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OrionHardy84

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Everything posted by OrionHardy84

  1. This still a bug. Not sure if it's because the password was spilt against two surfaces.
  2. I only heard how it will pull enemies to your feet when it ends so you can perform finishers. Which isn't how devour currently works. Won't be the end of the world if it's gone, though I did use it to pull enemies into range for mission objectives where you have to kill enemies in a certain location. Yes, but the sand shadows are naturally part of Devour's ability, when you kill an enemy with it. If that's now gone, it could possibly break the functionality of the augment, unless it will make Sand Kavat instead, which would be cool has they could cause a swarm without you having to cast it. I guessing Inaros will come out of the invulnerability and briefly suffer bleed damage. So if you haven't healed up during the invulnerability, he'll promptly die.
  3. I need some clarification on somethings: His current ability Devour can pull the targeted enemy toward you if held. With it being merged with Sandstorm, will this feature be added to his Scarab Swarm, or just lost altogether? They didn't show on stream whether or not his new 2nd ability will create Sand Sandows, or if that's been replace with the Sand Kavats in his 4th. If the latter, how is that going to effect the Desiccation's Curse augment? With the new death passive, how is the damage on that decided? Is it going to be based off of our melee weapon? Apart from that, I am quite happy with the changes.
  4. Okay but what about fixing this issue which means I can't claim the Eidolon Lens in my foundry, as reported here:
  5. Similar issue with an Eidolon Unairu Lens. Showing two in the foundry when I only crafted one. Had also crafted a Eidolon Vazarin Lens, which also showed two despite one crafting one, but was able to claim one, causing the other to disappear. Only one is showing when I view my Foundry via the companion mobile app. However, If I try to claim it there, I am presented with a "Recipe does not have a ResultType" error message.
  6. Another confirm on this. Have temporary switched to a different skin, as I'm finding it very annoying.
  7. Please no, can't we have some circuit focused acts instead? Like complete a full set of the circuit (e.g doing one of each of the mission types), or grab a certain number of the decree shards.
  8. I have also come across the visual/audio bug with Prisma Angstrum, so Itook to the simulacrum and discovered a few others. Lex Prime and Zylok have no audio when transforming. Atomos, when transforming, has no sound and the weapon ends up fused with my frames elbow instead of being held in the arm.
  9. I liked the idea of the Necramech's when they came out, but they seem to have quickly became an after thought. Was thinking of having Necramechs that represent other areas of the game. 1st would be a Necramech based on the sea lab tilesets, Having a look similar to the Big Daddy's from the Bio Shock games, including the Drill arm. This drill arm would be the melee arm and could have an ability based on it, maybe slamming it into the group to do AOE damage similar to Banshee's Sound Quake ability, or using it to get random materials in open worlds, similar to that companion ability. 2nd would be a Necramech with snow treads instead of legs, designed to look like something from either the Orb Vallis or Europa. Not sure if this would work as a new Necramech or simply a skin for the current ones. If a new one, it could have an ability where it rushes forward, running enemies over in the process.
  10. Seen the other Inaros rework thread, and while I like some of the ideas in there, I'm not sure it's something DE would go for it due to new mechanics being suggested and it being quite a large rework. With Inaros being my main frame, I personally think he only needs a bit of tweaking to get the most out of him, with my main focus being his 2nd ability (Devour) and his current 4th ability (Scarab Swarm). Passive Tweak: Undying This needs some kind of tweak to make it more useful in higher level missions, Maybe making the siphoning beam a cone so it can hit multiple targets, or giving the siphoned target an aura similar to Scarab Swarm so siphoning can spread to nearby enemies. Another option would be to Synergise it with Last Gasp, so using Last Gasp would change the siphoning beam into a AOE around the the sarcophagus, helping the Operator/Drifter to get kills quicker. 1st Ability: Desiccation I'd largely leave this ability has it is. Maybe have it's initial damage be percentage based rather than a set amount. This is mostly because I like to use the Desiccation's Curse augment and get annoyed when I insta-kill low level enemies. 2nd Ability: Devour/Scarab Swarm This is a big part of the rework. Simply I'd steal the Swarm part of the Scarab Swarm and have it be part of this ability instead. So you can aim and catch one target like how Devour currently works, but instead of just being an individual that can be used as a health station, they become the centre of swarm of trapped enemies that provide the party with a small HP/s buff, like 1HP/s for each enemy trapped (Up to a max limit). The individual initially hit with the ability will also get a small icon over them to indicate they can be devoured for a faster health regain for the player devouring. However, doing so will stop the swarming effect and release those currently trapped. The Sand Shadow will also still appear if initial enemy is successfully devoured. Name wise, I'm not sure whether to call this Scarab Swarm or Devour (Maybe Scarab Devour?). 3rd Ability: Scarab Armour So the first half of the old Scarab Swarm becomes its own ability and gets moved to the 3rd slot. Like how it currently works, you hold down the ability to drain health in return of the extra armour. However, instead of tapping to release the a swarm like before. You now tap to sacrifice 25% of that armour and provide an ability strength and weapon damage boost to both self and any allies in range. Reason for these changes is that I find trying to use ever Devour or Scarab Swarm to help allies to be difficult and usually not worth it. A lot of players, especially new players don't know that they can heal from a devour target, not just the Inaros user, and by the time you've explained it to them, their usually already down. Alternatively using scarab swarm takes to long if you haven't set it up before hand, and usually doesn't get a chance to heal the team if you have any other play doing a lot of damage, so it feel like a waste of that 25% armour. Focusing the healing aspect to one ability will allow Inaros to help heal the squad more efficiently and the new boost provide more squad support. 4th Ability: Sandstorm Moving this to his 4th because the way DE showed off Inaros Prime during his trailer, it felt like it should be his ultimate ability. Appearance wise I'd leave it unchanged, the main change would be to increase the amount of damage it does and how it effects enemies. Personally, I'd either lift enemies like it current does, but not move them around so much, so team mates cant target them easier. Alternatively, have enemies within sandstorm either become staggered every few seconds, have a chance of their weapon jamming, reduce weapon accuracy, or some mixture of all three. I'd also increase the height of invisible cone that draws enemies in to give the ability more verticality. Has for the synergy with Devour now that it's been combined with Scarab Swarm, I'd either leave it has it is, but not disable the swarm, just disable other players from being able to heal from the target. Alternatively, I'd change it so the heal rate is increase based on how many enemies are within the swarm and the storm. Alternatively if moving Sandstorm to 4th is not desirable, Make Scarab Armour ability two and Devour/Scarab Swarm ability four.
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