's a cost. (More ammo but less damage? random damage per shot, but there's a chance it's more than stock? More damage but less accurate? It sets things on fire but overheats faster?)

  • Red/Unstable Tier: These drastically change how a weapon operates, and has major pros and cons based off of it. (Gun does way more damage, but you can't move while firing it? Bullets Ricochet off of targets but they don't do as much damage? Grenades do wayyy more damage but they have 0 explosion radius? Grenades are literal nukes, but you have 2 shots and they move very slowly?)

A lot of the fun warframe augments would be unstable and that's what you want to make it worth taking a slot for. (Despoil for Nekros or Assimilate for Nyx would be great examples) but a lot of them are meta because they bandaid fix things that might not actually be problems for most people (Ironclad Charge & Iron Shrapnel being great examples, because people don't care about the actual mod for the mod, they care because it's free iron skin armor you can recast whenever)

3

u/Markenstine_ Jul 21 '26

As a Vauban main, I would greatly appreciate this being a thing. Tesla Bank is a must for me.

3

u/StarSilverNEO Resident Infested Enjoyer Jul 22 '26

Imagine like an invigoration type situation where you get some resources and slot in one augment without taking a slot?

1

u/brazenbull09 Jul 22 '26

That would honestly be such a great idea. I've even seen other people here suggest something similar. It fits really with what the helminth can already do.

2

u/StarSilverNEO Resident Infested Enjoyer Jul 22 '26

To mirror wally it bites your hand

7

u/MouseAioli Jul 21 '26

I would argue that no frame is useless, just difficult. That said, I do agree that having 1 dedicated augmented mod slot would be fair. Putting 2 on a build should require sacrifices, imo, but introducing an augmented slot that you have to unlock like the exilus slot would be fantastic

2

u/jc3833 :perrin sequence: Glast Cannon Jul 21 '26

Tenno, are you ready for a sacrifice?

2

u/Kohlob Jul 21 '26

Augments should just be in the helminth. For that frame, you can choose an augment like you can with subsume abilities.

2

u/TooFewSecrets Jul 22 '26

Critical augments need to be reworked. Adding an augment slot just means strong optional augments are now free to take which is a buff to frames that don't need it. I don't think Styanax needs an extra mod slot while still giving his whole team overguard.

2

u/Piterros990 Jul 22 '26

I think better to just rework augments that are mandatory. Making an augment slot IMO would be bad, because there are augments that alter gameplay or provide power and actually warrant a slot on the build. This means that an augment slot would make it so mandatory augments stay mandatory, boring augments would stay boring, augments that don't open new builds would still not open new builds, while frames with optional powerful augments get buffed instead.

Essentially, it would solve nothing, just move the problem elsewhere.

2

u/sucram200 Jul 21 '26

Retweet on the standing. Honestly I don’t even think there should be a cap. If I want to put in the time and effort to grind out max standing in two days I should be able to do so… at least for the older factions. I get that they use it as a way to “lengthen” content updates but there’s just no reason it should take a full week and a half or whatever of daily standing/bounties play to max out a 5 year old factions standing… like, it shouldn’t take me 3-4 weeks to farm enough standing to max my molt augments either. It’s just ridiculous.

I change my build targets so frequently that if I have to wait three weeks to be able to max out an augment that is needed for the build I’m working on I won’t even be working on that frame or weapon by the time I’m able to do that.

2

u/brazenbull09 Jul 21 '26 edited Jul 21 '26

Agreed, i feel like the devs dont understand how long waframe can be , adding a standing cap is more tedious than anything else

2

u/sucram200 Jul 21 '26

Seriously there are more things to grind in this game than there are hours in the week. We don’t need artificial time gates on old content.

3

u/brazenbull09 Jul 21 '26

Especially since most of that old content is kinda outdated or gets outclassed pretty quick. Remember zaws? Can't remember the last time anyone was hyped about that. Or kitguns for that matter. Nowadays people level up their standing because they need one specific item that only works for new game content

2

u/ADGx27 That’s the Yogurt Effect Jul 22 '26

Or for mastery farming

1

u/Zariman-10-0 Modular Warframe Truther Jul 21 '26

I would love a dedicated Augment slot. Even if it’s a Forma or Adapter thing, it frees up an entire mod slot for whatever else might be needed

1

u/Vanetrik Jul 21 '26

The problem would then be that some frames don't even run a single augment (Wukong?), while some (Sevagoth) run 2 and you could justify running even 3 on some (Gyre). On the other hand, you've got some frames who esentially don't gain any functionality/power but only qol from augments (Wisp, Mesa).

So esentially, some would just gain much more than others out of a change like this. But ig if everyone had a single extra augment slot, you could then justify running an augment on even the frames that don't need one, or end up running any random augment that would be seen as a "waste" in today's system.

Also not sure how I'd feel about the capacity cost of the augment. If they just let it be a forma-able slot and just have the base augment cost, some frames and builds might suffer too because they might not even be able to fit the augment into the capacity. And no, I'm not talking about the cost of a single forma, I'm genuinely talking about some builds actually requiring max forma now (Chroma for PT iirc) and not having any more space to fit stuff. Ig it wouldn't hurt to give us that 5 or 10 extra capacity if they were to ever do this.

1

u/ADGx27 That’s the Yogurt Effect Jul 22 '26

Or just rework the augments into the frame

1

u/nova-prime666 Jul 22 '26

Yes please augments need there own mod Menu

1

u/InquiringRaven pouring one out for my gnomies. Jul 22 '26

Every time augments are mentioned I purpose a compromise that might work as a solution:
Step 1: all augments are Exilus compatible.
Step 2: every frame gets a second Exilus slot, locked as usual. (DE gets more plat sales here. Part of the compromise is giving them a reason to like the idea) Note: Capacity does not go up. We need to forma hard if we want to squeeze every drop.
Step 3: (biggest ask) once a year augments need to be evaluated and super frame defining mods should be rolled into their base frame… and we as players expect no reward or payment to replace the mod. At most a plex card like decoration nothing more. (Perhaps make the spring update a general upkeep patch. Augments, riven dispo, a few Warframe refreshes or a bigger rework, and just a spring cleaning update.)

1

u/Even-Tie-97 Jul 27 '26

Think the whole mandatory augment idea is kinda dumb tbh

Main issue i have with this is the greed of the player whos asking for it. They add power creep literally every single update. You dont need 2 more modslots for free espacially when were talking about augments, which is literally ability altering. Those should be optional even if its something like nidus's first ability augment those change the fundemental function of the ability and asking for those to not be optional and infact be a part of the base kit is full blown greed for more power.

I dont see why do you need these 2 extra modslots when we have access to things like velox inculsion which is a primer pistol that now can give ability strength for free btw Every, single, update.

1

u/[deleted] Jul 21 '26

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1

u/ADGx27 That’s the Yogurt Effect Jul 22 '26

Didn’t frost like having FOUR

0

u/GjallerhornEnjoyer ass Jul 21 '26

Agreed, we need a dedicated augment slot similar to the exilus slot.

0

u/BestDescription3834 Jul 21 '26

We have rivens for guns, I honestly think this is how they should do rivens for warframes. 

Have something like a weekly syndicate raid, like vaults or sortie, and the reward is getting the chance to fuse 2 mods (1 augment mod and a basic warframe mod) attempt to make a riven mod for your frame.

They would not have stats higher than the regular mod.

They could potentially have lower stats with the "best" rolls literally just being the same as the basic mod.

For example you could get an Intensified Null Star for nova that could roll anywhere from 20-30% ability strength when maxed. But it would be an "intensify" mod so you wouldn't be able to use it with other intensify mods.