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Leanspeed

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Everything posted by Leanspeed

  1. Are there any plans to update some of the pain points introduced to Inaros after his rework? Thank you for the frequent updates!
  2. To preface, Inaros has been my main for a very long time. I love his theming and unique interactions with health, melee combat, and more. Additionally, all following information is based on my own opinions and experiences. My overall opinion on the rework is that it feels better than the old Inaros, but is unpolished. Not to the discredit of any devs that worked on it, there are just several aspects that feel clunky or off. I'll go through ability by ability, leaving my notes on each then leaving some closing thoughts at the end. Passive: I personally was a fan of the stationary turret for revive previously. It fit well in my opinion. That said, it was nearly impossible to actually get a revive off of it because the damage that caused the revive was incredibly low. With his new passive, I can appreciate that it is actually possible to revive. However, it feels very odd that I have to go punch things as a sand wraith thing. The animation doesn't fit the situation. Maybe if the animation was similar to his 1, but played in reverse, it would work better. In this case it would be like Inaros using the sand to draw in the life force of the enemies hit. Overall it's an improvement to usability, though still clunky, and theming is lackluster. Desiccation: Few notes here. Feels just like it did before. I like that the life drain seems more noticeable. Ability additionally feels more usable because of the changes to finishers, being able to use them even if an enemy doesn't have an assigned finisher animation. The fact that Inaros can blind enemies from behind seems a little odd, but it does make the ability more usable. Sandstorm: So much better. I really like the changes to sandstorm. Felt very mid before. Was mostly a gimmicky CC ability that didn't do much. Now it's still a mostly-gimmicky CC ability but you can actually move around and it sets you up for melee finishers. Scarab Shell: I am mixed about the splitting of his original fourth ability into two abilities. New scarab shell doesn't feel like much of a commitment. The fact that you can move and shoot(???) while charging scarab shell feels very off to me. The animation wasn't changed so it just looks goofy. Maybe if the charge was a toggle that slowed him down and forced him to be grounded but still able to move like Nyx's "Assimilate" augment it would feel fine. Animation would have to be changed a bit to match. I do enjoy the status immunity on the new version of the ability though. Armour seems quite mid. One of my builds relied on the amount of armour scarab shell used to give being based off Inaros' armour instead of ability strength. Strength makes sense, but still sad to see my build got worse. Scarab Swarm: I'm enjoying the new fourth ability. Feels similar to the old ability, but slightly more usable in some cases. Even though the damage was increased, it doesn't feel like it does enough. Doesn't feel impactful enough for a fourth ability at the moment. Even with 10s of thousands of health, it still can't reasonably kill enemies that appear at level 100+, which is where I spend most of my time. I do like that it summons the new swarm kavats on kill though. Augments: I haven't had a chance to use Elemental Sandstorm or Negation Armor so I can only really talk about Desiccation's Curse. This augment was largely unchanged, but I can use this to talk about the swarm kavats. I think the kavats are neat, kind of a fun tie to all the kavats that were in his tomb in the quest. That said, I really enjoyed the theming of the sand soldiers. They were super unique as no other frame had a way to copy enemies as allies except Nekros (may be missing some), though lots of other warframes have pets. Khora already uses a kavat. The kavats do seem to be more useful though in terms of consistency, especially because they can spread the scarab swarm. I would like to see some extra detailing for the prime version of the kavats compared to regular Inaros. Overall, I think this rework is good. His old second ability was super mid, really only useful as a healing source when desperate, so I think getting rid of that was fine. I would appreciate if some of the abilities were looked at again to work in more consistency with his theming, whether that be animation changes or functionality changes.
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