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Enderman20

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Posts posted by Enderman20

  1. Inaros was my first real main. From the moment I got it, I rarely changed frames, regardless of the mission. I loved the fact that I didn't have to worry about anything, as I knew that my Inaros wouldn't die, and I would be able to complete the mission. This however, after years, and considering how the game is now, it pains me to see that the only reason why someone would really want to use Inaros, is to see the number 10,000 or more, above their hp bar.

    Considering this, in this post, I propose a possible rework, which could make Inaros attractive for use again, in both high and low level missions.

     

    Passive

    Now: Resurrect the undying king of the desert with the death of his foes. On fatal injury and entering Bleedout,  Inaros enters an immobile Sarcophagus. Within his tomb, target an enemy or ally on the aiming reticle (default LMB ) to release a beam that continuously inflicts 75  True damage per tick and siphon hitpoints from them, gradually filling his revive meter to allow Inaros to rise again. Alternatively, allies may manually revive Inaros by interacting with his Sarcophagus.

    Buff: Changing the damage amount from 75 pure damage/tick, to a percentage (like 5%, but the precise value should also be balanced in the testing phase) of the enemy's life, will allow Inaros to have a passive that does something useful not only against lv 30 enemies.

     

    Ability 1 - Dessication

    Now: Blast enemies with a wave of cursed sand that blinds them and steals their health.

    New: No change needed.

    Augment: No change

     

    Ability 2 - Devour

    Now: Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.

    New - Quick sand : Creates corrupted quicksand, which slows enemies who pass over it, and traps those who go too slowly. Trapped enemies will take continuous damage, regenerating life for Inaros and nearby allies. Enemies who die in quicksand will generate a sand shadow that reflects them, and fights alongside Inaros for a limited amount of time.

    In-depth explanation of how it works and the reason for the change: Right now, Inaros' 2nd ability is excellent for blocking single enemies, but considering that Warframe is a game where you are practically never in a 1v1 with an enemy vulnerable to abilities, the usefulness of the ability is very limited, practically tending to 0, except that Inaros (and this extends to allies, even if I have never seen one of my allies perform this action) becomes immune when he devours the enemy.

    The new version of Inaros' 2nd ability would create an area of quicksand, static and castable on any surface, but also on enemies (and this would immediately trap the enemy on which the ability was activated). Having a specific radius, it would be great if unique to certain grouping abilities, and would be particularly useful for blocking corridors and passages.

    The ability to devour enemies to regenerate a large amount of health and become immune would be completely eliminated, and would be replaced by an area healing effect, an area that would basically be around quicksand, with a limited radius for any warframe is not Inaros, who would receive the cure regardless of how far away he is. The ability would now deal a specific amount of damage to enemies within it, and the healing would be proportional to that damage.

    Spoiler

    Stats

    Cost: 50 energy (affected by ability efficiency)

    Quick sand radius: 5 meters (affected by ability range)

    Healing radius (from the center of the ability): 15 meters (affected by ability range)

    Cast range: 50 meters

    Damage/s: 350 True damage/s (affected by ability strength)

    Healing (life steal): 25% of the ability damage dealt to the enemies inside (affected by ability strength)

    Movement speed reduction: 25%/s (affected by ability strength) (scakes additively with any other movement speed debuff. Once the movement speed debuff reaches 100%, the enemy becomes trapped)

    Sand clone duration: 30 seconds (affected by ability duration)

    Maximum number of shadow clones: Unlimited

    Augment (new): Enemies that die within the quicksand do not immediately become a sand clone, but rather the trap spawns a super sand clone when its duration expires. The Super Sand Clone is the most powerful enemy to die inside the trap, with stats increased by 50% for every other enemy to die inside the trap. +100% duration of sand clones.

     

    To be read before continuing, and only if you have already done Inaros' quest, as this segment contains spoilers from Inaros' lore (which probably no one gives a damn about). This segment explains the reason for the changes in the next two abilities.

    Spoiler

    I don't know if anyone remembers, but in terms of lore, Inaros created a sandstorm large enough to wipe out the infested on Mars, but at the cost of his life. Because of this, I decided it would make sense if the current 3rd, which is Sandstorm, becomes his new ultimate, while his current ultimate is the new 3rd. Furthermore, due to the fact that Inaros died in that storm, and the fact that practically the entire skill set allows Inaros to regenerate a lot of HP, it makes sense that the 3rd and 4th skills use almost only hp as a resource.

     

    Ability 3 - Sandstorm

    Now: Become a whirling spiral of sand that sends enemies flying and devours those trapped in quicksand.

    New - Scarab swarm: Charge to sacrifice your HP, and create a colony of scarabs, which strengthens your armor. Press the skill button to hurl a cloud of beetles at enemies. The cloud slows enemies' movements, continuously damaging them, healing Inaros and nearby allies. Dead enemies within the cloud are converted into secondary scarabs, which increase the cloud's threat. Charging again when at least one cloud of scarabs is somewhere on the battlefield will call it out, converting the scarabs generated by the cloud into overguard for Inaros.

    In-depth explanation of how it works: A bit like Inaros' current 4th ability, this new version activated by a different button will allow Inaros to convert part of his hp into scarabs, which however do not give a % bonus to his armor, but rather the bonus will be a specific number, and it will be a base armor bonus, so it will be affected by any mod that increases armor.

    Another fundamental difference is that the charge of the skill would no longer be in %, but would be a specific number of scarabs, which would affect all the statistics of the skill in different ways. Casting a cloud of scarabs would still consume 25% of the skill charge, or in this case, scarabs, however 25%, with scarabs, would not be a consumption of 25 scarabs out of say 40, but 10 out of 40, therefore a quarter of the total number of scarabs that were generated, regardless of whether the maximum number was generated or not.

    As for the mechanics of generating new scarabs and the "destruction" of the enemy's body, this destruction would only be aesthetic, it would not interfere with Nekros' 3rd ability, and the scarabs generated would vary in number from 1 to 3, based on to the enemy killed (1 for light and flying enemies, 2 for heavy enemies, and 3 for eximus and any other type of enemy). The cloud could not then generate an infinite number of new scarabs, but it could generate and retain up to 3 for each scarab in the cast cloud (so if I loaded the ability up to 40 scarabs, and cast the cloud of 10, the cloud will be able to generate and retain up to 30 additional scarabs).

    If there are no more enemies inside the cloud, it will remain on the battlefield for 15 seconds, before automatically returning to Inaros.

    Spoiler

    Stats

    Cost/scarab: 20hp (affected by ability efficiency)

    Max scarabs: 100 (affected by ability strength)

    Scarab generation/s: 23/s (affected by ability strength)

    Bonus armor/scarab: 2.00 (affected by ability strength)

    Overguard per secondary scarab recalled (secondary scarabs are those generated by the cloud, when an enemy dies inside of it): 25 (unaffected, but has shield gating like others overguard)

    Max overguard: 7500 (affected by ability strength)

    Scarab cloud consumption: 25 scarabs (unaffected)

    Scarab cloud damage: 15/scarab (50% corrosive | 50% true damage) (affected by ability strength)

    Scarab cloud cast range : 30m (affected by ability range)

    Scarab cloud speed reduction: 30% (affected by ability strength, cap at 75%)

    Scarab cloud radius: 5 meters (affected by ability range)

    Scarab cloud increases for each secondary scarab : +3.5 damage/s (affected by ability strength) and + 0.1 meters radius (affected by ability range)

    Healing: 250hp/s/enemy affected (affected by ability strength).

    Healing radius: 15 meters (affected by ability range)

    Augment

    Now (this is for what is now the 4th, because you know, and if you dont know, read all the post again, you deserve it): Scarab Armor protects Inaros from Status Effects, consuming 3% Bonus Armor for each effect resisted.

    New: When Inaros should be affected by a status, 3 scarabs (affected by ability strength) will absorb the status, and launch themselves at the 3 (affected by ability strength) closest enemies, dealing 250 (affected by ability strength) true damage to them, and applying the status (the status gets applied even if the enemy has reached the cap for how many status can be applied on him).

     

    Ability 4 - Scarab swarm

    Now: Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.

    New - Sandstorm: Inaros is enveloped in a vortex of cursed sand, which continually consumes his HP to increase in power and size. The enemies involved take constant damage, and will struggle to proceed as they get closer to Inaros. The weight of the sand slows Inaros' movements, and prevents him from performing acrobatics, but the density of the sand reduces the damage Inaros takes from enemy projectiles.

    In-depth explanation of how it works: Much like Inaros' current 3rd ability, this ultimate would be similar in some ways, but with key differences (like the fact that it isn't useless). The first big difference is that it doesn't block Inaros from using weapons, but it reduces overall agility, allowing Inaros only a slow walk, and a simple jump.

    Unlike most other abilities on other warframes, both the cost of this ability and its power (in terms of damage dealt) do not have a cap, so it can theoretically go to infinity.

    Unlike most other abilities with continuous consumption, Inaros can regenerate the resource consumed during the consumption (his hp in this case).

    The HP consumption of this skill is treated as damage, so it is affected by damage reduction effects, except for the damage reduction of this skill.

    Spoiler

    Cost: 200hp/s + 10%/s (affected by ability efficiency)

    Damage: 750/s (100% slash with 50% status chance) (affected by ability strength) + 50% of the hp consumed during the ability (by the ability or by external causes) (affected by ability efficiency, the higher the efficiency, the higher the conversion)

    Ability radius: 7.5 meters (affected by ability range) +10%/s (affected by ability range)

    Damage reduction: 50% (unaffected)

    Self speed reduction: 50% (unaffected)

    Enemy speed reduction: 10%/50% (affected by ability strength) (cap at 95%) . Maximum speed reduction reached at 2.5 meters from Inaros (affected by ability range)

    Augment

    Now:  Sandstorm gains 50% Ability Range and has a 100% chance of inflicting Status Effects based on the Damage Types and mods on the equipped Melee Weapon.

    New: No need to change

     

    Sinergies:

    Sandstorm + passive: If Inaros dies while this ability is active, all affected enemies will be sucked into his sarcophagus, and will not move for 3 seconds, reciving 200% of the damage from Inaros sarcophagus.

    Sandstorm + quicksand: For each enemy trapped in quicksand, and hit by sandstorm, Inaros regenerates 25% of the total sandstorm cost, per second. Enemies trapped in quicksand take triple sandstorm damage.

     

     

    So, this is my idea for a possible rework of Inaros. Tell me what you think in the comments, and if you have any relevant ideas, don't hesitate to write them. Good morning/afternoon/evening/night.

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