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SweetAnubis

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Posts posted by SweetAnubis

  1. As a long time Inaros main here's my 2 cent's worth on it so far and what tweaks i feel still need made.

     

    Passive: Ok as far as this goes i have yet to die so i don't have any personal experience here yet. However, it's pretty clear the general consensus is while it's better than the old passive its far too slow. The attacks are too slow and the charge rate is too slow. One or both of these need increased. Additionally a toggle in his abilities window to switch between this and last gasp would be the icing on the cake.

    Desiccation: The trusty old pocket sand is better than ever with many of its limitations and bugs removed.

    Sandstorm: As most of the inaros users can agree, this is currently his best change. Kinda saw this skill being min maxed when it was first shown, and i was right. Its a great ability in his kit and really doesn't need any changes.

    Scarab Shell: It's great it has scalability. I am also beyond happy that its status immunity is default now and that it has a buffer safety window per trigger reducing the rate it drops. Additionally being able to move while casting as well as fire a weapon is a massive boon! However the fact it provides less armor has been detrimental to some players. Additionally it needs to be given the ability to end the casting early if needed. Perhaps a melee cancellation like with the recent change to sandstorm.

    Scarab Swarm: Across the board this is agreed as his weakest point in the rework, and in need of the most polishing. This is supposed to be his ult, yet it really just acts like a flashier looking desiccation at a higher energy cost. Ok so the cats, and and the corrosive damage are really cool additions. They initially gave me high hopes for this skill, but suffer from some rather debilitating issues. Kavats suffer from the same issue as all companions: poor AI. The corrosive damage is far too low and has far too few ticks per second to be of any use especially in higher level content. Increasing both of these slightly would do wonders for his ult. It's his ult after all, it should act like it. Additionally the travel speed of the scarabs is far too slow. By the time they reach the enemies they are usually already dead from other sources. Lastly the biggest flaw was removing its healing trait. This was a unique and rather loved trait of this skill that never should have been removed.

  2. The biggest flaw in the Grimoire is the lack of a dedicated tome mod slot. This is supposed to be one of the unique traits of this new weapon type yet it can't truly be utilized without sacrificing far more necessary mods. Adding a dedicated un-lockable tome mod slot similar to a zaw zodia arcane or an exilus mod slot would be a simple fix bringing this weapon type up to par and make its unique mod types an actual unique function rather than a sacrifice.

    • Like 3
  3. love ur suggestions! u actually covered most of the issues

     

    i'd also add in bring back its healing capabilities that were dropped

     

    and either increase the corrosive tick times to be more frequent or the corrosive base damage. it's far too weak to rly function as any kind of armor stripper as is and thats even with maxed out health on inaros.

  4. 1 hour ago, XaoGarrent said:

    make his 4 tic faster (same damage, but spit up into faster tics to proc corrosive faster) and scale a little harder.

    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.

  5. 1 hour ago, bangarang35 said:

    Absolutely, this 4 is just not cutting it right now. Something has to give. If the healing was on it still then perhaps you could call it a good ability. Right, now it has arguable worse or comparable cc to his basic 1 and it has way less armor strip than other armor strips. If not for his current 2 being SOOO GOOD, he would drop down to C tier for sure. He will go up to A tier though once they add back in that health scaling to strength, buff the passive, and buff/tweak that 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.

  6. 3 hours ago, Bilbo97Baggins said:

    Fire rate and charge rate are VERY slow, even with mods and buffs such as from the incarnon tree it still feels awful to use

    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.

    • Like 4
  7. 4 hours ago, bangarang35 said:

    Ability 2: I love sandstorm now. His best ability in my opinion. This is his real ULT now lol.

    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.

    • Like 1
  8. 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.

  9. On 2024-02-28 at 7:43 PM, sXeth said:

    Armour. Moving is cool. It’s still base armor capped and no mention or demonstration of scaling. Which is almost irrelevant, so it literally had to absorb the augment and it’s still a tossup compared to similar abilities. Speaking of augments, if you’re dropping consistently enough to need actual death protection on Inaros, I don’t think it saves you because you’ll be dropped just as fast again and whatever stopped you healing the first time, likely low energy will happen again.

    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.

     

    On 2024-02-28 at 7:43 PM, sXeth said:

    The big selling point seems to be that it will now deal consistent corrosive props on each tick. However even with the emerald shards, this is 2-3 seconds for a full armor strip. That is a distinctly long wait.

    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.

  10. On 2024-02-25 at 5:10 AM, Dax-Kriegor said:

    No matter how many times you claim nuking is the best way to clear any mission type, I still more than once a week find players about to ragequit asking for help right as they're about to log off because they can't stand it, that either can't figure out interception at low levels or have gotten so used to that mentality that you appear to be stuck in, that either by flooding the map themselves or having the misfortune of ending up in squad with someone who does... And when I explain to them how interception works they are reluctant, as most people believe as you do that the point of the game is just kill everything as fast as you can because that's what they've been shown to do instead of playing how the game itself tells you to, and when I say just hold the 15 enemies at the start and let them live while you take all the points they don't understand how that will work against the 20, 30, 50 enemies at each of the other points so I have to explain to them that because you're not killing the first group of enemies that whole ass army they're afraid of never shows up. So I show them. And every time they're shocked and amazed to see it in action, I've even been asked if I'm hacking because how did I make it so effortless and why were there suddenly no enemies when before they were drowning in mobs? Well, the reason is simple: it's because people like you flooding the map and getting those lower level players swarmed by mobs that may be easy for YOU to handle, aren't necessarily easy for THEM to handle. What IS easy, however, is letting that small handful of enemies live but keeping them unable to do anything useful while you capture and dominate the map. And for the sake of feeling justified in your, frankly awful, play style you are causing them to have a horrible experience. And any play style that actively makes the game worse for the rest of the squad, especially by creating a detrimental experience for newer players, is NOT(!!!) better, objectively or anything. I understand you want to feel like your way is the best way, but it's really not in all cases. You literally are just arguing that making the game worse for others is somehow better than helping your squad succeed.

    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.

  11. 1 minute ago, (PSN)AyinDygra said:

    None of your points change how I feel about the skills and his overall kit as the rework stands... I already made my grievances known, and the new bonuses don't make up for them.

    I'm definitely putting Breach Surge over his Sandstorm, like I currently do, because I find no useful qualities in it, for how I play Inaros.

    His survivability is still surpassed by much squishier frames making use of Shield Gating, which he doesn't have, and will always keep him much more prone to death in higher tier content, and especially narmer missions with those seeking fireballs of doom, that can kill an Inaros from full health and full Scarab Armor.

    Sorry... it was a noble effort on Pablo's part. It removed some annoyances, but it fell far short of what I would consider a proper Inaros rework... I almost wish they didn't do this half-hearted change to his kit, personally.

    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.

  12. 16 minutes ago, Dax-Kriegor said:

    Very true, and another aspect of synergy is being able to play cooperatively as a team, and many Warframe players are bad enough at that their only recourse is to mod their frames to be God tier so that the rest of the sqd doesn't matter in their eyes. But building a full load out synergistically takes effort and working together isn't flashy or fancy. Both are very effective though

    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.....

  13. 1 minute ago, Dax-Kriegor said:

    It's a popular mentality for people to trash the frames they don't play as.. since everyone likes to pretend pvp is toxic, they all just pvp with their words instead. 

    Maybe you'll enjoy knowing that my first successful run against the hidden challenge boss, the only other player that joined was an inaros. We trounced the fragmented one, so it's hard to argue that inaros isn't usable in endgame, but it is true that he's less popular than most frames

    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.

    • Like 3
  14. 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.

    • Like 1
  15. 8 hours ago, Dax-Kriegor said:

    As for inaros only existing for players that don't have the mechanical skill etc.. I've seen some inaros players fare better in sp than Revenants and Octavias.. not saying that makes inaros better than either of them, and he's not, but that's kind of my point.. those players were far more skilled than meta frame users. Because inaros mains HAVE to be more skilled, or at high levels they'll die.

    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.

  16. 14 hours ago, Ceadeus said:

    especially to know that the fact he got any attention at all means he's effectively shoved to the back of the line again for any potential future changes as well.

    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.

    • Like 2
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