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bathhousecitron

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Everything posted by bathhousecitron

  1. Since an Inaros rework has been officially announced, I figured I might as well post this to the forums. My goal is to keep his current in-game use intact (a tanky weapons platform) while making his kit feel more impactful to gameplay without making him OP. Passive: Sarcophagus now drains a percentage of an enemy's health, similarly to Reave. Reasoning: Sevagoth's passive outclasses Inaros' in every way: this is the easiest way to buff it. Additionally, for each Sand Shadow currently active, Inaros gains [TBD] Health Regeneration. A maximum of 10 Sand Shadows may be active at a time. Scarab Swarm Launch a wave of scarabs in a cone in front of Inaros. Enemies hit are blinded and afflicted by a Toxin DoT effect: Inaros and nearby allies are healed for a percentage of damage dealt. DoT damage scales based on enemy level. Dessication's Curse augment: additionally increases maximum amount of Sand Shadows to 15. Reasoning: Dessication and the additional effects of Scarab Swarm served way too similar a purpose in Inaros' base kit: crowd control in the area immediately in front of you while providing insignificant lifesteal. Merging both abilities and adding some amount of scaling makes it more relevant. Sandstorm Inaros summons a sandstorm around him for [TBD] seconds. Tapping the ability key places the sandstorm at Inaros' current location: holding it makes the sandstorm into an aura that surrounds Inaros with reduced range. Enemies within the sandstorm are blinded and have a percentage of their maximum armor stripped every second. Allies within the sandstorm have a chance to evade enemy attacks. Elemental Sandstorm augment: Unchanged. Reasoning: The current Sandstorm is never worth using. It deals no damage and even with the Elemental Sandstorm augment it's not useful as a priming tool: it applies the same elemental Status Effects your melee weapon already would have applied while also flinging enemies away. Giving it an armor strip immediately increases its use in-game, and the increased evasion to allies allows Inaros to benefit them as well. Quicksand (better name pending) Places a pit of quicksand wherever the player is targeting. Enemies inside the quicksand pit are heavily slowed and gradually get pulled in towards the center. Reasoning: Devour doesn't provide enough damage or healing to be used as anything but a panic button: it takes so long to kill things Inaros can become completely invulnerable to damage for extended periods of time while also being completely useless to his team. Turning it into a grouping tool would benefit Inaros' role as a weapons platform. 4: King's Majesty Channeled ability. Increases Inaros' maximum Health and Armor by 100% (affected by Ability Strength). A percentage of your total Health and Armor values is added to all allies within a [TBD] radius, as well as 100% of all Health Regeneration effects currently applied to Inaros. Enemies killed while this ability is active have a chance to be turned into Sand Shadows. Negating Swarm augment: changed into Royal Immunity. While King's Majesty is active, become immune to Status Effects at the cost of an increased energy drain (whether that's a flat drain or a spike in energy consumption whenever a status effect is negated can be argued). Reasoning: As mentioned in the discussion for Dessication, Scarab Swarm fulfills too similar a role to Dessication in Inaros' base kit: as such, most players simply charge it up at the beginning of the mission to double their effective armor and forget about it until extraction. While doubling health and armor at base may seem too powerful at first, Inaros' effective HP would still be far below what many other frames with 90% damage resistance skills can do. Sharing health, armor and healing with allies also allows Inaros to serve a purpose similar to Hildryn, helping squishier frames stay alive longer.
  2. Oberon is an extremely versatile support frame that's mostly irrelevant past midgame: despite having a well-made kit with great synergy between his skills, he is very difficult to build (requiring way too much of too many stats to be played comfortably) and struggles significantly with Energy economy when not playing solo. This post is meant to propose buffs to his existing kit, while not making other Warframes seem weak in comparison. Additionally, all these skills make use of mechanics that already exist in-game, as an attempt to minimize the need for additional programming should they be implemented. Passive - All of Oberon's skills have +100% effectiveness against Companions. The 25% bonus to Armor, Health and Shields is not especially useful when pets as a whole are known for their frailty, especially when these values only stack additively to the existing Link mods. This new passive would keep to the theme of buffing companions, while being more useful overall. Smite - Keep as is, or buff bonus damage to 50%. Increase Radiation status effect chance on the orbs to 100%. By itself, Smite isn't a great skill, but it has a fantastic augment and scaling damage (horrible scaling damage, but damage nonetheless). Hallowed Ground - Buff the base radius to 250° (enough for Stretch to be enough to cap it at 360°) and consider increasing the base Duration to 30 seconds and the base value for Iron Renewal to 300. Hallowed Ground is a great skill: it deals respectable damage and provides constant soft crowd control so long as it's active. However, it requires way too much modding to be at maximum effectiveness. Very slight stat tweaks would make it much more convenient to use. Renewal - Cap the energy drain at 10-15/second, make the augment built-in and consider either buffing the base value to 50/second or making it percentage-based, like Garuda's Blood Altar. Despite having a higher base value when it comes to health/sec, it's inferior to Wisp's Health Mote in essentially every way. Oberon is punished for being in a group by having an Energy Drain that's hard to sustain, especially when considering the need for high Strength, Duration and Range for the rest of his kit makes it difficult to cap Efficiency. Assuming a 4-person squad with Companions, Oberon would have a base drain of 15 energy per second: should one of these squadmates be a Nekros with Shadows of the Dead active, that value is further increased to 22 energy/second. Making the augment built-in would additionally free up a mod slot for his build, thereby increasing player choice. Reckoning - Make the base armor strip 65%, remove the need for comboing with Hallowed Ground in order for armor to be stripped and change the health orb drop chance to work like Blazing Chakram. Additionally, fix it working in the Steel Path. Reckoning is both a nuke skill that can't nuke, and an armor strip skill that can't strip armor. The base armor removal value (35%) is low, especially when compared to other frames (most notably, Caliban), and it only applying to enemies standing on Hallowed Ground makes it too expensive and unreliable for regular use. The reasoning for increasing the armor removal value to 65% is to make it comparable to Caliban: while his Fusion Strike is only 50% at base, it creates a zone that strips the armor of any enemies that walk into it, as opposed to Oberon's need to recast it for each new group of enemies. Additionally, 65% is just enough that +55% Power Strength (equal to two Umbral mods or Transient Fortitude) would be enough to cap it. Making the health orb drop chance function based on enemies being hit as opposed to being killed by the skill would help it remain relevant past the point where enemies stop being one-shot by it, as well as increasing build variety by making Health Conversion a viable option. Lastly, the armor strip on Reckoning has not worked with enemies that have bonus armor (like those in Sorties and the Steel Path) for over three years at this point. Fixing it would undoubtedly increase the amount of people playing him.
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