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(PSN)AyinDygra

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Everything posted by (PSN)AyinDygra

  1. This was exactly my experience. I loved seeing how powerful I could eventually become, and now I'm that powerful, and it is fun.
  2. To preface this post, it is not an attempt to engage you (Merkranire) in conversation, as you are done with it, this is simply a clarification for those reading (and to address the silly accusation of contradictory hypocrisy): I play for my fun. When I want to "do my own thing" that is not the most efficient way to accomplish a mission, I will solo... I primarily play solo. I like to search every nook and crany of an area for Voca or Medallions or Ayatan Statues, and generally, Exterminate missions are the best place for that, because the objective is easy to navigate around my personal objective... However, I'd NEVER do that activity if I went into a PUG exterminate. In a PUG exterminate, only the mission objective matters. My personal side objectives are entirely irrelevant, and if it would inconvenience the rest of the team from completing the mission as fast as possible, it would be wrong of me. When I go PUG, efficiency and success are all that matter. I still don't run nuke frames, even in PUG groups, because I don't find them fun to play, but I love when other people use them. My enjoyment of the game is not impacted by personally being able to kill stuff all the time. There is a time and place for everything. I know when I can do my own thing, and when that would negatively impact the objectives of the mission, I won't force my whims on the rest of the people playing. There is no contradiction here. (The game is not stripped away from me.)
  3. Submitted that first reply before addressing some Game Design issues: In Exterminate missions: Since you only get rewarded once you finish the mission, and no other objectives appear in the mission, finishing the mission means killing all the enemies as fast as possible and reaching extraction. That is what is encouraged by the Game Design. The more efficiently you can accomplish that goal, the better. There are no benefits of getting the most head shots, there are no tangible rewards for opening the most chests (aside from the miniscule resources from said chests), there are no style points or anything else to take into consideration for how you are rewarded at the end of the mission. IF you could fail an exterminate mission by killing enemies too quickly, thus scaring away the remaining enemies, there would be a reason to slow down. If there were alternate ways to kill enemies faster than nuking, such as interacting with certain consoles in the mission that need to be approached without making a big disturbance, and then vent the atmosphere to the entire stage... for example, exterminating everything in one action... See how Game Design would drive player choices? It is entirely unreasonable for people to choose to get rewarded more slowly by not completing exterminate missions as quickly as possible. That goes against the game's design. There is no *good reason* to not nuke. It might be a player preference to treat Warframe like a Destiny-like cover shooter, going for all headshots, but that style of play is not how the game was designed to be played in a group setting (when you go solo, you can take as much time as you like, as long as you don't care about the mission rewards and objectives.) This absolutely comes down to Game Design. Players are fully justified in accomplishing the missions as fast as possible, as that is how they get rewarded. You can play however you like solo, but it's not increasing how the game rewards you. That's Game Design influencing player choice. If you choose to try to impose how you like to play on a group, YOU are the one causing the issues (and it's really only affecting you and your anger), because that's personal preference, not how the game was designed. Getting angry about how other people play the game is like drinking poison, and expecting it to hurt some other person, much like holding a grudge and not forgiving people for things they don't even know they did wrong. You can seethe and get angry all you like... but they're doing nothing wrong, and they're not hurting each other... it's just you who wants to force other players to play differently than the game was designed. EDIT: P.S. This is why nerfing the AoE meta will NEVER fix the AoE meta... it's a game design issue, where killing lots of enemies quickly is the most efficient way of playing... until they nerf ALL AoE things into the ground, so they're worse than single target weapons, people will continue to migrate from one "best AoE" to the next... it's an endless downward spiral, if nerfing is the chosen way to deal with it... which is why it's wrong, and it's a Game Design issue... that needs to be fixed with game objectives that don't involve AoE killing as the most effective tactic available. (META)
  4. Listen, I play a melee-only Inaros primarily. I don't run a nuke build, but I kill extremely fast. The difference between you and me, is that when people come along to these missions, nuking everything, *I don't get mad at them*; they're not taking fun away from me... they're helping to get the mission done faster than I could on my own. Personally, I've never felt there was "nothing" for me to do in these situations, either... I can always find stuff to kill. Even if I didn't, though, and all I had to do is pick up reactant and rush to extraction... so be it, mission accomplished. PUGs are NOT where you go to "do your own thing" ... you are there to accomplish the mission objectives... that's all. I don't get this obsession with forcing people to "play alongside" each other. That's not inherently better than getting objectives done faster... just differently, and far more important if everyone on the team shares that ideal (normally friends, or pre-made groups with like-minded play styles.)
  5. The ONLY way to fix the "problem" of nuke builds being the most efficient method of accomplishing the mission goals, is to introduce mission goals that cannot be accomplished most efficiently with nuking. Personally, if I join a PUG, it's to accomplish a mission the most efficiently, otherwise I'd be going solo. This means, in nearly all cases, killing everything as fast as possible (with the exception of waiting for enemies to become void corrupted), is the most efficient, and ideal way to play the mode. If someone has come into the mission not prepared to efficiently accomplish the mission's goal... they're the problem, not the nukers. (And nukers are having a blast, playing the game the way it is intended to be played - game enjoyment is not being ruined in their case.) If there were new goals for missions, that require each player to go to a different place on the map before the next stage can begin, and they remain separated for the duration, all cooperating, and killing in whatever fashion they desire, that would probably work out well... but it would be a pain for disconnects, inevitable bugs (as seen in Scarlet Spear) and other issues that come with forced grouping objectives.) There could be mission objectives that require NOT killing enemies in the area, such as to prevent a noticable change in the base for the secret mission to go unnoticed... as opposed to spy missions where their entire garrison is disappearing, alarms are going off and getting silenced, and at the end "nobody will know that you were here."... yeah... not buying that one ;) This is a game design issue, not a player issue. Nobody is doing anything wrong by nuking a map and playing as efficiently as possible. Demanding people slow down and play worse, waste their time going slower, just so everybody has an equal chance at kills... is really bizarre to me.
  6. The only good thing I have to say about the Styanax deluxe skin, is that it's saving my pocketbook from going any more empty than it is.
  7. So, today's Dev stream revealed that an Inaros Rework is coming... but absolutely no details to make me confident about how it was done. I'm not sure why they didn't just tell us more in that stream unless the changes aren't finalized yet. I can only hope my voice has been heard over the years, or I see future without Warframe in the days ahead.
  8. Basically, I don't use guns, so I only have a melee slot... If I could have 3 melee weapons, I would.
  9. Primary: Cedo - Primer Secondary: random kit gun with infinite ammo, "just in case", mostly decoration on hip. (the one I'm using has a nice AoE that hits all an Aerolyst's weak spots in a cluster.) Melee: Main weapon of choice, polearms of any variety, mostly my good ol' Zaw, the Komodo Fang.
  10. I'm fairly sure I posted something requesting this functionality several years back... and I don't entirely know the best way to search for it... so my present day self would say: Make this a 1-for-each category mod (like Primary/Secondary/Melee) "Alchemic Isolator" (taking from the new expansion's dabbling in laboratories and the new mission type being called "Alchemy", which requires combining elements...) This mod, when equipped, would prevent all base elements from combining on the weapon. Personally, I think this should come with the bonus of increasing the potency of the isolated elements, not a corrupted style detriment. Difference of opinion there, I guess. This could come in the form of something like higher damage multipliers, or higher status chance/duration... perhaps even penetration through defenses (I could get quite creative with this, given the opportunity). This would also make the new style of mods, that provide elements like Radiation, valuable in such builds, to contain both basic elements, and the combined element, without breaking the new functionality.
  11. While I understand the desire for consistency in ability descriptions and functionality within the game, personally, I think the current state is a "win" for players that use the frames with abilities that slipped through the cracks, either because they were overlooked, or did not meet the same criteria that doomed the other abilities. They likely used different criteria than those listed in patch notes when going down the list of all abilities, and we are not privy to the internal documentation and possibly difference in how abilities were coded to interact with eximus/overguard mechanics. (it may not be as simple as "making enemies with overguard immune" to the effects.) All that said, given most bugs in favor of the players are fixed within the day of devs finding out about them, I take this as an absolute win for Rhino/Wisp players everywhere.
  12. Dear past me: Mods are the actual "gear" that you're farming. Your power will grow as you can accommodate higher ranked mods. This is the main reason you'll care about Mastery Rank past 16. Once you hit 30, you won't care what rank you are anymore, since it's really a meaningless stat in the bigger picture. That collection of mods that you have leveled to each different pip, so you can equip them as you rank up the weapons... yeah, it was useful until you hit MR30. (your posts over the years, appealing to have DE change the pip system to allow people to freely change a mod's pip to unlocked levels, to fit them into gear, especially as you add forma to weapons and frames, only to have your entire mod build dismantled automatically, because they no longer fit in the unranked weapon, will fall on deaf ears.) The weapons are platforms to direct and channel the power of the mods. Weapons, themselves, are rarely significant upgrades in power. That Orthos Prime... you'll still be using that at Legendary Rank 2, 7 years later. You'll have a Zaw and a few other weapons, but good ol' Orthos still earns its weapon slot, because it's the MODS that give the weapons their strength. The biggest difference between weapons will be Critical Hit Chance, and Status Chance; these mainly determine which cookie-cutter set of mods you'll be using, with the main wiggle room being which status effects you use, based on the faction you're fighting, but even then, you probably won't switch out just for the faction. Warframes, on the other hand, do offer significant changes in how you play, outside of mods, so mod builds vary greatly between how players use the frames - especially once you have certain arcanes. Don't bother with watching online build guides... those people don't play Warframe like you do, and you're better off customizing your frames to how you play. Seek the wiki, and figure out which stats are most beneficial to how you play and use their abilities.
  13. At the risk of this thread getting merged into other Inaros rework threads, I wanted to present my suggestions in my own thread, as often, my posts get ignored or I don't want to derail somebody else's thread into a discussion about my rework suggestion in a thread about their rework suggestion. (I'd like to be able to just point people to this thread in the future, as well.) With an Inaros rework becoming more and more of a hot topic, frequently seen scrolling past in Dev/Live stream chat, and multiple posts in at least 2 sections of these forums, I figure the community team might be collecting the ideas of the players to present to the dev team, if nothing more than as a summary of "what people want". If such a thing is taking place, I want my voice to be heard in this discussion, since if Inaros did not exist, or his kit and resulting play style changed beyond recognition, I would no longer have fun playing Warframe. Inaros is literally the frame that kept me from quitting the game. He is my go-to comfort frame to have "fun" in Warframe. I use other frames for specific tasks like tools, but then I go back to Inaros. I say this, because I want to express how much a rework of Inaros would impact me, as a player of Warframe, and it is an extremely important issue to me (as I have spent money on Warframe, and if the rework makes the game no longer fun to play, I will be saddened, but I won't continue playing a game I don't enjoy.) I'd rather no rework, than a rework that changes how Inaros plays. (especially as drastically as some reworks I've read.) As many Inaros rework suggestions come from those who do not like Inaros' current kit, they often change a great many things about him that would remove my desire to play as Inaros in the first place. At that point, why not make a totally new frame? With that said, and a great many years of experience playing as Inaros, I present my rework mainly as a series of tweaks, resolving issues that have grown over time as the game has changed through the years. There are a few core issues that nearly everyone will agree with: * The Sarcophagus is useless. * Devour doesn't fit the pace of the game. * Sand Storm is more for jokes than utility. * Inaros' previous "King of Survivability" title has been stolen by other frames, especially with the rise of "shield gating" and his health pool and armor do not scale well into endurance runs. I seek to address these core issues, as well as a few things that add ability synergy to his kit, and unify some elements that seem tacked on (sand clones). He must keep his unwritten passive: Performing melee finishers restores Inaros' health. This is core to my play style with him. This is what made him so useful, combined with Dessicate, as a new player, before all the healing options open up to endgame players, like consumables, operators, arcanes, etc. This is reliable and satisfying. Dessicate I would not, under any circumstances, change how his Dessicate works. That's core to how I play Inaros. If anything, I'd add armor stripping to it, or increase its range and radius from cone to 360 (Perhaps using Dessicate from within his Sand Storm increases the range and radius.) The current effects of Dessicate help players with newbie gear compensate for their lack of progression and incomplete mod sets for their weaponry, until they gain those things. Dessicate's synergy with melee finisher kills makes it a core component of how Inaros' combat flow works. Devour While Devour fits the "mummy" theme of Inaros, it doesn't fit the fast paced gameplay of Warframe. The associated Sand Clones have always seemed like more of an afterthought for Inaros' kit. I would suggest that scarabs (also present in his 4th ability) perform the devouring, draining it back to heal Inaros, from a distance, like one of Garuda's blood altars, but at any distance. I'd add a "doom counter" effect to Devour (10-20seconds, faster if the enemy is "killed" by player/team attacks, while being devoured, with a maximum time limit, so it doesn't need to scale damage with enemy levels to remain an effective ability), so once the enemy is drained of health, they always die and turn into a sand clone that rises near Inaros. Now, my way of handling the afterthought-ness of Sand Clones also addresses the ineffectiveness of the sarcophagus passive: New Passive (replacing using a beam to kill enemies while in the sarcophagus): As long as a sand clone is alive, and Inaros takes fatal damage, the Sand Clone dies in Inaros' place. Sand Storm The big stinker of Inaros' kit, is his sand storm. Even when it's working as intended, it slows him to a crawl and is anti-synergistic to killing enemies. This is probably my biggest change to Inaros' kit. Sand Storm is no longer a ragdolling shapeshift form for Inaros, instead, it becomes a target-castable defensive area ability (that can be placed on both stationary and mobile defense targets, such as rescue/defection runners - AND other players), sort of a combination of elements from Frost's Snow Globe, Banshee's Silence, and Zephyr's Turbulence. * Basically Sand Storm now creates an area around the target (that moves with the target) for a comparable duration (to those other abilities) that reduces enemy accuracy with ranged weaponry from outside the area, and staggers and slows enemies within sandstorm. I don't want to get too greedy with my change, but adding an armor stripping feature to this makes sense. (Using Dessicate from within the Sand Storm could add the armor stripping effect to Dessicate, or add the effect to the Sand Storm until the Sand Storm expires.) Scarab Armor (called Scarab Swarm currently) Inaros' ultimate is rarely "needed", but the augmented version is handy. Few people know that the scarab armor can be shot out at enemies as "Scarab Swarm", and that it spreads from enemy to enemy, creating a lockdown zone with enemies staggered while being eaten by scarabs, that also heals team members that are in range. That's a useful feature for certain mission types. I'm still not the best at remembering that I have that, because the setup requires putting up the scarab armor in the first place, and I rarely feel the need to have that defensive layer active, to give me access to the more offensive portion of the ability. My tweak to Scarab Armor: I would give it 2 activation modes - tap and hold. Tap - triggers Scarab Swarm, without any setup required; now costs health directly. I would greatly increase the base range and duration of the swarm's effect. They're laughably short, even with investment in increasing them. It's little wonder why Inaros players don't care about, or focus on, increasing the stats that would modify this. Scarab Swarm tweak for ability synergies: May be required to activate the Devour tweak to drain health at a distance, applying scarabs to the target. When sent at Sand Clones, clones would spread scarabs as they attack enemies. Hold - creates up to 4 layers of ablative armor (functions as Overguard). Having any amount of Scarab Armor increases his full armor rating, not requiring maximum layers to have maximum armor bonus. The 4 layers would function in a similar fashion to shield gating, creating thresholds of damage mitigation, so no matter how much damage you take, it won't take more than 1 layer at a time, and there would be a grace period between layers, similar to shield gating, for the same human reaction time reasons, along with fast firing enemy weapons, or multiple incoming damage sources. Applying the "Overguard" mechanic to these layers would be appreciated - it seems like a fitting addition to how this ability works, and how I would expect it to be implemented if Inaros was built from scratch with how the game works now, and compared to other survival frames, like Rhino's Iron Skin, Revenant with his Mesmer Skin and Kullervo's overguard, while having his own spin on how it works in his kit. ----- These tweaks, in my experience and opinion, would help Inaros keep pace with the changing elements of the game (such as: steel path, endurance runs, shield gating, etc). His core game play remains the same, but the effects work better with the flow of the speed of the game. His Sand Clones now serve two purposes and are more reliable as elements of his kit to keep in mind, taking them out of the pit of irrelevance, and making them interesting and worth the time adding them to his kit - and the Sarcophagus can remain a part of the animation associated with the clones dying in place of their pharaoh. Sand Storm becomes a more key element of his themed kit, no longer producing an effect that is counterproductive, and now matching more with the protective nature of his lore. This kit would make me very happy as an Inaros main. It's not a total rework, but it does address the issues that I think are most important to keeping him relevant to the current game state.
  14. I agree overall. The greatest issue I think they have with it, is the development and maintenance cost associated with such a feature. However, I don't think it's the bottom line so much... I obviously don't have access to the actual numbers of conversion rates from totally F2P to people who choose to make a purchase, and then where that bought plat goes... nobody except DE has that sort of information. Now, as a primarily F2P player, who HAS spent small amounts of money on the game, it wasn't anything to do with the player market, it was because I wanted to get the unique playstation bundle cosmetics and booster packs... the plat was always an afterthought. I would never ever ever consider buying a plat only bundle, even at a discount. Plat itself doesn't have enough value to me, as a person. I may not be representative of the majority of F2P people out there, or I could be... Just putting my side out there. Currently, trade just doesn't exist in my world.
  15. To be honest, I'm not a big min/max person taking note of numbers changes, and in that respect, I didn't feel the change noticably in gameplay, so I can't give a proper answer myself (maybe others in the thread will.) (as opposed to nerfs like the catchmoon kitgun secondary falloff range, which I felt heavily, since it was one of the only secondary weapons I was finally able to use in actual combat situations... and now it sits as a decoration on my hip again, never seeing use unless I'm carrying a power cell.)
  16. I play Inaros as a melee dervish. I love the polearm weapon type and use it exclusively when given the choice. (I have other weapons, but always gravitate back to my good ol' zaw, the Komodo Fang). Most enemies die to a few powerful, precise, quick melee strikes (no combos), but if they live past the first sweep, I throw sand in their face, and that generally reduces their defenses enough... and when that doesn't do the job, I stab'em in the face. When things are higher level, I let loose my helminth'd Breach Surge in the middle of a group of enemies, and then proceed as normal. I generally don't put up Scarab Swarm/armor unless it's an Archon hunt. I mostly rely on Arcane Grace for healing these days. On my operator, I generally run Vazarin to help heal the team (and before they nerfed it, defense objectives.)... or Madurai for Angel hunting on the Zariman, and I use the arcane that heals the team while in void cloak mode. Most of my gameplay is done in normal star chart, since I don't find any fun in the Steel Path, nor do I desire anything that comes from the Steel Path. There's no point to doing endless missions, so the longest I stay in missions, normally, is a full AABC rotation. When I just want to play the game and have fun, Inaros is my go-to frame. If there are spy missions, I run Loki; if defense, Frost or Wisp; if survival, I hop on Nekros; for Eidolons, I ran Oberon. (I use Titania, Protea, Lavos for Railjack, etc as well) So, I do have a toolbox that's bigger than just Inaros... but he's my comfort frame, the one that brings me joy to play. NO other frame comes close... he just works the way I expect a Warframe to work. A lot of it comes down to his aesthetics, but it's the total package. I don't really care so much about efficiency like most players... I care about fun... and using the current Inaros is the most fun I have in this game, by a wide margin. Styanax is fun, but I don't "invest" in frames until they're prime, because otherwise it's a waste of resources... EDIT: For a time, I used Devour, but at least when playing solo, when playing content where I would find the need to use that to heal, by the time I had healed myself, enemies had surrounded me, and as soon as the invincibility and devour animation ended, they killed me... so it was more of a hinderance than a benefit to heal like that. His finisher-kill-heal was much better. And I already mentioned how Sand Storm was anti-melee to the extreme, so I considered that a blank slot in his roster. While I know the use cases for Inaros' Scarab Swarm and the zone lock downs he can provide, I do find it difficult to work into my play style, as I mentioned in my tweaks post above, so I generally don't use that, despite the potential it has. However, Inaros, for me, is defined by his pocket sand, finisher kills, and reliable durability to run into close melee range and come out unscathed. He does this through his kit, and is not reliant on energy pads. He's one of the few frames who can heal himself through abilities... something that was RARE at the time I got him... and even Oberon required high energy costs to do something similar. Rhino never fit my play style, despite his survivability. Getting Arcane Energize and other changes to the game over the years have allowed me the freedom to experiment with more frames comfortably, but I will always return to my reliable Inaros.
  17. This is a purely subjective opinion and clearly doesn't match my experience with it... (I also don't play this game for "any kind of challenge" - and in my experience, it does slow down killing to the point that in survival missions, I can't keep up life support, solo, without playing on Necros, as a point of reference - this makes the game feel worse to play) so... keeping Steel Path optional and simply catering to different desired play experiences between people running the same missions... seems fine to me. Not directed at you exactly, but the thread and topic in general: The issue here is how they're starting to balance around the Steel Path and they're making it a more efficient mode to play to earn rewards... changing it from its original intent and place in the game, creating a new baseline - because the game is centered around collecting stuff, and the most efficient method will be the preferred method, thus the spread of players in available open matches will skew higher into the steel path region over time or breed resentment with those who find their builds being narrowed into only those that work comfortably for them on the steel path, limiting their options, and potentially forcing them to waste things like forma, changing builds. I don't care if someone can clear Steel Path with the most basic junk, that's not the experience of the majority of players in that content. There are ramifications to the base-lining of the Steel Path that are starting to ripple out from the current implementation... it's just taking a while for them to be noticed by the majority.
  18. In dev streams, they said they didn't want open world maps to be the new "next big thing" for each year's expansion... so, don't expect an infested open world next, which would have been the predictable "next thing" since, we already got Grineer and Corpus... and yet, they produced Deimos after that declaration... so... They still like open world maps. It does provide some variety COMPARED to the tilesets generally feeling claustrophobic to some people. It's just, they need to learn how to make them interesting places to be... once the initial exploration is over.
  19. Free to play players who don't want to deal with trade chat, or use outside websites like Warframe.market are already screwed. Currently, everything in their inventories that they do not plan to use, and would otherwise sell, is worth exactly ZERO plat. The instant an auction house exists (the definition for this point being: a place to list items for set prices that other players can interact with while you are playing missions or offline asleep to buy and receive without any other interaction on your part - this does not need to be a list that sources ALL available sellers... it could be limited to players merchant stalls in hub cities that people have to visit individually to browse wares), the instant that becomes available, everything in the game becomes worth something, even 1 plat. Even at this low price, it's an infinite increase in value, and people will buy any prime parts, because they can be exchanged for ducats... there will be buyers... While it may take more effort to obtain prime parts to sell on such a market, it will be worthwhile with such a system, for a greater amount of players than currently interact with the trade chat/warframe.market systems. I don't have ANY sympathy for people who are profiting from a false scarcity of supply. I DO have sympathy for people who cannot devote hours to sit in trade chat watching for the items they want to buy/sell, only to be forced into haggling and waiting for missions to finish and meeting up in dojos and bugs and junk, or only have limited time to play, and aren't online when the people offering/buying their items are around. I guess we know who wants the best for who... given the arguments for, and against, "auction houses"...
  20. Open worlds are more annoying than fun for me. Often there are either no enemies to be found when you want them, or enemies "See" you from a mile away, and begin sniping you with shots from off screen (normal grineer troops on PoE, Sniper centipedes on Deimos)... or pelt you from the sky from tiny, extremely hard to hit, quickly moving enemies (Dargyns on PoE, those tentacle things on Deimos) The hard to hit part is mostly when I'm a client, and the enemies just warp from one place to another in the sky. I could see a Saturn Cloud City style tileset, taking the parkour and verticality from that design, and applying it to a cityscape theme where you're moving across the tops of skyscrapers, jumping between buildings, going through a mix of apartments and corporate offices, etc... and then in the underground, a series of subway tunnels and building basements and parking garages and that sort of thing... and there could be a ground variant of tiles between these, taking you to city streets... perhaps taking place in the aftermath of the 1999 new years event with infested TV things roaming the streets, overturning cars, setting things on fire, etc.) I'd love access to the Archwings in the sky portions of these maps, just like I'd like to be able to fly through Saturn Cloud City tiles as well... However, I don't like the idea of this being an open world, given their track record of implementing open worlds. (a variant of the 1999 city tileset could be a futuristic Corpus Uranus tileset, jumping on flying cars, running across power lines akin to those in Fortuna... I would have to do more brainstorming, and have more input from their design team on what sort of things would exist in a Corpus city.)
  21. (I'm not sure how to split a quote and reply in segments, so I'll just put this here for quick reference: My suggested change to Sand Clones dying in your place was a play on the Egyptian concept that those buried with the pharaoh would serve him in the afterlife, so devoted that they'd die for their ruler. It also keeps the "at death" functionality of the current passive, but makes the revival based on the presence of a servant, rather than the presence of enemies to kill with an unreliable beam weapon - something you can control by creating sand clones. Given the way I mod my Inaros (not really having room to play around with switching out anything), and the ineffectiveness of Sand Clones in the CURRENT implementation, I personally haven't used his augment mod to create sand clones on finisher kill, though I've considered playing around with it. I like the idea of their presence, and being a disposable resource for Inaros, not something to rely on as a combat assistant. Your focus on creating them is somewhat reliant on their actually becoming a useful part of his kit and combat style. (playing as Necros, his undead pets never seemed all that helpful either, except as decoys, in giving enemies other targets to go after... and I always find myself targeting "enemy pets" of other Necros players... so I have a distaste for the mechanic in general.) As for the whole pull effect thing on Devour... Mag's pull is nearly instant and gathers a whole group of enemies in melee range... I'd helminth that over what you suggested, sorry. (realistically, since I don't care about pull's effect either, I'd probably helminth in Wisp's Breach Surge, like I currently do, overwriting his sand storm.) In the case of the 3 you describe... while I understand DE's design of turning Inaros into a sand storm, like in the mummy movies, yours still feels more like a Zephyr thing (with all of her tornados, and turbulence's speeding up projectiles shot from her weapons with the buff on) than an Inaros thing. I could see it working more like Hydroid's Tidal Surge, becoming a forceful sand storm that gathers enemies as he flies through them... but Hydroid already has it... so... I appreciate your attempt to make Sand Storm more useful to Inaros, but your version doesn't address the main reason I would change it the way I describe (and it is the skill I'd like to change the most on Inaros' kit, so I used it as the conduit for the largest change in his kit): The biggest complaint I get from my friends, for wanting to play Inaros all the time, is that they say "Inaros is a selfish frame that doesn't help the team." My changes here give him that in his 3, given that he can cast this on other players, himself, and defense targets. Giving this even more thought, his new 3 could also cause health drain on enemies within it for the entity that has the sand storm on it, so it could be a healing help in that way as well, providing even more benefit to his team, if they desire healing help. (currently, I also didn't mention, that Devour allows team members to also interact with the devour target to become invincible while THEY drain the devour target of its life, to heal themselves... NOBODY I've encountered knows they can do this. Currently, I use my Wisp or Oberon as my go-to "help a friend level their new frame" frames. If Inaros had this new version of Sand Storm, I could see using Inaros instead. Concerning Overguard The only thing that really ever kills my Inaros are things that Shield Gating would prevent (like the Narmer flame blast thing), so given Inaros will never have shields, I decided to modify his built-in armor ability to act like shield gating in its own unique way. While Overguard is the new quirky mechanic in Warframe, being thrown on everything... and it sorta fits for Inaros' Scarab Armor... I mean you could give his 4 ablative layers the properties of Overguard I guess... it's just that Inaros doesn't have shields... I've always considered Overguard to be a type of shield... maybe DE doesn't... I don't know for sure. In the end, I wouldn't have as much fun playing Inaros as a frame after the changes you've made to him... it would feel weird... different, and unfamiliar, and I think that would kill my love of the game. (while they may improve Inaros, they also change him in ways that I'm not sure would fit with how I play him.) EDIT: adding armor strip to his 1, a doom-counter to his 2, and the shieldgating properties to his 4, all scale him into endgame levels, as far as I see it. If the 3's effect isn't a good enough defense for defense missions, I'm open to adding some effect to it that would satisfy this condition.
  22. I've said this numerous times, that if Inaros didn't exist in this game, I wouldn't be playing anymore. He makes the game fun for me, for two core reasons: You don't have to worry about energy economy with him at all. And he survives through nearly anything the enemies can throw at him (with rare exceptions.) (And I love anything with Egyptian motifs, like Star Gate.) The unique features of his kit allowed me to progress through the star chart with poorly modded gear, until I was able to get and level up the mods and get the gear that endgame players take for granted. Primarily, his pocket sand, dessication, along with his unwritten 2nd (and more important) passive ability to restore his health on melee finisher kills. The blind effect from pocket sand opens up enemies for easy finishers, even at full health. With the changes to how eximus units ignore most effects like this, it wouldn't have helped me nearly as much in the same situations I found myself in, early game. This was a major nerf to Inaros. Inaros' sarcophagus passive has always been a head scratcher... when facing enemies that the sarcophagus beam can kill and use to revive you, you're not going to be dying, and against enemies that the beam barely tickles, and you did die against, the sarcophagus isn't going to revive you. His kit makes him a blood caster, not relying on energy per se. By way of Adrenaline/Rage type mods, and a total lack of shields to interfere with their effect, he has a constant influx of energy to spend on his low cost abilities. His ultimate by its very nature exchanges health for the armor as well. Given his kit is all about stealing health from enemies to restore himself (a mummy trope), this isn't a problem for him. However, I wouldn't at all be against changing all of his abilities to use health instead of energy for activation, removing the need for Adrenaline/Rage mods taking up slots in his builds. Inaros is my goto-guy for Nightmare no-shield missions, and carrying the Dragon Keys that modify health and shields. As a primarily melee player, Inaros' sand storm has always been more of a hinderance than a help. I want my enemies in range of my melee weapons... I don't want them sent flying all over the battlefield, out of my range, and now all spread everywhere, shooting me from every angle. --- Modifications/TWEAKS that would fit Inaros, as I have known him for years, and use as my primary warframe --- Dessicate With that in mind, I would not, under any circumstances, change how his Dessicate works. That's core to how I play Inaros. If anything, I'd add armor stripping to it, or increase its radius from cone to 360. Devour While Devour fits the "mummy" theme of Inaros, it doesn't fit the fast paced gameplay of Warframe. The associated Sand Clones have always seemed like more of an afterthought for Inaros' kit. I would also suggest that scarabs perform the devouring, draining it back to heal Inaros, from a distance, like one of Garuda's blood altars, but at any distance. I'd add a "doom counter" effect to Devour, so once the enemy is drained of health, they always die and turn into a sand clone that rises near Inaros. Now, my way of handling the afterthought-ness of Sand Clones also addresses the ineffectiveness of the sarcophagus passive: New Passive: As long as a sand clone is alive, and Inaros takes fatal damage, the Sand Clone dies in Inaros' place. Sand Storm The big stinker of Inaros' kit, is his sand storm. Even when it's working as intended, it slows him to a crawl and is anti-synergistic to killing enemies. This is probably my biggest change to Inaros' kit. Sand Storm is no longer a ragdolling shapeshift form for Inaros, instead, it becomes a target-castable defensive area ability (that can be placed on both stationary and mobile defense targets, such as rescue/defection runners - AND other players), sort of a combination of Frost's Snow Globe and Zephyr's Turbulence. Basically: Creates a sandstorm in an area for a duration that reduces enemy accuracy with ranged weaponry from outside the area, and staggers and slows enemies within sandstorm. I don't want to get too greedy with my change, but adding an armor stripping feature to this makes sense. Scarab Armor (called Scarab Swarm currently) Inaros' ultimate is rarely "needed", but the augmented version is handy. Few people know that the scarab armor can be shot out at enemies as "Scarab Swarm", and that it spreads from enemy to enemy, creating a lockdown zone with enemies staggered while being eaten by scarabs, that also heals team members that are in range. That's a useful feature for certain mission types. I'm still not the best at remembering that I have that, because the setup requires putting up the scarab armor in the first place, and I rarely feel the need to have that defensive layer active, to give me access to the more offensive portion of the ability. My tweak to Scarab Armor: I would give it 2 activation modes - tap and hold. Tap - triggers Scarab Swarm, without any setup required; now costs health directly. I would greatly increase the base range and duration of the swarm's effect. They're laughably short, even with investment in increasing them. It's little wonder why Inaros players don't care about, or focus on, increasing the stats that would modify this. Scarab Swarm tweak for ability synergies: May be required to activate the Devour tweak to drain health at a distance, applying scarabs to the target. When sent at Sand Clones, clones would spread scarabs as they attack enemies. Hold - creates up to 4 layers of ablative armor. Having any amount of Scarab Armor increases his full armor rating, not requiring maximum layers to have maximum armor bonus. The 4 layers would function in a similar fashion to shield gating, creating thresholds of damage mitigation, so no matter how much damage you take, it won't take more than 1 layer at a time, and there would be a grace period between layers, similar to shield gating, for the same human reaction time reasons, along with fast firing enemy weapons, or multiple incoming damage sources. So, that's how one Inaros Main would tweak Inaros.
  23. Overall, I like Railjack as a concept. I mostly solo these days, when I play it at all, and I miss Gian Point. I generally like the space combat a lot more than the ground combat portions. I liked the original method of ranking up the ship's mod slots, separate from the mods themselves, allowing a plug and play system that allowed testing of multiple builds without investing all the resources into unknown mods. I understand why they changed it... I liked the Railjack having its own energy, but it needed to auto-regenerate, not require someone working the forge. This limits the pilots, and I find myself only using Lavos as pilot. I like the change to ship ammo. I personally sparingly use the special ammo weapons to conserve resources to continue improving my Railjack, however, those people I would bring aboard my ship would spam waste the ammo, and my precious resources. I WAS happy to see the integration of regular game modes into Railjack's corpus missions, but they entirely removed the part where the Railjack interacted with those missions in the original demonstration... having someone aboard the railjack that could hack into the turrets and unlock doors... performing the hacks that the Lotus tells us about while we do Mobile Defense missions, for example. The ship STILL needs a bigger vacuum range... I'm telling you, someone over there really has a thing against vacuum of any variety. What great boon to the game is requiring players to manually direct their avatar to tiny dropped resources for every enemy they kill at range? In what world is that a "fun" and engaging concept? I don't understand this fixation. As a mostly solo player, I really wish there were a way to command my NPCrew pilot and gunners to stay nearby a base while I complete the "away" missions, and they stay outside, completing the "home" missions, destroying the reactors that appear... this is the SINGLE MOST FRUSTRATING element of Railjack solo play right now. I look forward to the incorporation of Infested missions, including the Jordas Golem arcwing battle, in Railjack format, for instance. I thought we'd see more Infested Railjack with the appearance of Deimos and its related concept art that seemed like it was ripped from infested Railjack concept art. As for Arcwing, now that it's been brought up... I don't see the point in having arcwing COMBAT in Railjack missions. I see Arcwing as more of a jetpack style mode for open world ground missions, and transitions between space/ground... I never got into the whole selection of Arcwing specific missions as they stand... I mainly only played them to level up the arcwing gear for mastery rank, and then dropped the missions entirely after that. I absolutely hate everything about Necramech combat, and have no interest at all in its integration into normal gameplay missions... the less, the better, though I wouldn't remove what already exists for those who do enjoy it as it is. Despite the bugs and stuff related to Scarlet Spear, it remains the most often "fondly remembered" event in my group of friends. We've been waiting for a re-run of the event, but the Devs have been pretty adamant about it never returning. (the hate they got in feedback for the bugs was unreal and uncalled for.) Along with Scarlet Spear, was the concept of missions consisting of one space team, and one ground team, doing connected objectives. I guess they couldn't get the servers to synch team objective completion quest tags... and they opted to create a "pool" of completed objectives by everyone doing one half, while the other half fed from that pool to fill the needs of their missions... and it got messy (especially with there being more people doing space missions than ground missions, and being stuck in super long defense missions to protect their beacons, while no messages were coming in from ground missions, and no way to heal those beacons or retrieve them until a message was ready to be received.) I've posted in the past, what I'd do for this mode... so not going to repeat it all here... though the threads are likely locked and archived by now... something I detest occuring in a forum.
  24. I did not read the thread, just adding some context, and my point of view: When it was introduced, it was supposed to be an alternative place for people to test builds against tough enemies without waiting forever in endless missions for the enemies to get higher levels, COMPARED TO the Simulacrum, where Scott complained that all the youtube videos were just showing the Warframes in a bland blue box. They explicitly said that they would NOT balance the game around the Steel Path. It wasn't supposed to be something everyone was expected to take part in. As soon as they rolled out the first balance patch with a decision based on the Steel Path, I knew the slippery slope had been slipped, and we were never going back. As somebody who plays casually, with sub-optimal builds that "feel fun" and "comfortable" for me, not pushing the boundaries, the Steel Path is a chore to clear... I haven't cleared all the nodes yet, and I have no desire to do so (despite, I think Mastery Rank being tied to clearing nodes as well... but I haven't done Liches or Sisters either, as a protest to the horrible game design present in that entire debacle.) The fact that it's the default best way to do the current clan event kinda turns me off to the entire thing. I haven't run it once... I probably will a few times before it ends... but not on Steel Path mode, if I can help it... (the other clan guys might drag me along against my will.)
  25. I just stopped trading entirely, a LONG time ago. They can't figure out something that MMOs have had for decades? I'm sorry. The reasons they have for not wanting this are... lacking a suitable foundation.
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