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SweetAnubis

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Everything posted by SweetAnubis

  1. id say this and return the heal function to it to return some of his sustain, would make it feel a bit more useful in end game content, and more deserving of the 4 slot.
  2. i think the general consensus is removing the heal was a stupid decision.... the armor stripping just isnt enough to even be considered more than a more expensive flashier looking pocket sand.
  3. boost the strip bring back the heal and then we can maaaybe call it an ult. for now its just a more expensive flashy looking pocket sand
  4. i was excited for the concepts the showcased but held my breath for the actual release. the scarab armor is still rly his only base ability i use with my playstyle, but i was hoping theyd give better love to his other skills numbers wise. sadly they didnt so here's hoping they listen to player feedback and make some tweaks.... either boost the armor strip on 4 or bring back its healing capabilities. otherwise its just a flashier pocket sand as its stands. the new 2 was great for people doing dps builds tho hands down its incredible. the 4 and the passive seem to be the real weak spots... doesnt need another full rework just some tweaks to the numbers and maybe bring back the heal as well.
  5. waaaayyyy to slow! i was almost excited for this weapon but the minuscule clip with the ice age long reload and glacier slow fire rate are murder. i'll wait and hope for a change before i consider pulling this snail back out. also the energy capsule on the back doesn't change colors when customizing appearance.
  6. totally saw that coming when i saw the reveal. lookin forward to playing around with it on my B skills build. as for the armor i love that i no longer have to waste a mod slot for that status immunity. and that i can cast it while moving!!!! so much better! but ur right if its not performing a function as advertised then i agree that needs fixed. (i've only played briefly with the new kit as im packing for a trip) i'm also so used to pairing it with firewalker so i havent noticed much difference other than whats already been mentioned. the 4 would have been better if they hadn't completely removed its heal. its fun and all with the sand cats sprouting everywhere and all but the armor strip isnt enough to justify complete removal of the healing it gave.
  7. i concur... gutting his heal was kinda a low blow.... i mean the new ability is fun and looks cool and all, but even adding the armor strip doesnt justify completely removing the heal as the armor strip is no where near as high as it should have been.
  8. oh i vaguely remember that... hmmm guess we'll see if its abilities are good enough to replace the hideous tumor called bubonico
  9. as an inaros main im most excited for that. but was the a new arm canon pictured in the announcement?
  10. i think rly his ability comes down to personal preference. i personally love it as is and use it on other frames. although i will agree it still doesnt make sense that it doesnt change with mods... but then again i feel that way about any ability unaffected by mods, it kinda reduces the efficacy of said mods when they dont even effect some abilities.
  11. i mean i use it for it's other abilities..... the speed boost is just a nice bonus when using on slower frames.
  12. leave my shimmering blight alone!!!! its the only stance i truly love! i hate the ones that force me to stagger or stop all the time and if they "fix" shimmering blight we will end up with that same stagger bs.
  13. two things..... first its no longer insta instance for the armor stripping. it now has a period of effect per activation rather than per hit which makes it last longer. second for the augment going into that state can give players a chance to use his heal abilities, its great for those random insta kill hits that players who dont build for immortality. still having a non helminth based strip is useful for people who prefer other helminth skill combos on inaros... and having a strip at all is amazing, and you said damage is based on health well an immortality build can easily top over 10k health which i imagine would boost that damage for armor stripping, and also creating the sand cats is a nice bonus.
  14. this... so much this. i recently did an intercwption where another player started screaming at me and cursing at me for daring to play inaros saying hes a useless frame which was evident my how i had no kills.... on an interception.... where i was the only one whose point never even went into red alert once, while everyone else repeatedly lost their points cause they were just nuking everything and spawning armies in their sections.
  15. hey everyone is welcome to their own opinions. not everyone is gonna be happy with every change. ya i'll be replacing sandstorm still as well but thats largely because i found a skill that synergies way to well with negation armor to ever give up that synergy. as for shield gating.... this rework literally gives him his own unique shield gate or rather health gate. and i never die from those fireballs, so once again i say its how you build inaros. build him right you will never die again.... well unless u get that random wall bounce bug. that happened to me once due to a nasty lag spike. i personally still feel it was an overall good rework... it removed alot of his annoyances and flaws and gave him many new tools under his belt and improved existing tools as well. He can't be perfect at everything. no frame can be, if a single frame is the best at everything then no one would ever play other frames. and if inaros is turned into a totally different frame than the people who already love him for what he is (an immortal tank with heals and cc) wont want to play him anymore.
  16. i mean tbh building a tank frame in the style of game that warframe is does kinda one a selfish player who doesnt need a squad.....
  17. i think alot of it is because people want flashy and fancy. its like how those older ford trucks may have been small and plain looking but are still running strong while these shiny fancy flashy oversized ones seem to die every other week. also people forget that the game is more than just the frame.... yo also have weapons, an operator, arcanes, companion etc. people forget about overall synergy far to often and focus only on the fancy flashy skills a frame has.
  18. Ok to start off with Inaros rework is good so long as the numbers are good and they didnt make everything so weak as to be useless. Now lets get into the why's. One he now has more ways to avoid death, two he now has more crowd control, three he has more healing, four he now has a mobility skill, and five my gods the armor strip potential! There's much finer details than that especially for those who have discovered some of his already existing hidden skill combo potentials in helmynth. 1. his pocket sand is now more effective and on more enemies, as they fixed bugs it had (I wasnt even aware of this bug O.o). So this skill does a few things, one it heals, two it does crowd control, three it opens for finishers which combos well with other things such as melee crescendo. 2. scarab armor is now negation armor by default freeing up a mod slot which is fantastic and he can move while casting it which is a huge bonus as it gets rid of one of the biggest flaws the skill had. oh and dont forget it has a duration effect instead of a per instance effect which drastically improves the skills duration and effectiveness. Oh and the new mod gives him yet another way to avoid death. 3. scarab swarm is now an absolutely bombing armor strip ability that targets cone rather than single target and continuously strips armor every tick now instead of just one instance at the end, and creates sand summons as well that self propogate the scarab swarm further... great upgrades! not to mention even better for crowd control as well! 4. hybridized sandstorm devour now gets rid of the clunky casting time and pulls enemies to you not only improving damage and healing but also becomes a mobility skill for inaros with the massive boost on movement speed, which is great considering Inaros is already one of the slower frames. and no doubt someone will find builds that totally break this skill either for dps or healing in the first day. 5. his passive is now based on the number of hits he makes which means it scales no matter the level of content, which is great for those who dont build inaros for max immortality already, allowing a bit more freedom for people to build towards ability builds instead of just tank builds only. So my conclusion now is this, as long as the numbers stack up then i personally rather like this rework even if they didn't use all the ideas i and others had hoped for. And if they totally flopped be it on making the numbers too low or whatever, hopefully he can get an emergency second rework like Zephyr did.
  19. wait inaros can die? on a more serious note inaros is actually good for me because i have nerve damage that prevents alot of those reaction based builds, that being said he still takes his own skill in knowing how to build him and how to use his build. I cant tell you how many times ive seen people bash me for using inaros saying he's useless and then watching their supposed replacement tank frames get butchered in SP much like you said while i just sit there in a mob of enemies not even going below half health, and then they tell me i lose out on dps because inaros skills arent great, but frankly i always got better dps from melee no matter what frame im playing.
  20. pls remember zephyr went through a similar sitch and her rework was considered bad enough they had to give her a second one mere months later. that said as long as the numbers stack up his new rework has a ton of potential. a strong armor strip ability, added mobility, increased survivability and good tweaks to his two best skills as well.
  21. honestly that just means you aren't building him right. my inaros can already stand in a mob of end game enemies and just plain not die. frankly i find most of his heal abilities redundant with how i built my inaros. his pocket sand is now more effective and on more enemies. scarab armor is now negation armor by default freeing up a mod slot which is fantastic and he can move while casting it which is a huge bonus as it gets rid of one of the biggest flaws the skill had. oh and dont forget it has a duration effect instead of a per instance effect which drastically improves the skills duration and effectiveness. scarab swarm is now an absolutely bombing armor strip ability that targets cone rather than single target and continuously strips armor, and creates sand summons as well... great upgrades! not to mention even better for crowd control as well! hybridized sandstorm devour now gets rid of the clunky casting time and as you said pulls enemies to you not only improving damage and healing but also becomes a mobility skill for inaros with the boost on movement speed, which is great considering Inaros is already one of the slower frames. and no doubt someone will find builds that totally break this skill either for dps or healing in the first day. his passive is now based on the number of hits he makes which means it scales no matter the level of content, which is great for those who dont build inaros for max immortality already, allowing a bit more freedom for people to build towards ability builds instead of just tank builds only. as long as the numbers stack up then i personally rather like this rework even if they didnt use all the ideas i had hoped for. honestly, if it werent for the armor stripping potential of scarab swarm i was hard pressed to decide which skill to swap for as the new sandstorm devour actually looks very promising now.
  22. personally i'd like to see it added to the parazons functionality i mean the showed it being used like that in some of their trailer videos after all
  23. i think thats what every inaros main is hoping for..... sadly in past experience when they get so silent and secretive about what changes are coming on a rework its cause they neutered the frame....
  24. yeeeh i would just like to see it actually useful one way or another tbh.... on an upside they announced on twitter next updates gonna have inaros rework finally! hopefully they to get rid of what dessication and scarab armor provide as those are currently his only useful skills atm... but lets see what they do and hopefully they dont neuter him like they did grendle or hydroid
  25. ya sorry i wasn't more clear. the percentage based is essentially based off of enemy levels. so 10% damage of health for example will remain 10% no matter how much health they have IE no matter what level they are. ok wow so i really love a lot of your input! especially on the numbers! i'll have to go through it later and update things with your input! theres a few points im unsure about but i'll need to go through everything a bit more before i can put together my thoughts
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