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SweetAnubis

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  1. if you look at the chin u can see the helm sits too high on this skin combo showing a gap in the neck
  2. okay so while the devs have consistently used prime releases and deluxe skin releases as reasons to rework frames Inaros still has yet to receive any despite being a constant request. Not only are most of his skills considered lackluster and even boring but the devs have even recently expressed many reworks have been due to the fact warframe has changed and is too fast paced or too different for many of the old skills to be considered useful. my take on the inaros rework has recently undergone some more changes in discussions with other players and id love to hear some feedback and hopefully help bring the devs attention to the fact inaros still has yet to receive a much needed rework for his skills despite having both a deluxe skin and prime released pass us by 1. Desiccation: the ability itself doesn't need a rework. 2. Devour: Half the time it takes to use this ability, Turn the immunity during active devouring into a heavy damage reduction and turn the active devour action into an area taunt. This will give inaros the age old tank ability of taunting. Useful in defensive missions or to give an ally a needed break in emergencies. Additionally make the quicksand create a larger patch that persists for a period of time and gives a healing effect for allies standing in sand patches by devouring all blood/life force lost in its area of effect. This includes any damage accrued from other sources so long as they are in the sand patch (IE if an ally kills an enemy in the patch the health lost within the patch would be added to the available health pool so long as it isn't full), this is then saved in a limited health pool in the sand which is then provided in a heal over time effect to allies in the sand patch. Should no enemies lose health or be killed within the patch and the health pool gets used up then there will be no healing til its devoured more enemy lives. When the sand patch ends any remaining health in the health pool is expelled as health orbs. The current heal ability is clunky and often overlooked or even not know about by many players due to its current use requirements. Giving it an automatic aoe healing/draining patch would make it more tactically useful in the fast paced warframe environment and give it a smoother more intuitive use. 3. Sandstorm: Give it two cast options, the quick cast would be a stationary aoe much like snow globe or other defensive abilities. But rather give it an inner eye of the storm where enemies aren't affected so enemies who make it through still need dealt with. Remove ragdoll effect. Instead enemies are staggered and blinded while going through the storm, minor slash damage applied while in storm. hold cast would still perform the old spinning inaros, additionally holding jump while it is active would allow inaros to lift up slowly into the air for additional situational vertical maneuverability. His horizontal movement speed would give a speed boost instead of slowing him down. 4. Scarab Swarm: Make Negation swarm a default trait for this ability. then replace the old augment mod with a toggle off trait similar to what has been done for other frame augments. Skill Synergy: casting desiccation on stationary sandstorm or devour sand patch increase their duration. Casting scarabs at them increase their damage. 5. Sarcophagus: Make damage percentage based. That way it automatically scales with the enemies being faced. (additional note: sevegoths passive far outpaces inaros passive for scalability and usefullness despite both intending to do the same thing. Inaros passive is long overdue for a rework. and while i dont think it needs to be a clone of sevigoth, it would be nice if it has scalability.)
  3. scarab swarm honestly feels like more of a defensive ability than a healing ability right now.... my ideas were an attempt to keep with fairly similar skills but improving on them at same time without completely replacing them. devour already has a heal effect. infact your team mates can even devour enemies trapped in your sand to heal themselves already.... but much like you and i have already pointed out it takes to much time and effort to take advantage of and most players arent even aware of that function.... so making it more an aoe heal and giving the devour function a taunt instead would provide more aid to the team and allow skilled inaros players to take advantage of the devour function as well. in regards to players blitzing through the enemies the quicksand area could simply absorb all lost enemy life force and store it in a "healing pool" that is then given to allies in the area... so even if enemies are killed quickly their total life lost in the quicksand area would be added to the available healing in the area... think of it as the sand devours the blood and life force lost rather than letting it escape and then funnels it to allies in its area of effect.
  4. ok ur completely missing the point we are trying to make.... see first of all im an arial player so i dont sit around spamming things in my face. if something is in my face im using my melee not my guns. but even with nothing in front of my face and firing at something off in the distance there are still uncontrollable factors such as a player skills or player themselves or a companion randomly popping in front of you at speeds to fast for u to react to. in order for these guns to be even remotely useful against end game enemies that split second means instant death for most frames..... additionally this has never been an issue for me as i run an immortal tank build with status immunity..... however i do understand where the other players are coming from as i have tried things out on dif frames. should it go back to insta death for the majority of rames that gun would just slide back into the garbage bin for 99% of players. and lets not forget the fact that very few guns can even dream of keeping up with melee. so if we went back to it insta killing people just cause a random ally happened to dash in front of players being careful at mach 500 then we would go back to absolutely everyone using melee 24/7 with an exception of one or two guns
  5. oh wukongs great actually... his rework was one of the best reworks ever!!! theyre saying they want valk to get the same treatment and i fully agree. she got done dirty when they gave her warcry out on helmynth..... and lets not forget her ripcord rly just needs moved over to the parazon already and replaced with a proper skill
  6. its funny cause my two fav frames are two sides of a bad coin.... zephyr keeps repeatedly getting weird reworks that barely touch on the glaring issues and sometimes make things worse (tho i have liked a few tweaks) yet they cant seem to get her done right as they continue to totally ignore the player base and blatantly run off on some other tangent like oh hey maybe this random thing thats totally different from requests and complaints would somehow work.... and then there's inaros...... poor poor inaros....... he's gotten his deluxe skin and his prime version yet still has yet to see a single rework of any of his skills despite being one of the top requests for reworks on the forums. while yes his desiccation doesnt need touched as its good as is, his scarab swarm is only good if and only if you waste a mod slot for negation swarm.... its essentially required for that skill to even be remotely useful (it always should have been a default trait of that skill to begin with).... and his other two skills are so clunky and so incredibly time consuming with no real rewards in return especially in a fast paced game like warframe that they may as well not even exist at all. DE has done entire reworks arround the idea of hey warframes changed, its faster paced. additionally they nearly always use deluxe skins and prime releases as a reason to rework old frames that need reworks desperately....
  7. here's my take on inaros rework..... 1. Desiccation: the ability itself doesn't need a rework. 2. Devour: Half the time it takes to use this ability, Turn the immunity during active devouring into a heavy damage reduction and turn the active devour action into an area taunt. This will give inaros the age old tank ability of taunting. Useful in defensive missions or to give an ally a needed break in emergencies. Additionally make the quicksand create a larger patch and gives a healing effect for allies standing in sand by automatically draining enemies in sand patches and feeding to allies standing in sand patches. The current heal ability is clunky and often overlooked or even not know about by many players due to its current use requirements. Giving it an automatic aoe healing/draining patch would make it more tactically useful in the fast paced warframe environment and give it a smoother more intuitive use. 3. Sandstorm: Give it two cast options, the quick cast would be a stationary aoe much like snow globe or other defensive abilities. But rather give it an inner eye of the storm where enemies aren't affected so enemies who make it through still need dealt with. Remove ragdoll effect. Instead enemies are staggered and blinded while going through the storm, minor slash damage applied while in storm. hold cast would still perform the old spinning inaros, additionally holding jump while it is active would allow inaros to lift up into the air for additional situational vertical maneuverability. 4. Scarab Swarm: Make Negation swarm a default trait for this ability. then replace the old augment mod with a toggle off trait similar to what has been done for other frame augments. 5. Sarcophagus: Make damage percentage based. That way it automatically scales with the enemies being faced.
  8. while i do agree the new player introducion is severely lacking and desperately needs an overhaul (as ive had multiple friends who couldnt get into the game without someone teaching them the ropes) to be fair warframe also has one of the best wiki's out there of any game ive ever played.
  9. do you have even the slightest idea how much random crap is flying around and moving around in end game content? it is impossible to know exactly where everything is at every moment at the speeds players move at. hell i still remember when players were frying graphics cards due to high speed builds and speed running missions back in warframes early days. its a fast paced game with tons of things happening all at once. if your complaint is point and click to win then we may as well make melee weapons kill ourselves as well since they are far more effective at insta clearing massive swaths of enemies the stagger is more than enough to force players to pay attention to where they are shooting without being so punishing as to cause frequent insta deaths out of no where. this isnt dark souls, we already have enough causes of insta death in this game. before they changed it from insta death to stagger entire weapons went completely unused because it was basically like being a suicide bomber with a nuke strapped to ur chest. if you really think the stagger isnt enough of a deterrent to carpet bomb tactics then try running around on hydron with bubonico's alt fire for a bit, unless you basically rework ur entire warframes build to counter the stagger you will quickly find urself staggering more than killing real fast.
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