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Peekoh

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Everything posted by Peekoh

  1. LoS is fine. It helps reign in his power. Dark Verse and Tragedy line up anyways, the radial effect previously wasn't needed. You'll still be hitting the ones marked by Dark Verse,
  2. Like many Warframes, I think Limbo is shy of a few Quality of Life changes to bring him into a great spot. I think you've nailed the areas for improvement. Requiring Limbo to "gimp" himself to play around public squads is counter-intuitive. A small Cataclysm can work in squads but it hinders his potential, whereas other Warframes don't have to consider this. Players within close proximity to Limbo or Riftbound enemies being dragged in as well is a bit odd. I think the percentage of damage when not in the Rift Plane makes more sense. Prior to Deep Archimedea, Overguard was more of a hurdle for Limbo rather than an unavoidable obstacle. Now that Deep Archimedea introduced the modifier that gives Overguard to every enemy, I think it's reasonable to allow him to erode at Overguard over time. The number can be subject to change. The biggest issue I have with Limbo is, as you stated, enemies like the Necramechs being completely immune to anything of Limbo's. All Crowd Control immune enemies should follow the same paradigm of Overguard: They do not suffer from Banish's Knockdown nor Stasis, but they can still be brought into the Rift Plane to be damaged so you can make use of things like Rift Torrent. All-in-all, good writeup.
  3. If the Tragedy’s LoS is the biggest issue, then hopefully today’s hotfix resolves that.
  4. There's other Inaros threads out there but I'll throw in my two cents. PASSIVE The revive passive received a large improvement. It went from useless to useable which is pretty substantial. It's hard to get good value if not surrounded by clusters of enemies even with Swarm Kavats because their AI is lackluster. DESSICATION Simple yet effective. It's a straightforward form of Crowd Control that also serves as an opener for the Finisher portion of his passive. There's not much else to say besides the healing is essentially a non-factor but your enemies are open to Finishers to heal from so it gets a pass. SANDSTORM Sandstorm probably received the most significant updates. The worst issue with Sandstorm was ragdolling enemies away from Inaros, preventing you from killing them. In addition, Inaros was susceptible to everything because he was left vulnerable during it. Both of these issues are gone and with a cherry on top of dropping them at your feet for accessible Ground Finishers. Generally, this ability is in a good spot aside from the bug that prevents it from damaging enemies with Overguard. SCARAB SHELL All of the improvements to this ability did well to elevate it. It's a fine ability that's only held back by a low Armor value. Inaros has a low base Armor and this ability slowly loses its Armor so it would be beneficial to have the number on this bumped up. SCARAB SWARM This is the problem child ability. The idea of a swarm spreading to enemies to hold them all in, essentially quicksand, is a pretty cool concept. I am happy he can be a true CC Warframe with this ability. However, that's where it ends. There's a couple pain points with this ability: Swarm Kavats There is a lot to be desired from the Kavats due to their AI. You cannot rely on them for help during your Bleedout and they don't reliably spread the Scarab Swarm. Most of the spread comes from its natural spread. I won't argue whether or not it should be soldiers or your dead enemies but this is a situation where AI in Warframe has to improve finally. Ability Speed The swarm spreads at a very slow rate, as well as applies stacks of Corrosion very slowly. It doesn't need to fully strip Armor but it would go a long way if the stacks accumulated much faster so it can become a reliable Armor Strip if the player decides to make it that way. It wouldn't hurt to have the swarm to spread faster as well to feel like Inaros is truly covering the battle in sand. Health Scaling + Healing The damage of the ability is negligible. The Health scaling either needs to be improved or it needs to full strip on its own. Even with a Nidus using their new Augment on a Armorless target, it kills remarkably slow. If the ability is meant to be full-on defense, commit to it. The healing given to allies was a fun use before, not many tanks are able to provide Healing and it gave a fun little niche. GENERAL Overall, this rework was an improvement for Inaros. There are some issues that need ironing out, namely Scarab Swarm. It would go a long way to rework Armor to have a scaling method for its usage in higher level enemies. It's true many don't go that high, but it can't be ignored the game is being designed for players to have the tools to go that far. That's why Circuit scales so fast in enemy levels, along with Void Cascade, and why Shield Gate was reworked to be more accessible.
  5. Personally, I would prefer to steer away from "Health Gate" and find a way to rework Armor into viability. I'm still brainstorming ideas to make Armor work but haven't landed on anything solid.
  6. It doesn't look like Sandstorm will damage enemies with Overguard at all. If it does, it's only the initial damage and not the Status Effects inflicted by Elemental Sandstorm.
  7. This is an issue Operator has had with the Rift Plane for years now. Sadly it's not a bug introduced with this patch.
  8. It's a fair point but I was commenting on the misinformation. There are new items to purchase for the event. I wasn't trying to discuss the quality of the new items. :)
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