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IdrisQe

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Posts posted by IdrisQe

  1. Just did an Assault Requiem Fissure with Limbo, and quickly realized that I'd have to do some Operator Void-Mode shennanigans to avoid getting easily insta-killed by the high level enemies, since in the part where you're supposed to get the 3 Telemetry Keys, entering the Rift instantly drops them, and you can't pick them up while inside (that part is supposed to happen, but prevented me from working around this.)

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    What is Inaros? A miserable little pile of secr- oh wait wrong game. Let's back up-
    What is Inaros? The HEALTHiest. A tank. Pocket-Sand Man. Crowd control.
    Okay, that's a solid start! What's his theme? Sand, more sand, pharaos, lifestealing...
    Okay! Neat. What's his kit? Well he throws pocket sand... And... He eats but worse than Grendel... And... Uh... That one armor ability that's also CC with minor lifesteal but also-
    Hm...
    Okay, I hope I'm not alone in saying that our favourite Sandframe and former favourite Voreframe needs a bit of a rework. Not conceptually, but moreso... Cohesively.
    In this ramble, I hope to come up with a rework that a solid 6/10 people can say "hey that's actually not utter garbage" about. I'll settle for 5/10 people though.

    Anyhow, point-by-point what I want to do is keep Inaros as a wonderful tank-frame, but make his crowd control less... "ehh", and give him a fresh coat of paint... or... sandblasting?
    So yes, starting off with the basics- his stats, they can all stay. They're nice. Shields? He don't want 'em. Armor? Can-do. Health? He's got it all. Sprint spe- oh please he's not Gauss or Volt! Besides, his Prime will probably switch things up a bit, and, I dread to think- maybe give him unneccessary shields, ugh... So let's not touch on that.

    ABILITIES though! Those could use some tweaking, to say the least. I want to keep the idea of each, but balance them out a bit... I also want to make it so that Strength, Range, Duraton, and Efficiency are more useful to him, as currently they're all pretty unneccessary on him. I want to make building for his abilities more interesting, rather than just stacking as much health and armor as possible alongside Hunter Adrenaline or Rage and spamming his 1 to heal every once in a while.

    So, here we go! Point-by-point!

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    PASSIVE: Undying
    "Rather than having the standard Bleedout state of other Warframes, Inaros instead enters an immobile sarcophagus when downed. Aiming at an enemy or ally will siphon life from them, gradually filling his revive meter and allowing Inaros to resurrect himself. Otherwise, he can be revived by other players normally. However, Inaros is still in danger of bleeding to death if there are no enemies or allies in sight, or if Inaros is unable to fill his meter before his bleedout timer expires."

    I'll be honest here... This sucks. It's downright awful, it doesn't fit, it feels bad to use, everything. It's bad.
    He can't use secondary weapons, instead stuck with a slow, weak as heck beam that can't have its damage increased any way. Sure it kinda crowd controls enemies you're looking at... But it also is only usable when you're dying. Bleedout typically lasts 20 seconds, this can deal 75 damage per tick to an enemy, each tick, to my knowledge, is roughly 1 second... So that's 1500 damage over your whole bleedout. And it isn't affected by armor!... But is by shields. Ah- anyhow...
    A single Butcher at level 45 has 1502 health. You need to drain 200% of health to revive. So you need to kill 2 enemies...
    Okay but you can drain multiple enemies at once! Let's say you get 4 Butchers!
    ...Okay so you drain each of 25% of their health, and revive after a whopping 10 seconds of waiting. That's assuming you get lucky with 4 level 45 Butchers.
    A lancer has more health at level 32. Let's assume you get a modest 2 enemies in your grasp when dying because the aiming is sometimes weird.
    Both are level 20 Lancers. 641.5 health each. 1283 health total, you're doing 150 per second... 8.5 seconds to revive. Not great.
    Allies will almost always revive you manually before then, as most people don't know that Inaros can revive from siphoned enemies who are killed by allies.
    And Arbitrations? This doesn't work in them, at all. Cool. So let's just say... It's bad. Nevermind that you need to get into bleedout in the first place, which with Inaros is... a challenge, and that you have 4 revives by default, up to 6 with arcanes. Honestly, personally, I'd rather this not even be a thing, and have it replaced...

    Also, part of this ability which didn't used to be documented ingame (but I believe is now) is the second part of his passive:
    "Killing enemies with Finishers will restore 20% of Inaros' maximum health. This passive does not apply to Ground Finishers or the Parazon Mercy finishers."

    Instead...

    Taking notes from the identically-named passive of Nidus, Inaros puts his lifestealing sand to the ultimate test. When taking fatal damage, if any enemies are CC'd - specifically immobilized, by his abilities, they will function as a temporary health pool, the remaining duration of their CC cut in half, any damage he takes being split between all enemies CC'd by him. If the CC runs out, or the enemies are within a Nullifier bubble, etc., the enemies no longer provide health. It also, however, stops him from using abilities, using weapons, or regaining any health unless he uses a finisher on one of the currently CC'd enemies, thrusting his arm into them and draining their life, which will restore 25% of his health, and break all his CC. This stops him from entering bleedout, which means it functions in Arbitrations, and is far more useful in Solo play. It also takes more work to use than his current passive where you mostly just sit and stare at enemies, hoping they're low enough level that you can maybe trap enough to slowly revive. You need to make sure enemies are CC'd at all times, and take note of where they are, if you want to survive. Note that the finisher here functions even without a melee weapon.

    Second part is fine, but I'd make a few tweaks, so instead, normal finishers would restore 10% (as let's face it, Inaros can chain finishers darn easily) and Mery Finishers, due to being more difficult to pull off, would restore 33%. Ground Finishers would also restore 10%. Any non-mercy finisher that kills would restore 20%. Just a bit more dynamic, and taking more modes of finisher into account.

    Undying state could be visualized by Inaros turning into sort of a wavering sand-form like he has in the middle of his Sandstorm ability, minus the storm.

    To simplify this all:
    "Entering an undying state, any enemies immobilized by Inaros' abilities will take fatal damage for Inaros until their health runs out.
    In this state, he cannot use abilities or weapons, and must use a finisher on an immobilized enemy before the enemies are freed to fully revive.
    Additionally, melee finishers will restore 10% of Inaros' health, killing finishers 20%, and Mercy Finishers will restore 33%."

    So, that was a mouthful! Onto his active abilities!

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    ABILITY 1: Dessication, 25 Energy
    "Inaros scatters a wave of cursed sand that staggers all enemies up to [10/12/13/15] meters away in a cone in front of him, dealing [75/100/125/150] damage on hit, then [2/4/6/8] damage per second for [3/5/6/8] seconds; 25% of any damage dealt by the damage-over-time effect is conferred back to Inaros as Health. If enemies are facing toward Inaros as the sand wave strikes, they are also blinded and open to Melee Finisher attack prompts (default E)[which is out of date- actually X] for the duration."

    This is his bread and butter. Cast every once in a while, finish the blinded enemies, grofit. This ability is a great first ability and I wouldn't change it. If anything, it needs a bit of a nerf, maybe making the cone a bit thinner, as it can currently blind tons of enemies really easily. If anything though, leave it as-is. Note that this won't IMMOBILIZE enemies and as such won't work for his new Passive.

    AUGMENT 1: Dessication's Curse
    "Killing a blinded enemy with a finisher has a [35/50/60/75]% chance of summoning a Sand Shadow."

    ...What? How is this worth a slot? Sand Shadows are useless! (I'll get to that soon...) Also it doesn't say how long they stay, when the ones from Devour are dependant on how long you're devouring for.

    Instead...

    I'd change this by telling how long they actually stay... And by improving Sand Shadows so this is actually an interesting idea.
    Alternatively, I'd rework it entirely:
    "Enemies affected by Dessication have 20% of their maximum armour sandblasted off. They are cursed to take +100% Finisher Damage for its duration."
    Armor stripping is always nice, and fits since it's a sandblast, and more finisher damage fits thematically (and is nice in a post-Covert Lethality Melee 3.0 Nerf world).

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    ABILITY 2: Devour, 50 Energy
    "Inaros sinks an enemy target within [20/30/40/50] meters into quicksand for [15/20/25/30] seconds, trapping it in place as it flails in panic becoming unable to move, attack, or use special abilities. While enemies are trapped, Inaros or any allies can perform the 'Devour' action on them by holding down the Interact key (default X); when devouring an enemy, the player (but not any companions) is completely invulnerable to damage and Status Effects as Shields and Health are restored over time, while also inflicting True damage per second to the victim. During the Devour action, the victim initially receives [25/50/75/125] damage per second, that ramps up to [50/100/150/250] damage per second over 2 seconds; damage is dealt in 5 ticks per second.
    If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds.
    If cast on an enemy target by holding down the ability key (default 2), Inaros latches energy tethers onto the enemy from up to [20/30/40/50] meters away, dragging it towards him and automatically devouring it upon making contact so long as the key is held.
    Ability Synergy: Enemies trapped by Devour will automatically restore health to Inaros and create a Sand Shadow on death when killed inside Sandstorm."

    Overcomplicated? Just the way I like it. Has ally-interactions most people don't know about? Not so great. Has hold-abilities most people don't know about? Less great.
    Slow? The slowest. Useful? Compared to a quick Dessication and finisher, not even remotely. Costly? Very. Taking 1 enemy out of the equation for 30 seconds, at the steep cost of 50 energy is not great. Healing off said enemy slowly while dealing negligable damage isn't great. Immortality at the cost of not being able to move, attack, or do anything else while doing so is also not good. The synergy is very energy-hungry if you want it to be that useful. It takes so long to devour most enemies that you'll never see a Sand-Shadow anyway.
    This ability is nearly unsalvageable.

    Instead...

    Costing no energy to activate, Inaros enters a state similar to Ash's Bladestorm. Aiming at enemies up to [8/16/24/32] meters away marks them a maximum of one time, at the cost of 10 energy per enemy. Aiming at them again will unmark them and refund the energy. Pressing the ability again will lock all marked enemies in place for [10/15/20/25] seconds, trapping them in quicksand and shredding them with a sharp sandstorm, unable to move, attack, or use special abilities, taking [50/100/150/200] damage per second. Inaros, or allies within [4/6/8/10] meters will passively absorb health from the enemies, regenerating 1% of their max health every 0.1 seconds per trapped enemy in range, and dealing the regained health in damage to the affected enemy over the same time. Holding the ability key while enemies are still affected will immobilize Inaros, making him invulnerable while pulling them all toward Inaros at 5m/s, allowing you to more easily group up affected enemies for a better circle of healing. Quick to use, heals passively instead of taking over all actions to heal and locking you in place with a slow animation while healing. Affects many enemies. Big improvement! Synergy changed to: Each enemy immobilized by Devour within Sandstorm's radius will heal all allies within Sandstorm's radius, and Sandstorm will pause the trap duration countdown of all Devour-trapped enemies inside it. This is balanced out by Sandstorm still being channeled, so you can't just infinitely regain energy to keep it active forever without a squad set up to do just that.

    Oh, and Sand Shadows... Uh... Yeah, nevermind those. Boost their damage to be reasonable to enemies, keep them to 15 seconds, make them spawn any time an enemy trapped by Devour is killed regardless of if it was killed BY devour. I guess? They're kind of an afterthought. I was actually in the process of putting all this into the forum post when I realized I hadn't talked about them after saying I would talk about them later in the post, and so I just haphazardly wrote up this paragraph. Hello from the future!

    The short version:
    "Inaros uses his accursed gaze to mark enemies, before with a single wave of his hand, pulling them into quicksand and surrounding them with a razor-sharp sandstorm.
    This locks them in place, and prevents them from attacking. Inaros and allies near the enemies are healed, faster depending on the number of nearby affected enemies.
    Holding the ability key will slowly pull all affected enemies in toward Inaros while he remains stationary and invulnerable."

    AUGMENT 2: [None as of time of writing]
    Proposition: Grasping Devour
    "Enemies trapped by Devour gain a [2/4/6/8] meter circle of quicksand around them, and draw nearby enemies to them. Enemies that enter the quicksand are also trapped, and each one entering adds [0.5/1/1.5/2] seconds to Devour's duration, also making their own pool of quicksand."
    This could allow locking down a huge number of enemies much easier than using the new Devour manually over and over. Remember, we're using an entire 1/8 Warframe mod slots for this, so it deserves to be powerful. I tried to keep the values reasonable regardless.

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    ABILITY 3: Sandstorm, 75 Energy, 10 Energy/second
    "Inaros spins with great speed, creating a storm that pulls in and lifts all enemies within a diameter (though the in game description lists the range as a "radius" rather than "diameter") of [8/10/12/15] meters and dealing [200/300/400/500] Slash damage per second to them, preventing them from moving or attacking before flinging them away. Inaros himself is unable to attack or activate other special abilities while Sandstorm is active, and his movement is slowed to [25/30/40/50]% of his base speed. Sandstorm will also pull in nearby pickups while active. Enemies do [80/70/60/50]% of their damage to Inaros while Sandstorm is active.
    Ability Synergy: If Sandstorm kills an enemy that is under the effects of Devour, a Sand Shadow will be created, which is a clone of the killed enemy that will fight alongside Inaros."

    The cost is ludicrous for a channeled ability, and it's not all that powerful, it slows you to a crawl, and you can't do anything else during it, not to mention it flings enemies around making it near-impossible for allies to hit them. This move is bad, plain and simple. Nevermind the awful animation if you strip away the neat "transforming into the sandstorm" effect. It needs some work...

    Instead...

    Taking 50 energy to activate, Inaros creates a raging sandstorm in a [8/10/12/15] meter diameter around the target, and if no target is selected, himself instead. Multiple storms can be active at a time. Each active Sandstorm will drain [9/7/5/3] energy per second. Holding down the ability button will cancel all active sandstorms. Enemies walking through a sandstorm will have [15/30/45/60]% decreased movement speed, and will take [100/200/300/400] Slash damage per second. Any allies within the sandstorm gain a [15/20/25/35]% evasion buff, blending in with the storm through Inaros' power. Cancelling sandstorms with a button-hold, or by running out of energy, will cause the massive cloud of sand to fall to the ground instantly, knocking down all enemies within their areas. This doesn't slow Inaros or allies, and doesn't prevent attacking. It doesn't launch enemies around haphazardly either. Synergy changed to: Each enemy immobilized by Devour within Sandstorm's radius will heal all allies within Sandstorm's radius, and Sandstorm will pause the trap duration countdown of all Devour-trapped enemies inside it.

    As usual, the tl;dr:
    "Channeling a sandstorm that follows the target, Inaros hides allies among the winds, using sand mirages to trick attackers, while slowing and cutting enemies within the storm.
    Holding the ability key will cancel all active storms, knocking down all enemies inside them with a horizontal wall of sand."

    AUGMENT 3: Elemental Sandstorm
    "Sandstorm has a [25/30/40/50]% chance of inflicting status effects based on the damage types and mods on equipped melee weapon."

    This... Is not worth a slot normally. I fail to see any status this can add being of much use at all given how Sandstorm works, unless maybe you're in a squad and built SOLELY for Sandstorm, which would just be a pain all around. The whole idea of making it based off your melee weapon is also lame.

    Instead...

    Proposal: Staticstorm
    "Enemies inside Sandstorm have a [8/12/16/20]% chance of getting Electric procced, and blinded for 5 seconds, opening them to finishers. Every enemy killed inside a Sandstorm has a [8/12/16/20]% chance to drop an Energy Orb."
    More crowd control? Nice. Free blinds for finishers? Also nice. A built-in way to regain energy with Sandstorm active if you REALLY wanna keep it active as long as possible? Also nice! Also Sandstorms HAVE been known to generate enough electricity to cause actual electrical storms and lightning inside them. Electricity = Energy = Zaps and blinding lights. Makes sense to me!

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    ABILITY 4: Scarab Swarm [Known as Scarab Skin by myself], 25 Energy on "release"
    "Inaros becomes immobile and converts his health into Scarab Armor, which permanently increases his base armor by up to 100%. When the ability is charged by holding down the ability key, Inaros loses 29 points of health for every 1% of converted additional bonus armor, for a total of 2,900 health lost to fully charge the armor. Inaros will continue in the animation until releasing the ability key or Inaros only has 2 points of health left but the health drain will stop once the bonus armor has reached 100%.
    While Scarab Armor is active and an enemy target is near the aiming reticle, Inaros can consume 25 energy and convert 25% of his total armor bonus into a Swarm Projectile by tapping the ability key.
    Once in flight, the Swarm Projectile travels up to [20/22/25/30] meters away before dissipating, infesting all enemies with scarabs on contact. Swarmed enemies will flail in panic and receive [100/150/175/200] Corrosive damage per second for [6/10/12/15] seconds, during which they cannot move or use special abilities, but can periodically attack. Each swarm host generates an aura with a [6/10/12/15] meter radius that converts damage dealt by Scarab Swarm into health for Inaros and his allies in range. Scarab Swarm can spread all of its effects to any unaffected enemies within a 5 meter radius from a swarm host for 100% of its remaining duration."

    Possibly one of the weirdest and most convoluted abilities in the game... This one is... Interesting. Let's go over it bit by bit...
    The amount of health taken per second, the percent armor gained, that's not alterable at all.
    It works off Base Armor, so at 200 armor, you'll have 400 with 100%. Additive with armor mods, so with Steel Fiber for 110% extra armor (420 armor) you'll have 620 armor.
    With Umbral Vitality, Umbral Fiber, and Armored Agility, for 565 armor, you'll have 765 armor.
    With the most armor feasible... All three Umbrals, Gladiator Aegis, Armored Agility, Max Health Conversion, Stand United, Focused Defense... Barring other players... That's 2226 armor, and with Scarab Swarm, that becomes... 2426. Yeah, it's just a flat 200 armor no matter what, unaffected by any mods, armor, ability strength, anything.
    Not TERRIBLE of course... But... As an ultimate ability? Not so grand.
    The scarab launch, personally I don't use much since I always forget it even exists, despite being essentially an Inaros main, but friends tell me it's good so I'll take their word for it. That said... It could use some help.

    Instead...

    Inaros becomes immobile and converts his health into Scarab Armor, which permanently increases his base armor by up to 100%, with an additional 10% gained per enemy affected by his abilities at the time of casting, up to a maximum of 200% (400 extra armor). Inaros loses 20 points of health for every 1% of bonus armor, for a total of 4000 health lost to fully charge the armor. If kept held for 2s while at 200%, become invulnerable while holding the button down, but remaining immobile, draining [8/7/6/5] energy per second and drawing enemy aggro. New Synergy: If aimed at an enemy immobilized by one of Inaros' abilities in finisher range, Inaros will instead grab the enemy and drain their life to bolster his armor, instead of taking his own health.
    With more than 25% armor, and over 25 energy, tapping the ability key will launch a Swarm Projectile, which travels up to [20/22/25/30] meters away before dissipating, with infinite non-terrain punchthrough, infesting all enemies with scarabs on contact. Swarmed enemies will panic, and recieve [100/150/175/200] Corrosive damage per second for [6/10/13/16] seconds, during which they are immobilized, occasionally lashing out in panic at the nearest thing, friend or foe. The scarabs on each host will attack anything in a [5/9/13/16] meter radius, including the host, the damage of which will heal Inaros and allies regardless of distance. Hosts can afflict other nearby enemies within a [2/3/5/6] meter radius, making them hosts too for the originator's remaining duration, also adding [0.5/1/1.5/2]s to both the originator and new host's duration.
    Tapping the ability key with under 25% energy will also launch a Swarm Projectile, but with halved range and duration, taking [50/100/150/200] health from Inaros to do so.
    Hitting an ally with a Swarm projectile will give them a 25% armor buff which lasts the swarm's duration.

    Quick and dirty:
    "Inaros becomes immobile and converts his health into bonus armor, up to 200%. Continuing to channel at 200% will make Inaros an immortal statue that draws enemy fire.
    Tapping the key with over 25% bonus armor, or at the cost of health, will launch a scarab that makes enemies immobile and panicked, steals life, and can buff allies with bonus armor."

    AUGMENT 4: Negation Swarm
    "Scarab armor protects Inaros from status effects, consuming [6/5/4/3]% bonus armor for each effect resisted."

    This is a nice augment that a lot of people like. Worth a mod slot? Depends. What would I do to change it?
    Well... Given Scarab Armor can go to 200% now, I would raise its consumption to [10/8/7/5]% which is still a buff in total-number-protected.
    What else would I do? Hmm... Maybe give it an additional effect to make it more interesting and worth a mod slot. Probably just applying Negation Swarm to bonus-armored allies too, without a armor cost due to the duration-based nature of the ally buff.

    Qbak13K.png

    So... Complicated? Very. But Inaros is actually a surprisingly complicated frame when you look into how all his abilities work. I didn't even get into all the details in this.
    I feel like these tweaks, buffs, and overhauls would keep the idea of what Inaros is supposed to be intact, while bolstering his crowd control, making his conditional-immortality more interesting, and mostly just updating his kit to fit with the current state of the game.

    Let me know what you think below!
    Please keep criticism constructive, don't just hate on me because you like Inaros as-is. I like Inaros as-is, but even I have to admit his kit is a bit stale and dated-feeling, even for when he was released. Oh and I hope you liked the little title thing and intermission graphics. I figured it was nicer than JUST a wall of text, even though I'm no artist.

    • Like 3
  3. Yep, same here. I noticed it actually resetting several times during one mission. I'd get to 10/150, then after a few minutes, it'd pop up with 10/150 again, meaning it had reset to 0 at some point, possibly when I paused? When I opened Nightwave mid-mission, it showed them both at 3/150 but after the mission they were both at 0/150 again.

  4. Undying Flyers are very annoying for Limbo players currently, or anyone teamed with a Limbo, for a few reasons.
    While I'm happy they are affected by the Rift and by Stasis (something which has been annoyingly inconsistent with recent enemy additions), the WAY in which they interact with it is less than desirable. It seems during certain attacks of theirs, they become invincible. If you activate Stasis during this time, they REMAIN invincible until you let them out of stasis. Additionally, when killed, their pod, thanks to being classified as an "object" like containers, cannot enter the rift (but does seem to have its hatching stopped by Stasis, oddly), so if within a cataclysm, you need to exit the border to hit them, and kill the Flyer properly. Neither of these interactions are bugs, exactly, but things that are very annoying and could easily be remedied.

    The latter issue, in particular, is something which also affects Boiler Infested Spawn Pods, which is annoying and has been for ages, but they at least can "hatch" in Stasis, and don't loop back to pods after being killed.

    VKW8l0u.png

  5. Probably been reported umpteen times already, but in Wisp's ability descriptions, it says her motes affect allies. This is only partially correct, as it only affects player allies, which is just... Lame.

    It does not affect: Sentinels, pets, rescue targets, defense targets, excavators, lures, (probably) spectres...
    Basically if it isn't directly player-controlled, it isn't affected. Which feels wrong, especially as it simply says it affects "allies".

    This makes it so that in Solo, these large AOE buff stations are literally only self-buffs. Can't even help your sentinel stay alive, much less anything else you may want to heal/speed up/make shock nearby enemies/etc.

  6. If I may interject with a somewhat random suggestion for full 3.0 implementation...

    It would be exceedingly nice to have an "unarmed" melee weapon when no melee is equipped, similar to Garuda's Talons are for her, but unmoddable, perhaps with base impact damage equal to the frame's base armor. Not meant to be at all a powerful weapon, but something that functions, at a basic level, for the tutorial segments before getting a melee, and to allow for melee-based actions such as blocking (perhaps with only a 1% damage reduction due to your arms still getting hit, just blocking your vitals instead) and movement tech such as directional slamming and slide-attacking. This is easy to implement too, as in a form it already exists, the "unarmed" weapon was used during the Hallowed Nightmares event, among other occurances. It would also allow stealth attacking without a silenced gun or melee weapon.

    It would, in theory, also allow those challenge-hearted to enter a mission fully unarmed aside from their own fists and Warframe abilities.

  7. I've also encountered this bug once. A thumper that was right next to me just up and vanished.

    If I had to guess the cause, since it was having some... difficulty with the rocky, bumpy terrain, it may have partially-clipped into the ground and, due to its size, maybe hit a despawn-trigger under the ground, possibly there to remove enemies that somehow fall through the world. But that's just a theory. A Game Theory! Thanks for watching.

  8. Yes, this. All this. It bothered me to no end when I found out that Thumpers had Alloy Armor armor AND Alloy Armor health. They're very clearly machines!
    And I never played much archwing so I can't say much about that, but that's another pretty glaring issue if they're... flesh, apparently.

    Machinery does need to be used more. I like internal consistency, and Warframe has kind of a lack of that in quite a few places, making things annoying.

  9. 1 hour ago, kevoisvevo said:

    Htf is gating all the content going to do any good for his friend. his friend just wants to play ash. The Devs haven't done anything to address the new game situation here and time gating inorder to make the other person pay plat. There is a reason why half of all the stuff in this game is called mastery fodder. I would hate to explain to my friend why he/she can't get this or that in warframe yet, telling them to go to wiki for explaination which DE fails at? As for blowing through content, you do know that warframe ain't challenging right? just tedious, hell i bet his friend can solo the entire star chart in 1 or so month and just wants to play with his friend. i don't see this kind of problem in FF14, path of exiles

    Then he can work toward playing Ash? People try to treat frames like classes in other games. You can't just pick one from the start and use it forever, you're meant to play lots of them, learn different playstyles along the way, etc. They're more like weapons. You pick them up as you go, you keep the ones you like, discard the ones you don't, work to build an arsenal that suits you.

    Time gating is there to stop you from getting too deep in day 1, which is actually a good thing considering how confusing the game can be for new players. It gives you a reason to start slow, and not try to rush everything. Many early weapons can be purchased directly for credits without needing to take any time to build them.

    Also you don't think Path of Exile is tedious? Mapping in Path of Exile has burnt me out more times in 6 months than all of Warframe has in several years. It's like the worst parts of Warframe's grindiness and repetetiveness launched to several magnitudes higher... Unless you just trade for maps and have a super fast-clear build, I gues.

  10. On 2019-08-06 at 1:25 PM, el_chanis said:

    the problem still remains. It takes a really long time until War Within.Thats absurd for new players. Essentially means there is barely a way for them to consistently get energy, specially when they might (and will) face leech eximus without a way to counter them effectively.  Also it's not "stand here", is "pass through here", the buff last 30 secs, thats essentially no interaction at all, i can get a STRONGER passive regen than Zenurik 1.0 in less than 1 secs (5,ctrl+space,5, thats it). 

    Certainly zenurik needs a nerf, asp. ALSO, i think passive regen (in any way, shape or form), must get accesible far earlier. RIght now, it only comes from Energy siphon, wich is extremely weak or limited given what the game demands for most builds (like HP regen, wich is almost impossible to get early except for Rejuvenation).

    I mean... there are also energy restore consumables. Lots of people just forget those exist and think there's no other way to give yourself energy.
    Yeah, they're not ideal, but they're not all that expensive to make, and could hold people over until TWW (which really, is not THAT far away. I only recall it taking me like a month to get through the star chart and complete most quests, and I was going kinda slow... A month in MMO time is not very long.)

    If anything, they should introduce craftable Energy Restore consumables. Not the squad platform things they currently have, but Solo Energy Restore stims or something, which you can craft say 10 at a time with a 30 second crafting timer, with Small, Med, and Large, which restore percentages of your energy but don't affect teammates. Maybe give a debuff that makes subsequent uses too close together be less effective in order to stop people from spamming them and making Zenurik pointless.

  11. On 2019-07-31 at 5:14 PM, el_chanis said:

    it doesn't stack, so... no.

    ...Total number of dashes. I mean there would be more "dash... wait for the buff to end... dash... wait for the buff to end... dash... wait for the buff to end" looping. It would just add more waiting for the same amount of energy.

    On 2019-07-31 at 5:14 PM, el_chanis said:

    And that would force more dashes.......................

    Yes, but it would be more interactive, and would allow non-Zenuriks to gain energy through Operator. Zenuriks could still dash-and-wait if they wanted, but the others, if they put some skill into it, could dash through groups of enemies to get energy back fast. Zenurik would still get it faster from that method due to their energy-gain-doubling node, but it would let everyone get energy. And be interactive. DE, I'm pretty sure, removed the passive regen in the first place because it wasn't "interactive" enough for the benefit it gives, same reason they nerf a lot of "afk-esque" nuke-frames. This would give everyone a way to regen without outright giving every frame passive regen (which I don't think DE would be up for), giving it requirements: War Within completion, and being able to switch between Frame and Operator and aim your dashes through large groups effectively, rather than just "stand here, energy will go up".

     

    Also, must you be so passive-aggressive? Seriously. All I'm doing is trying to discuss the topic of this thread: energy regen and Zenurik being too linked, and ways it could be worked around.

  12. The new Color picker UI is nice and all, but with any light color, it's now excessively difficult to find the color you have selected, due to the selection being a small white triangle in the corner of the color and nothing else. If you're a bit colorblind, or even if your screen just has poor contrast, it can be very hard to see that triangle to know what color you already have selected (which is useful when you want to match colors)

    ...Also, unrelated, but can we please have a button to match Emissive/Energy colors? I.E. click one, and have a button in the bottom of the screen that says "match with other slot" which will just auto-pick the same color as is in the unselected emissive/energy slot. A similar button for matching Energy color to Emissive color or Emissive to Energy would be nice as well. Just to make fashionframing quicker now that we have up to 4 energy colors to set per item instead of 1.

  13. While we're on the topic of skin gripes... The preview for the skin (or was it the bundle?) doesn't show the shoulder pieces... So it would be REALLY nice to be able to remove them. In fact, it would also be very nice to be able to remove Oberon's shoulder pieces too. Seriously why is this still not an option without replacing them with other shoulder plates?

  14. 5 hours ago, Aldain said:

    though Magnetic's problem isn't just shields being weak, its just every other status being better

    Not to forget that it's excessively OP against players despite being garbage against NPCs, pretty much instantly draining a large portion of, if not all of your energy pool AND causing massive visual distortion making seeing anything on the UI nearly impossible.

     

    7 hours ago, Steel_Rook said:

    I'm of the opinion that no version of shield gating is ever going to work well (outside of cheesing Arcane Barrier). Shield recharge delay is too long and shield recovery is too slow.

    I'm all for faster shield regen in general, and along with shield recharge-delay and regen-rate mods, shield-gating could work very well as damage mitigation not so much as damage-blocking. I'd say having some form of gating is better than nothing, either way.

  15. 14 hours ago, el_chanis said:

    what? how having passive regen would force dashing? There are plenty of dashing right now already, wich btw gives a 30s bonus to energy regen (thats the OP part of it).

    I was responding specifically to the part where you suggested nerfing the regen from the dash by half. Less regen just = more dashing.

    14 hours ago, el_chanis said:

    to both Operator AND FRAME, thats why Zenurik is fckng OP.

    Dashing through enemies doesn't restore Frame energy. I'm not referring to the AoE from Zenurik, I'm talking about the inherent ability where dashing through enemies recovers energy.
    "Each enemy hit with Void Dash will restore 10 Void energy to the Operator." -Warframe Wiki, Void Dash.

    I'm saying that if this recovered both frame and operator energy, it would allow you to still be able to regain energy relatively easily using Operator form, but it would just take some more work without Zenurik.

  16. On 2019-07-22 at 9:24 PM, el_chanis said:

    that would be a side benefinit. I already stated that energizing dash is, in my opinion, OP. I, also, think the energy regen should be earned slowly, increasingly on a steady pace. Both things are achieved tiding it the regen with the MR. Going from zero energy to "lol, what's energy?" it's bad. Should be a slow climb in proficency and eficacy, like mods and endo are at the begining of the game. This would also give the veterans a new incentive to keep playing if they didn't mastered all what it's aviable in the game yet.

    Zenurik NEEDS to loose that node entirely. Is far too strong, not only campared to the other schoos, but on itself. 5 energy/s is incredibly powerfull. In fact, even if DE combines all the other schools in one, i would still take zenurik without a trace of a doubt. The extra energy from orbs is already good enough to get this broken mechanic on top of it. My suggestion would tone it down by almost a half, and also open the possibilites for the other schools.

    I'm afraid all that would do is make people stand still and dash more often. It would only make it more annoying to reduce the energy/s gain. Currently a lot of Zenurik use already consists of sitting around waiting while that energy/s slowly raises.

    Nevermind Unairu's (or was it Madurai's?) dash, which near-instantly heals a massive amount of health to anything it hits (rather than needing to wait) AND gives several seconds of complete invincibility, which is pretty insane. That's the only other Focus I'd probably choose at the moment. A friend of mine uses it and it's invaluable for squishier frames that don't have self-regen of some form, and for any kind of objective you need to keep alive.

     

    I still think a passive regen would be the best way to go about this, as well as a more proportional mission-start energy. Alternatively, maybe making it so dashing through enemies and void-blasting and stuff with Operator restores Warframe energy (fun fact: Op-Dashing through enemies DOES restore energy... to your Operator only... though this may be a Zenurik thing, I've not checked), so some interactivity is still required, but no focus school is needed, and it's less of a wait-for-the-bar-to-fill situation and more of an active "do stuff to get enery back" deal.

  17. Whoops.

    I forgot I had posted this, sorry.

     

    But yes, taking into all the above, I know it could certainly be improved. Something I am also considering is having dampening ONLY apply to health.
    So if your shields are up, you take Dampening% less damage from slash and toxin procs. If you get a huge damage hit that takes your shields down to 0 and spills over into health, that one hit has Dampening% of its remaining damage blunted so that there's still a bit of a "gate" between health and shields so that shields aren't literally just extra armorless health that regens, but rather something you want to keep up because on top of having ShieldAmount extra "health" as long as you have >0 shields your health has a bit more protection if your whole very-easy-to-take-down shield pool gets knocked out in one hit.

    So like, not factoring in armor, with a dampening of 50% (maybe even just make Dampening a flat value that shields just have rather than a variable stat):
    1000 damage to 2000 shields and 1000 health would lead to 1000 shields and 1000 health
    while 1000 damage to 500 shields and 1000 health would lead to 0 shields and 750 health (instead of 500 health)

    This would give additional incentive to have shields recharge faster even on frames that don't have a HUGE amount of shields, but without making the shields themselves just "blue recharging health with not-armor armor".

     

    I dunno. Honestly, I just hope they do something to shields to make them better overall for both players and enemies.

  18. So, Orb number 3, as many of you know, is situated in a lake near the Orokin Dig Site in the Vallis, just sort of sitting there and roaring at you if you get close. It has yet (as of this post) to get a battle of its own, and its name hasn't even been revealed yet, but it's been there since the beginning. It's around the size of Exploiter, and has smaller spheres around its body that blink in the scanner but cannot actually be scanned- these will almost certainly play a role in its battle. The coolant it sits in seems to be bubbling, maybe even boiling, so it may have a theme of heat to counteract the Exploiter's theme of cold, while Profit Taker is the odd one out, being larger and not themed on any specific element, geared toward a squad as a (form of) raid.

    I've been wondering what its battle could be like, given we have yet to see it in action. Each of the Orbs has a weakness, PT with the elemental switching and its legs, Exploiter with its vents and then the panels that get torn off, Orb 3 will almost certainly involve those spheres on it. PT's battle is a multi-stage heist ending in a race against time raid of sorts, Exploiter's battle is a relatively localized affair that feels more of a "1v1" type fight, using her own exploitation against her through Thermia. The third Orb's fight HAS been stated to (in development anyway) take the "best of both fights". Each Orb also has story significance. PT is your "main antagonist" since the opening Quest in Fortuna, Exploiter is an old enemy from Deck 12 - they're the present and the past, so I feel the 3rd Orb will have to do with unsolved mysteries surrounding the Vallis, a future of sorts, unlocking new areas perhaps.

    Taking all this into account, I see the 3rd Orb fight as being a semi-mobile battle that can be 1v1'd without massive investment but which requires a squad to be taken down easier, perhaps even utilizing the new Squad Link feature coming with Empyrean. It may even lead into Empyrean. As this Orb (as far as we know) isn't particularily antagonistic toward Fortuna yet, this fight could have a different goal rather than just taking it down "because". Notably, its resting place is decently close to the Orokin Dig Site, where there is a unique, massive door that currently cannot be opened. I see the fight as being a lure, a trap for Orb 3, in an attempt to gain access to the Orokin facility behind the door. Why? Orbital Strike being prepared by Nef using the defense towers surrounding Venus, and the player needs special components to upgrade a Railjack ship in order to combat Nef's forces and stop his control of the Orbital Defense system. Behind the door, an Orokin research facility containing, among other things, blueprints for special motor tech used in various Orokin devices (such as the strange floating Pearl located elsewhere in the Vallis, possibly). This would be a quest, but also a repeatable battle like the other Orbs.

    The spheres on Orb 3 remind me of mines, so I could see it being a minelayer, perhaps forging the mines internally, leading to heat buildup (hence the coolant bath). Your goal would be to rouse it and make it follow you, keeping it alive until you get it to follow into the cave, to the door. During this time, if in a squad, other players could be running interference, going to Corpus facilities and causing trouble to stop Nef from focusing on the Orb, making it easier for a designated player or group to kite Orb 3 with less resistance. Orb 3 would keep calling in reinforcements and explosive barrages, occasionally shooting out Mines around it, which you would need to shoot in order to stop them from killing you, and to stop them from exploding around the Orb's legs, slowing it down as it rebalances itself. After it fires its mines, shooting the holes they were in allows you to damage the Orb, gradually making it enrage and begin to overheat from making new mines over and over to protect itself, increasing its frequency of attacks and movement speed. Basically, instead of "kill it as quickly as possible", this mission would instead be "delay it and do everything you can to make it attack more, while also trying to bring it to the designated location".

    After a while, its heat would reach critical levels, and it would be time to get it to the door ASAP, where it would get stuck crammed inside, unable to back out. You'd have to squeeze between its legs and escape before it explodes on death like the other orbs, thereby making a hole in the door and partially collapsing the cave around it. Inside would be special loot- you can kill it normally for usual loot such as a unique Toroid, perhaps parts for a warframe like the upcoming Grendel, but if you get it to the right spot and break into the door, other items can drop such as new weapon blueprints, huge caches of resources and endo, etc.

    Behind the door you'd get Orokin-Era locomotion technology, including blueprints for the Gauss warframe (also crafted using drops from Exploiter and Orb 3 given their hot/cold theme and Gauss' hot/cold theme as well as his "overheating" type 4th ability and focus on speed i.e. motion) and a component needed to build/upgrade a Railjack ship to be able to travel from planet to planet without using the rails despite its small size, similar to how the Profit Taker heist led to getting the Gravimag (possibly another component of Gauss and the Railjack, requiring all 3 Orbs to be defeated for these) and possibly some new lore about the Orokin and what they were doing around there.

     

    Is this all 100% theoretical? Yep. Is it likely to be even 10% correct? Not really. Do I want it to be correct? I dunno to be honest.
    This was mostly just an exercise in considering what they could do given conjecture, things we know, things we don't know, things we know we don't know, and trying to fit together currently-unreleased content just for the fun of it.

    This isn't to be taken as a suggestion or anything. I just wanted to write this junk out and share it, even though it may be a bit incoherent.

     

    My TL;DR line of thought was basically:
    -3rd Orb, boiling coolant? = Heat based? Spheres on it = Mines? Explosions?
    -3rd Orb near Dig Site, Dig Site has Mystery Door which the Corpus can't get into. Orb Mothers explode violently.
    -Orb Vallis-based Railjack trailer mentioned an orbital strike (from the defense system?), makes a sensible starting point.
    -Railjack would need to get from Dojo to Venus. Also much smaller than other ships we see doing void-jumps (in general). Using advanced Orokin tech?
    -Gauss = Speed, Railjack = Needs to fly between planets fast... Connection?
    -Exploiter was Cold based, 3rd Orb Heat maybe? Heat&Cold = Gauss' schtick (along with speed). Connected maybe?
    -3rd Orb doesn't seem to have story relevance given the Deck 12 story has already been told with Exploiter and the Tenno Arrival story has already been told with Profit Taker.
    -A bunch of other game mechanic analysis, dev-minded theorizing, lore theorizing, and other junk.
    -It all comes together???
    -?????
    -Grofit.

     

    Anyway. Enjoy the theorizing. Or don't. Up to you, really.

  19. On 2019-07-19 at 7:02 PM, taiiat said:

    you have one Stat doing like what, half a dozen things? too many things for one Stat.

    Not really. It does two things.
    1. Lowers damage taken to shields
    2. Lowers damage taken to health if damage from shields going down spills into health.

    The rest is primarily examples, and the "issue/possibility" section is mostly just conjecture about convoluted ways it could be balanced some more.
    It's no less bizzare than "armour lowers damage to health but not shields but it can be bypassed entirely by slash procs (but only procs) and has two very different methods of being lowered: corrosive procs and shattering impact, oh and there are two different types of armor that visually look exactly the same"
    (Also yes I'm aware there are two types of shields that look exactly the same too. Among other health types.)

    On 2019-07-19 at 7:06 PM, DatDarkOne said:

    And it still won't stop gas/toxin damage.  Just putting that out there.  😀 

    I was considering having the dampening apply to toxic and slash procs IF you still have shields up, but ehhh.
    This is still better than nothing.

    17 hours ago, Steel_Rook said:

    I'm going to have to disagree, and for one simple reason - you're basically turning shields into armour, thus eroding the distinction between the two. Currently, armour offers damage resistance over health. Shields offering damage resistance over shields and health is redundant and leads to shields just being "blue armour." If you're looking to improve the protective capacity of shields (which I agree with), I'd recommend looking into an entirely separate mechanism, one more in-line with how shields actually work.

    You could look into making shields recharge more aggressively, for instance. In the past, I've recommended removing the shield recharge delay and at least doubling base shield recover rate (for players and enemies), with the Magnetic proc halting shield regeneration. Others have suggested letting shields block status effects, though my counter-suggestion would be more along the lines of reducing their effectiveness (so less proc damage, less armour stripped, less slow, etc.). Game-wide shield-gating is also an option, though I don't think it'll help as much as people think.

    Damage resistance to shields might work to some extent, but it fundamentally alters what shields actually "are" and in the process makes the game's mechanics more homogenous.

    On the contrary, I made this specifically to have it not be armor. This isn't a flat value that affects damage to your health in a complex way, this is simply a direct percentile decrease to shield damage. While the two are similar in concept, it's really needed for shields to be of any use (unless gating is implemented), since shields go down far too easily due to having 0 forms of base damage resistance. Also, shields recharge, and have overshields, and other such mechanics to still differentiate them from health/armour. It would work less like armour, and more like warframe abilities that give a % reduction to damage taken.

    Two mechanics which are somewhat homogenous but still different in several fundamental ways is far better than one mechanic which is almost universally ignored (and even intentionally made as bad as possible- many people run Decaying Dragon Keys intentionally with Hunter Adrenaline/Rage builds) and one which is the source of essentially all life scaling in the game for both enemies and players.

    I'm aware it's not perfect, but I've yet to see a compelling argument as to what would take its place without just having shield gating (which as you say, and I agree, wouldn't help nearly as much as people think- the only reason it works with Hildryn is thanks to her passive period of invulnerability and various mechanics to regain shields). Increased regeneration, I feel, wouldn't do anything on its own, same with proc reduction, since shields are so unreliable to keep up in the current state of the game, specifically because the values are so low, and having no way to lower the damage they take (without warframe abilities).

  20. On 2019-07-19 at 6:12 PM, Test-995 said:

    I don't want important things like this to tied with super grindy progressions like mastery ranks.

    Except that Focus farming is arguably even grindier than MR farming (and both technically have the same "exp" source, unless you're using eidolon shards)

     

    But yeah, overall I'd say a varying-level of base regen for each frame depending on how much casting their "expected" playstyle involves would be great, along with a slight across-the-board Max Energy boost (lots of caster frames don't have nearly as much as they should given how much their abilities cost at 100% efficiency). Not tied to MR or Focus. This, along with starting missions with max energy (or at least say 75% instead of the pittance we normally get) would do a lot toward making energy more manageable. The Zenurik focus would still be useful, but wouldn't feel nearly as "necessary" for many frames.

  21. Hi! So, I've had this on the backburner for like a year, but never got around to putting it into a "postable" state, unfortunately.
    I was going to have suggestions for new mods to go along with it and all sorts of stuff, including Frame-by-Frame values for Dampening and all sorts of fancy headings and stuff.
    Buuuut... I just don't have the "oomph" to put into these suggestions lately, so I'm going to post this here in its raw state with few alterations.
    If anyone has any suggestions, or agrees with this even in the state it's in, I'd love to hear.

    The following is my "crummy dev brainstorm notes" edition...

    Warframe Shield Overhaul Concept

        New stat: Dampening - Represented as a % value.
            Works like "shield gating" but decreases damage taken to health instead of stopping 1-shots entirely.
            Varies from frame-to-frame. Generally higher on caster-frames who have more shields and less health.
            Lowers damage to shields, and also adds a buffer between shields and health.
            Can be increased with mods, is more effective with higher shield values.
            Overshields will not add dampening to prevent from being overpowered.
            Armor still applies to health after dampening, adding even more survivability.
            
            Functions like examples:
                Frame has 100 shields and 100 health and 0 armor. Dampening is 10%.
                Attack of nondescript damage type deals 50 damage.
                Shields reduce to 55. Dampening stops 10% of 50 damage from affecting shield.
                
                Frame has 100 shields and 100 health and 0 armor. Dampening is 10%.
                Attack of nondescript damage type deals 200 damage (would be a 1-shot in current system)
                Shields reduce to 0 (100-180 (200-20)) 80 damage left which becomes 60 (80-20). Health reduces to 40.
                When shields and health are damaged in 1 hit (i.e. shields brought to 0, damage spills over to health),
                health damage is decreased same amount shield damage was.
                
                Frame has 200 shields and 100 health and 0 armor. Dampening is 10%.
                Attack of nondescript damage type deals 300 damage (would be a 1-shot in current system)
                Shields reduce to 0 (200-270 (300-30)) 70 damage left which becomes 40 (70-30). Health reduces to 60.
                
                Frame has 0 shields (shield has just been depleted by an attack) and 100 health and 0 armor. Dampening is 0% due to lack of shield.
                Attack of nondescript damage type deals 50 damage, and health is depleted to 50 like normal due to lack of shield dampening.
                
                Frame has 500 shields and 300 health and enough armor to reduce incoming damage by 30%. Dampening is 20%.
                Attack of nondescript damage type deals a massive 1000 damage.
                Shields reduce to 0 (500-800 (1000-200)) 300 damage left which becomes 100 (300-200). Armor lowers damage further (100 damage to 70 damage).
                Health is reduced to 230.
                
            Possibility: Magnetic damage is dampened 50% less, Magnetic procs remove dampening entirely from affected for their duration and prevent shield regen while applied. Also permanently strips some dampening like Corrosive does with armor instead of halving shields.
                Since this overhaul could make Corpus enemies be much more threatening late-game (although they still won't scale as insanely as Grineer armor), this could actually give reason to build Magnetic when facing them at higher levels.

            Issue: Dampening may not work well against low-damage, high-fire-rate weapons, and heavy fire from multiple targets (kind of intended, as dampening is moreso meant to protect from high-damage attacks rather than lots of low-damage attacks.)
                Possibility: If shield is depleted fast, it will begin to regenerate faster, to allow better scaling.

            Issue: High dampening could completely nullify damage to health at higher percents and low-enough-damage attacks.
                Possibility: Dampening may have a cap to prevent complete health-damage mitigation from an attack on shields ("shield gating"). Although, this could be fine at high levels and high dampening builds, so may not be an issue. Would also make high-level corpus less oneshottable, much like high-level grineer (although still two-shottable easily, or easily finished off by procs.)

     

    Sorry if that was horrible to read. I basically copypasted it from notepad, of all things. Nonetheless, I hope the idea can at least start some discussions into how we can make shields viable as an alternative, or even a complement, to armour.

    • Like 1
  22. On 2019-07-17 at 7:33 AM, Birdframe_Prime said:

    Things players don't want to see in a gigantic, confusing list of 'Available' choices once they've played a lot of the game;

    1. Things they already own.
    2. Things they've previously owned and decided to get rid of.
    3. Things that they would use in recipes that they've already created.

    Get DEPablo in on this, he's the UI guy!

    ...He's the Frame Rework guy, the UI guy... Poor Pablo, he's going to be the everything guy at this rate.

  23. I definitely agree that all frames should have SOME level of passive regen. Perhaps caster frames have a naturally higher regen than non-caster frames, based on how often their "design" suggests they should be using their abilities. As it stands, gaining energy is incredibly tedious for all the wrong reasons:
    -RNG from slowly opening tons of lockers/breaking containers, or killing enemies, which only drops 25 at a time unless you're Zenurik
    -Frequent Eximus units that cause rapid energy decay
    -Starting missions/reviving with only a meager amount of energy instead of your maximum (because let's take 2 "bullets" into the mission instead of full "ammo", that makes sense)
    -Nullifiers needing you to recast semi-frequently, rising number of magnetic procs in the game which can take your energy to 0 instantly and are often nearly unavoidable.
    -Lots of poorly-scaling abilities that need you to get strength/range/duration to be useful, but you also need to build for efficiency due to low base energy pools/gains and inefficient abilities

    As it stands, Energy in general is in kind of a poor state. Not as bad as shields, but still pretty darn bad. And Zenurik is like the Hildryn of Energy: "Here's a fix... so long as you have one of these in your squad!"

    • Like 4
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