Jump to content


PC Member
  • Content Count

  • Joined

  • Last visited

Everything posted by m0b1us1

  1. Never claimed the OP said that Inaros should get buffed before others. What I did point out that with the example he gave, there are far more frames that struggle far more. So I was questioning his reasoning as it seems most people here have a flawed idea of Inaros and his capabilities. Pre-rework wukong was immortal, however his issue wasn't with his bulk. His issues were with the rest of his kit. They ended up making him less tanky. Chroma still is far less tanky and damaging than he once was. These are not his issues, his issues are that his 1, 4, and passive are incredibly underwhelming or simply completely ignored. That's my point though, its your opinion. What the OP is trying to argue, at least when talking to me, is that his "EHP" is low. In that regard, I do not find that a flaw. What you call uninteractive is not a product of Inaros, its a product of the meta. That is CC has no real place anymore. I do not find Inaros to be purely uninteractive for that reason. When the situation calls for CC, I find that Inaros's skills are quite potent. Even his 3, which I will admit it costs too much for this current meta, has interactions with his 4 that drastically increase he area of control. Half the kit not being used is something I agree with and that is a concrete example of a flaw, unlike just saying "his ehp is low compared to other tanks". However half his kit not being used is not a flaw of the ability itself, its a flaw of the meta and some QoL issues. The meta revolves around kills per second. So you hit a group of enemies with your 4, and they die in 2 seconds because that is what everyone else is doing. Is that because the skill is bad? Not at all, rather its because other players are more focused on kills than requiring healing. Most players don't even know the difference between a target affected by 2 or 4. Nor do they have any other indication what they can do to a target affected by 2. So if an Inaros uses 2 on an enemy behind a wall, how does a player on the other side know? That issue is a transparency issue that can easily be fixed. My suggestion is that what Inaros needs is not improvements and minor reworks. What he needs is some QoL changes to make his kit more transparent to his team and his abilities better explained. The kit itself simply does not fit in a kills/second rules all meta and should not be changed because of that. If the meta was more centered around CCing large groups of enemies, would Inaros still be considered flawed? I don't think so at all.
  2. That is untrue about Inaros. Just tested it myself. Well at least my Inaros tanked a lot more, technically he could have tanked infinite depending on arcane grace. Even without arcane grace, it took 7 hits from a level 165 nullifier (10 hits from a corrupted oddly) starting at 0% adaptation all without grace. 6 shots with 0 arcanes. Do note I use a rank 4 adaptation as Inaros and any other tank do not require a full one. Where do you get that Inaros can only tank 4 shots with 90%? Note, Trinity 4 only provides 75% DR max, where as Gara sits at 90% DR, so also curious how you are managing to get more EHP on trin than gara. Are you using an old online EHP calc? Are you sure you are not using the old bless values for that calculation? My tank trin can't even tank half the number of shots that my inaros can in the same situation. Though it is an old raiding Trin that has been collecting dust. You are missing my point, at some point EHP is quite literally worthless. I never said Inaros was the tankiest, that easily goes to Nidus and it has nothing to do with his EHP but everything about his easily renewed death gates. However what makes Inaros unique is that his bulk in not reliant on any abilities. All those other frames you mentioned, the moment they have 1 ability blocked whether by nullifier bubble, disruption, running out of energy, falling into a pit, or even just forgetting to recast, they are insanely squishy. Inaros? He has enough regen and naturally high EHP to be perfectly fine standing in a bubble. Your previous statement claimed that you wanted to make him better at all levels, but if the only example you can give is against level 800 enemies, then I don't think that holds true. I don't think you have played Inaros enough or have a strong understanding. Even more so if your Inaros can only tank 4 level 165 nullifier shots. I'm still trying to find a case where I get 4 shotted by a level 165 nullifier and the only way I can find is by removing arcane grace and guardian and other mods. My inaros doesn't even use quick thinking either. Here is what you haven't considered, and this is something a lot of people never consider in tons of games. At what point exactly does a difference become the deciding factor? Inaros's bulk and high regen alone, no skills absolutely necessary mind you, allow me to casually outlast everyone except a nidus clanmate that I play with all the time. If the EHP difference is only apparently at level 800, then I don't think that should be a focus of your changes. You are free to add me so we can compare builds. I want to know how I can tank twice as much as you claimed even starting from a worse position.
  3. Usually for that I prefer 1 energize and trickery. Once you start hitting those levels then the 25% heal on finishers really has no value as the damage per shot is too high. While it is an OK passive, its worth nothing for endurance runs where tanking damage simply isn't an option. If you didn't rely on it, and you did go to that level, then you must realize that its worthless in your case right? Remember, at those points, you have to rely on either invisibility or death gates. The single best warframe for long term survival like that is Ivara. 1 ability, CL, and 2 sets of arcane energize and you are good to go for however long you wish. Or you just ran naramon focus school, threw on a crit melee and went to town before it was changed. Either way you had to avoid damage at a certain point if you were going solo. See thats the issue, his EHP before adaptation was amazing, and after it still is. Only Chroma back when vex armor and ice element could reach such high EHPs or Trin with 99% DR. I think using eternal prowl Ivara is incredibly lame, but I am not going to use my purely subjective opinion to try to argue for an Ivara buff. She is a strong frame, Inaros is a strong frame. The likes or dislikes of an individual do not provide sufficient reason to call for a change. So why Inaros if that is your goal? Out of all the frames there are, Inaros has at least 1 way to go that far. How many frames can truly and reliably go that far into solo mot? The longest Nidus run I have seen was about 7 hours. Did you know what good his EHP did? It was worthless. Every time he took damage from an enemy, it would instantly drain 15 stacks of his passive. At that point, enemy HP scaling is so absurd that the only reliable way he had to kill enemies was by using an octavia specter since they scale with enemy level. If you are saying that you are trying to balance Inaros because his method of survival in endurance runs in a damage boosted mot against level 800 enemies is boring to you, I find that incredibly short sighted. Why don't you try to balance Frost, Atlas, or Trin for that level? Sure, when trin could reach 99% DR she could reach extreme levels of EHP, but she can't now with 75% DR (about the same as having 900 armor) and she has no reliable way to quickly deal damage if you are running tank because HP scaling. Chroma ever since the vex armor nerf has a mere fraction of his old EHP and no way to prevent enemies from damaging him or stunning them. I don't buy your claim that you are trying to make him "better" at all levels. It seems to me you are trying to think of a scenario to justify your proposed changes. That is such an extreme that the vast majority of players will never even attempt to reach. If your goal is to fix frames for all level ranges, there are a ton of others who need far more help than Inaros. I will gladly admit there are many other frames who are stronger than Inaros at doing 8 hour runs, but a frame should be changed because of that alone! My point still stands, Inaros is one of the overall strongest frames in the game and needs no help. A simple straight up tank build can clear everything the star chart, sorties, and 3 hr arbitrations has to offer. If I understand you, you are wanting a change because there are frames that you find subjectively more fun than Inaros against level 800 mot enemies because you have to use a cheese build. Is that correct?
  4. It's not easy, but it can be good. It just requires a large amount of time invested before you can use it reliably. Any other frame, without the vazarin focus school, can't be revived instantly. And if you do go down, at a certain point some frames simply can't last that long without some form of defense. Also while the wiki might claim %HP, I think there might be more to it. Because I have managed a few times to revive despite not apparently hitting that %HP mark.For the most part you are right though. I think there just might be some weird spaghetti code there. I haven't done too much testing though as the only way I can reliable test it is by forcing myself in a down state with something like a rivend zarr against a bunch of level 165 corrupted gunners (not corpus techs because I try to test on armored targets). My guess is that it also has an EHP mark it looks to hit, though I haven't really been able to determine that or not. Also a frame that doesn't have a fear of going down until level 300+ is far more effective than a downed frame at 200. Also a frame that a team can insta-revive from as far as they want without taking time to manually revive them is far more effective than one frame stuck using a secondary and another standing there reviving. See that is an incredibly entry way to play him. Also its not %life steal on finishers. You heal for 25% of your max HP whenever you get a finisher kill. So you have to get the kill. I haven't needed to use a finisher to regain HP anything below 200. This is because Inaros, with arcane grace, has an absurdly high EHP regen. I think the last time I ever purposefully used the finisher kill regen was when I was in a sortie survival mission with the fire condition, thus lowering max HP and regen. Now it just might be me, but usually when someone talks like that it usually means that they haven't really given him enough time. What was your build with Inaros to feel the need to have to use finishers to regen? Most Inaros mains don't rely on that because it takes too long. Even without arcane grace its much faster just to expend some of your 4 cause it heals starting on the very first proc.
  5. Actually his passive is quite strong, it just does a horrid job fully explaining it. His passive, while giving you a laser, is more about "marking" enemies. When you go down, all enemies within a 14m radius are "marked" by sand. This looks like the same effect as your 2, but does not CC, unless you mark and pull an enemy with the laser. If any marked target takes ANY sort of damage, it will count towards your revive. This also works with your 4 cc. So if you somehow manage to go down, your ally can simply deal a bit of damage and instantly revive you. Or you can shoot off your 4 right before you go down and the damage from that will also revive you. 3 is just too costly for what it does. Paired with your 4, it acts as a way to mass spread your 4 cc. Hit a group with 4, use 3 to scatter them all over. Now you have vastly increased the area of your 4. However it costs a ton of energy, 25 for 4 blast and 75 just to start 3. Also the meta right now is all about kps. So with a team, you almost will never be able to benefit from that combo. However in the past with raids like NMLoR where CC was king, I used this very combo to lock down huge areas for a solid minute at a time. Which in warframe time is quite long. I think you just want him to be more like a nidus. And let's not kid ourselves, nidus is amazing all around and imo the best overall wf. But that isn't inaros. Inaros is great not because of his damage or synergies in his kit, he is amazing because what he gives you the freedom to do. Want to use a "non-meta" melee or any weapon? Inaros gives you the ability to use it and not worry about much else. Nidus has to worry about stacks, wukong has to worry about his new defy, chroma has to worry about vex armor, ash/Loki need stealth, saryn needs spores, etc etc. A fully built Inaros with arcane graces and negation swarm? Nothing. He can solo any content in the game easy and is one of the few frames you can so multihour long survival with, though if you want to go for crazy long you have to use an odd build. I'm just saying this from experience, but inaros is far stronger than an average player would expect. Veteran players don't doubt his position as a top tier frame overall.
  6. Would it be possible to be able to sort relics/parts by if they are vaulted or not? I have been hoarding a lot of prime parts and it gets annoying looking back and trying to remember who was just recently vaulted.
  7. Says who? The last time I went down as inaros was in a 2 hr long arbitration where we outlasted a nidus and chroma. Even then I went down from somehow getting a slash proc through negation swarm and holding 4 revive orbs trying to save the nidus. Take it from someone who has played this game for years, inaros is easily in the top 3 frames overall. In the realm of tanking? Still top 2. Haven't really had the chance to put the reworked wukong through his paces yet though but initial thoughts have wukong trading bulk for power. Nidus can definitely be tankier than inaros. Who do you think is a better tank and tell us your builds. If this is your main account, at not even 2 months old, it would be interesting to see what you think.
  8. While Inaros is by far my most played and favorite frame, it is a horrible idea to buff one of the strongest frames in the game. He does not need any buffs, only QoL changes like making it easier for allies to know when a target is affected by 2 vs 4, and a timer for 4 CC instead of showing the armor buff in 2 locations.
  9. I don't see the issue here. The only difference between primes and not are small stats. Also, to do sorties I'm fairly certain you have to beat the war within. I have a hard time believing that it's common to go get that far and still not have a clue how to build a warframe. You could just solo everything. I do that all the time when it's spy missions.
  10. It would be nice for you guys to talk about the vast number of issues with melee 2.9999999 instead of sticking your heads in the sand hoping we forget about all the issues.
  11. Yeah no. He doesn't need a rework at all. He is one of the strongest overall warframes in the entire game. The only thing he needs is QoL changes such as... His 4 CC duration currently has no indicator of how much time is left, instead it shows the armor buff both in the top left of the screen and above the ability icon. Change one of them to show the CD duration. Maybe add some indicator to the healing aura as well so then players know when they are in range? His 2 and 4 cc are extremely similar in terms of looks. Make it more apparent that an ally can eat a target afflicted by his 2. His 3, it actually is useful, but not enough to justify the cost. You can hit a group of enemies with your 4, tap 3, and spread the enemies around leaving living mines that further spread your cc. However since cc in this game lost it's place to damage, it's incredibly rare you would ever want this. Doesn't help that just to cast it you need half your energy pool. His 2, ignore. His sand shadows suck and are not worth using at all. Make them scale with duration and make it so you don't have to kill them with 2 to turn them. Shouldn't be op as you rarely use 2 and even when you do it takes 25/150 energy. This is coming from an inaros main who has mained him for years. And I know the op might have multiple accounts, but this one at least has only been around since this month (july). So my advice to you op is to build a bit more experience before you suggest changes to frames. Inaros is obscenely strong when you get him fully built with arcanes. He is also one of the few frames that can go solo for crazy hours if you use a CL and arcane trickery build.
  12. DE... in a recent interview you were asked to talk about the melee changes. And all you had to talk about was the stupid thing none of us asked for and talked more about cinematic finishers... DE! We don't care about that right now! What we want is for you to address all these issues that we have been telling you about for months! We don't want you to stick your head in the sand and ignore it and work on something so trivial! Address the problems we keep bringing up then go back to that.
  13. Does anyone else think it's comically sad that the most DE had said about the first stage of the melee rework, released months ago, is with the release of wukong? Months and instead of at the very least communicating that they hear the exact issues we have been bringing up, they chose to flat out avoid talking about it in any capacity. Then the very first thing we hear after all these months is "wukong 4 will use upcoming melee rework mechanics". No talk about the dozens of issues, just a little FYI at best. That's all they had to say... come on DE... You are better than this, get back to behaving like it.
  14. Still no word on the melee rework and it's been months? Come on DE... stop fooling around with finisher animations and let's see you fix one of the many issues with the melee update. Hek even talking about it and confirming you are aware of exactly what we have been trying to tell you would be nice. Don't stick your heads in the sand because you don't like your decisions being criticized.
  15. Aero vantage plus whisp passive = perma invis? Hmm... interesting possibilities depending how this mod functions. Definitely want to see how this works. The wall latch and double jump mods? Ehh not really worth it. Also, where are the melee updates? Been quite a while now and there are still a large number of issues that need to be addressed.
  16. Also found a bug with the final harbinger stance. I have found that using the sigma and octanis with the final harbinger stance and using the hold combo, the last cart wheel like spin can ragdoll enemies so hard and far that they glitch out. I somehow was able to push the wolf out of bounds somewhere and he simply just vanished. Never died, just got pushed/blasted through the map. I was on Lua in a hallway when it happened. His marker (from where I marked him) suddenly vanished as I hit him with the final part of the combo and his little friends were still invincible. Eventually they disappeared. Never found where the wolf went, but of course we didn't even get a drop or points. Not sure if this has always been around, but still another example of how throwing enemies and ragdolling them isn't a good or desirable thing in most cases.
  17. After playing with it for a while, I dislike it for a number of reasons. First, it trades functionality for auto switching. The inability to fully control when you have your melee out vs your gun is insane. You can't aim glide with your melee which completely is opposite to the idea of more mobility and makes it needlessly more complicated. Then there is a whole other host of issues with your melee functionality such as using block combos. The next issue comes with stances. Not all stances are created equal or have the same strengths. Some stances are best when using a pause combo, a hold right click combo, or a quick melee. Quick melee in particular makes some horrid stances actually quite strong. This melee rework so far only increases the gap in power between strong stand alone stances and others. The slam attack is a hit and miss. It feels so much less punishing to use slam attack as I don't have to spend so long to recover. However with bigger weapons it punishes me if I don't kill the enemy with a slam attack. Last thing I want is to send an enemy far away from me and go chase after them with my melee. The last thing I ever want to do with my melee is force the enemy away from my melee range. I have used my gun far more after the melee rework just because of this. Slam attacks and charge attacks should NEVER be the bread and butter. They are either counter productive as they send enemies far from your melee, or terribly slow for an unreliable, minor damage boost. Tone down slam attacks so players don't have to chase enemies across a whole tile to kill or wait for them to fall in range of you. Rework auto switching. Quick melee made so many other melee weapons worth using due to some horrid combos. Even something like going back to the old system and having a "quick fire" thing while you are holding your melee would be better than this. Or let's see stances/combos get changed and rebalanced. Hint, stances with long pauses/delays and stances that send enemies out of reach are the ones that need love.
  18. I would agree, however DE is now deleting posts and again holding people to different standards. Exactly as Rah said they were. My post fulfilled the guidelines and provided a constructive feedback as to what DE could do to stop this issue. It was deleted while other posts that have absolutely no value are still around. So while you might claim wanting to read out some well thought ideas, someone is holding a double standard. That doesn't sit well with me.
  19. It looks like you (DE not necessarily you) deleted my comment as well even though it was highly constructive.
  20. So... when can we see some actual results and accountability from DE? DE just tried to avoid any criticism made by a harsh, but well made and accurate video from Rahetalius by attacking him. AGGP is STILL a guide, despite saying horrible things on stream and twitter including using warframe to fantasize about killing everyone who voted for trump. Meanwhile Danielle targeted and attacked fostinator based on a SJW agenda, got him kicked from the guides for first defending himself, then again for making a video based on DE NOT giving him information. We have tons of proof of many other moderators being corrupt and the entire system as a whole a giant case of nepotism. All of this objectively true. You might "hate" to see videos like that, but honestly that is what you guys need to see. You need to see just how hypocritical you are by trying to avoid this. You need to directly talk about and address these problems. Don't beat around the bush, do the honorable thing and face these facts. Look, I get that you guys pride yourselves on your community relationship. I understand how the video hurt your egos because you have so much pride in how you interact with the community. However, pride means nothing without the will to do whatever it takes to back it up. You (not you, Reb, personally but DE as a whole) can be the most prideful company in the world, it wouldn't mean that its founded. If you want your relationship with the community to continue being the source of your pride, you need to have the humility to accept criticism, even if it does hurt your ego. So talk it out point by point with Rahetalius and the rest of the community. Let's talk about why Fostinator was targeted and removed while AGGP was held to a completely different standard. Let's talk about Telluric and the obvious abuse of power and nepotism. Don't try to hide behind calling it a "personal attack". If you want to keep your pride, then you must do what is necessary to earn and maintain it. To maintain your pride, you need the humility to accept and admit when you have messed up. As corny as it may be, even Vegeta from dragon ball z knew this when he became majin, but then gave his own life trying to fix it. Even he, the epitome of pride, had the humility to admit he messed up and gave his life to correct it. DE, every company that starts off amazing eventually falls. Every hero that survives long enough will one day become the villain. You are no different in that regard.
  21. Your moderation changes look good. However DE seems oddly quiet about 2 people from a while back and that makes me concerned you aren't taking it seriously. Person A, a guide of the lotus, basically posts on social media how they want to silence a large group of people in the US and used warframe to fantasize killing them without getting arrested (this occurred a while ago). Person B, a guide of the lotus at the time, defends himself from attacks by A and a friend of A. A DE staff removes B from guides of the lotus sometime after then blocks them rendering B unable to communicate and figure out why. B posts a YouTube video explaining the situation around the same time the DE staff member apologizes and offers B to return. However the offer is quickly withdrew as DE finds the YouTube video that is criticizing DE for their actions. Person B is gone because he defended himself and DE was acting horribly unprofessional. Person A, who was basically fantasizing about killing people, is still in good standing as far as I know. DE, care to comment on the new standards and how they should apply to anyone representing DE, volunteers and staff alike? I'm all for holding people accountable, however that standard must be applied to EVERYONE representing DE. Otherwise it's just another double standard tool.
  22. So will we finally learn why DE thinks it's perfectly fine for chroma to be a 1 ability frame that's only good for eidolon hunting and why they wouldn't at least fix scorn so he could be a strong tank again?
  23. I'm still waiting to hear why DE thinks chroma doesn't need a buff for scorn (armor buff for vex), let alone a true rework. I don't know about the rest of you, but I would love to not feel useless or completely outclassed in everything but eidolons and be more than just a 1 ability frame. Even on eidolons, my build is crazy restrictive and limiting just to be fractionally better at damage buff than rhino. So while rhino is free to have the rest of his build open and his kit useful in tons of other missions, I'm stuck with a build that only does well in eidolons.
  24. That would be better, but still you would be looking at only 16k ehp using the same build. Before the nerf, you could get 80k to over 100k ehp. They need to reverse the scorn nerf at the very least. Edit: said 13k but forgot about resolve so it's 16k
  25. And with vitality and gladiator resolve and that power strength he only has just a hair over 10k ehp with a max vex buff. At max (from what I have found), I can almost reach 30k ehp and the build is completely awful and impractical for eidolons. So I would need 2 entirely seperate chromas. My inaros almost has 10k ehp before you even include armor or abilities. With armor and abilities, my inaros sits at 30k ehp along with great CC, tons of healing, status immunity, reasonable energy cost, and all for 4 or 5 forma. Also that doesn't include how restrictive chroma is to build in comparison to every other tank. Also for a tank that relies on armor, he has a super small hp pool. 100 at r0 and 300 at max. So a max vitality puts him at 740. Even ash has far more hp. EDIT: to give you an idea how badly chromas bulk was nerfed... it takes chroma about 250 power strength to obtain a little over 95% dmg reduction. Mesa's shatter shield can reach the same reduction against projectiles and bullets with just an intensify...
  • Create New...