I love Inaros as a concept. I really enjoyed the lore and quest behind him, but when I finally built the frame, I was disappointed by his abilities. They are awkward to use, and have little benefit in higher levels of play. Inaros is in a difficult place right now because he is actually used a lot, but mostly for his tankiness. However, he is a rather boring frame to play and doesn't encourage team play, nor any real engagement in the environment. As is, Inaros can simply stand still and take almost no damage. Benefits to allies are pretty negligible. He's a pretty good solo frame, but he doesn't really have a niche in squads. I would like to see him be more of hybrid support frame like Oberon.
I think it should be capitalized upon that Inaros Prime was released right after The Steel Path and rework Inaros to really be a viable frame for this "harder" difficulty level.
The changes here are an attempt to accomplish the following goals:
Turn Inaros more into a team player, buffing and healing allies and allowing them to kill enemies more effectively. The theme here is that abilities benefit whole squad
Encourages more active play and abilities benefit more from mods. No more standing and taking basically zero damage. He's still tanky but not unkillable.
Turn seldom used abilities into useful ones.
Buff sand shadows and make them more useful in general.
Give him ways to deal damage and clear rooms a bit more effectively on his own. Not Saryn level of power, but he definitely can hold his own.
Keep in theme with the original design concept.
Undying: EDIT: This ability is really the hardest to overhaul. As per comments, I do think this needs a total rework to be useful or just replace it with something else entirely. What I like about Undying is that it changes how the frame deals with having zero health. I like it thematically, but in practice it is pretty useless.
Perhaps when in the Sarcophagus state, Inaros sends out Scarab Swarms that damage enemies and open them up to finishers helping your team, while also giving everyone including Inaros Scarab Armor. After a time, Inaros is revived based on damage dealt by swarms. This could be seen as strictly better than having a your secondary weapon in the bleedout state, with the disadvantage of not being able to be manually revived by other players.
Life Steal: Finishers restore 25% of Health and take 50% less time to perform. This also applies to allies.
1: Desiccation, i.e. "Pocket Sand" (STUN) - Blinds enemies and opens them up to finishers. Desiccated enemies are much easier to Devour. No life steal for Inaros.
2: Devour (LIFE STEAL) -
Tap to passively devour a targeted enemy over time. Inaros is still able to move but must stay within a certain range (affected by ability range) to fully devour the enemy, gain health, and create a sand shadow. You can passively devour multiple enemies at the same time. Inaros health is replenished directly through enemies health as it is depleted by Devour.
Energy and time to devour DO NOT depend on enemy but are instead affected by duration and strength mods. (This means this ability scales well with enemy levels and is still viable at higher levels) When an enemy is devoured, it changes into a sand shadow.
Sand shadows have more health, do more damage, and stay alive longer based on strength of enemy. They also draw enemy fire. When Sand Shadows die, they explode in a cloud of sand causing a mini radial Desiccation. Power strength also puts a cap on how many shadows you can have at one time. Duration effects how long they last.
3. Sandstorm (ALLY BUFF - ENEMY DEBUFF)
Sandstorm is now a static area of effect similar to Oberon's hallowed ground. This is a "charged" ability that covers a larger area the longer it is held but has weaker effects the larger the area. You can use this on defense objectives so they take less damage or cover a wide area in other mission types.
Sandstorm now applies corrosive and slash procs to enemies. Enemies are slowed instead of thrown into the air. More visibility in general for you and allies. Instead of being immobilized, Inaros and allies within Sandstorm gain increased attack speed, and reload speed and are harder to hit.
Sand shadows have increased health, armor, and damage while inside Sandstorm. Enemies are also easier to devour when affected by Sandstorm (although not as much as if affected by Desiccation).
4. Scarab Swarm (DAMAGE - ARMOR) -
Hold power to drain Inaros's health and energy simultaneously. (Energy and health will always deplete at the same rate - both reach zero at the same time) Inaros is immobilized and cannot be knocked down, but will still take damage. Black clouds of tiny scarabs fly out from Inaros and seek out nearby enemies, stunning them and dealing massive damage over time. Enemies killed by the swarm produce more scarab clouds although weaker at further ranges.
The longer the ability is held, the more clouds are produced, range is increased and more damage is dealt - damage and range scales up on a curve - exponentially gaining more benefit the more health Inaros has. Enemies closer to Inaros take more damage. Enemies affected by Scarab Swarm are easier for allies to kill - either opening them up to finishers or reducing their armor drastically.
Damage dealt by Scarab Swarm is translated to armor stacks on Inaros AND NEARBY ALLIES that CAN be removed by enemy damage similar to other frames like Atlas or Rhino.
Inaros can completely discharge his health, immediately going into to the Sarcophagus state. If this happens, the scarab swarm stays active for a short duration continuing to damage enemies at the maximum damage and range level. The swarm replenishes revive bar. When Inaros is revived, he is revived with 500 health but FULL scarab armor.