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chainchompguy3

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  1. I can understand DE's reasoning. It did look rather janky. It did enable Exodia Contagion to output more damage than they intended it to. The change does help keep mid-air melee attacks consistent. But it was also one of the only effective ways to play melee-only against many flying or weakpoint-based enemies. The change doesn't feel great.
  2. I, personally, quite like ragdolling / knockdown enemies as a CC. I will fully admit it is not the most damage-efficient means of dealing with enemies, nor is it as powerful as, say, glassing them as gara. But it's not nullifiable in any way, it's instantly fully effective, and it's fecking hilarious. So I'm personally not too keen on the recent trend of Reworks suggesting the removal of ragdolling / knockdown effects from weapons/abilities. That said, I personally don't play Hildryn. I love her kit/design, but I can't stand toxin-damage being her Achilles-heel, so I just don't play her. So, if other people who actually play her want her designed differently, I'd put their preferences first.
  3. I don't disagree that some players obviously struggle with Lavos's design, in that regard. So some manner of change would be welcome. But I do not want this change, myself. I actively like and enjoy that Lavos's element is consumed on-cast. It feels impactful and "cool", and very much like the videogame Magicka. And while there are some players that can't handle it, the "High APM carpal-tunnel" pacing can be desirable to players like me. There is also some degree of a logical reason for Lavos to be designed this way: Subtle player psychology: if you make using a new element and the previous element take the exact same amount of effort to cast, then players are more likely to experiment. Meanwhile, if it's easier to just leave the element locked in, then players will feel encouraged to just leave it be. Because Lavos's design is intended to use multiple elements (even if the elements themselves aren't always desirable), his design should favor this not-lock-in-and-ignore approach. This justification also helps me explain my feelings a bit when it comes to my dislike for the proposed change (I'm assuming this thread's proposal is identical to all the others: select element, it persists until another element is added. Once the element becomes a Combination-element, it can be Over-written with a newly selected element). While I could logically and functionally continue to be able to play Lavos the way I always have, should he be changed as such, it would feel different. Having the easiest option be to NOT engage with his element select would be a subtle-but-constant emotional niggle in the back of my head. "Stop trying to have fun, and just take the easy-but-boring way out". It's not much, and it wouldn't "ruin" Lavos for me. But it'd be decidedly unpleasant. Thus, if such a change would ever be considered by DE, I personally would strongly suggest it NOT be the only way Lavos plays. Make one of the 2 modes (persistent vs consumed elements) an Augment. For players wanting the QoL, it wouldn't be the first time an augment served as a QoL "fix". And while I would be rather displeased if what I consider to be the superior way to play Lavos would be reduced to an Augment, I'd take it over having it be destroyed entirely. ...Reading this, I get the impression that you might have a much better time playing Lavos if I might provide you with a few tips. They probably won't be enough to allay all your concerns, but it does seem like you're struggling with something else, on-top-of your struggles with his elements. Tap/Hold abilities can be Reversed in the Settings menu (per-warframe basis). With Lavos, this makes it so that Tapping infuses, and Holding casts the ability. This is a much, much better way of playing Lavos, and I personally almost feel like it should be the default. This way, the player is free to simply tap the infusion they want, and then continue doing whatever parkour/combat/etc they were doing before: no need for awkward holding multiple keys for long periods. Once you've switched Tap/Hold, it's a relatively simple rhythm to fall into, to do a quick tap-tap to infuse just before you cast any given ability. I need to cast a Magnetic Catalyze? tap2tap3, hooold4 and there we go. No need to carry an infusion around just in case, no need to remember what you have infused. Mix it on the fly. Gets even easier once you've muscle-memorized which key is which element. This tip is probably more of a mindset, thing, and thus not applicable to everyone, but for me: Lavos plays best when you go with the flow and whimsy, and don't get super hung-up on maximizing his damage output. Accidentally infused Blast? Sure, why not; make all of these enemies as accurate as storm-troopers. No, it's not going to make them die faster, but it's neat enough. Any added element is a good added element. Condition-Overload/Cedo will still benefit. Hope some of this helps. Have a nice day.
  4. Hopefully this info helps. 1: June 2013 is when I first started up the game, though I've taken several breaks in between then and now, so it's not a clean 10 years or anything. 2a: My favorite part of the community...I'll have to hedge my bets on this one a bit, because my first-response might not quite be fitting. My first thought is that my favorite part is how Warframe's community stays a part of your life, even after you stop playing the game. Even when I took long breaks from the game, I still quoted the memes and references. I still argued on the forums. I still watched Youtube videos about it. The community of the game lingers with you, even after you've stopped playing. It's almost a sort of a very distant familial in-group, but online, and centered around a videogame. Unfortunately, though, I get the impression that this is just a sign that the game...has a community. I haven't really engaged with other video-game communities before, so I can't be sure that this isn't just part-and-parcel with all videogame communities. I do know from second-hand experience that Call-of-Duty's Community isn't quite like this (It's more dedicated to just buying a bunch of merch and ad-covered junk-food), but that's my only point of compare/contrast. So, to provide an alternative answer: my favorite part of Warframe's community is how it continues to attract creative and inventive minds. People do crazy sh*t with Fashionframe, Build-crafting, Bizarre community interactions (Pink Grendel awaits Red-Text), and Skill-Running. Tennogen receives constant amazing submissions. The forums are filled-to-bursting with interesting warframe/weapon/rework ideas. This game sparks people's imagination. 2b: My least Favorite part of Warframe's Community is much more clear-cut. Warframe's community has a growing sense of "Instrumental-play". The game is ostensibly somewhat of a sand-box: there is no hard-set progression path, you are free to play whichever missions you see fit. Yet, more and more, Players treat the game as a sort of progression-and-statistics-puzzle-box. "What's the best way to grind x" "Best build for weapon y?" "Most damage build for warframe z?". They ask these questions as if there's a single, correct answer. It's one thing to share builds and tips, it's another thing entirely when the community starts proclaiming "bests". And this isn't even touching on the Nerf-fear. Holy hell, how this community rails against anything that can be construed as a nerf. This obsession with "Instrumental Play" isn't bad because it's wrong to think about optimal performance. It's just a matter of priority and scale: Optimal performance shouldn't be everyone's first priority. 3a: My Favorite part of the game is its potential for self-expression. Build-creativity, fashion-frame, play-style differences, content engaged with, it's all up to the player. Heck, when the game was younger, this was even an aspect of the Story: so much of the story was vague and un-specified, that each player had their own personal head-cannon. The ability to self-define to such a pin-point degree feels almost unprecedented in videogaming. It's amazing, and exactly what I want from a game like Warframe. 3b: My Least favorite part of the game is kind of just reiterating my favorite: I dislike the various ways that the game shuts-down some player self-expression. Niche mechanical interactions that screw over certain builds, fashion-frames, playstyles, etc. Can't be a melee-only spell-caster: you'll have no recourse for nullifier bubbles. Can't be a Tech-knight fighting the Infested: shields don't protect against Toxin damage. Can't wear certain armors with certain Syandanas, they'll clip weirdly. Heck, one of the least-addressed issues I personally have is how poorly the Energy system synergizes with the concept of expression-through-abilities: abilities ought to be reliable, not RNG "when will I get my next orb". The Devs have added energy supplements over the years to ease this issue, but they haven't touched the core problem, in my personal opinion. Lots of little issues like this, that on their own, none of them are deal-breakers: but in aggregate, they really bring down the feeling that you can do what you like in this game. 4: Endgame... I think it currently is expressed in Warframe as when the player is expected to grind diminishing-returns for increasingly less-vital goals, so as to simply have an excuse to continue playing the game. What I think the concept of Endgame is any means by which a player might continue to play the game after reaching what others might be able to call a state of near-total-completion. It is, in my eyes, best done as simply a transition into "free-play", where the player switches from material goals (Beat this level, earn this achievment), to more abstract forms of self-entertainment (Stug-only sorties, A named-weapon for each line of a song). To some folks, that's very difficult for them to enjoy; and that's totally fair. But to my mind, those types of players necessarily must move on to the next videogame. I don't think the game needs to keep pumping out more material goals for a player, just because that player can't enjoy a videogame without them.
  5. I think you're misunderstanding the debate, then. If all you wish to hear is "Yes, mathematically, 8.5 choices are more than 8 choices", then there you go, yes, you are correct. But the topic of whether or not to add an augment slot is not some singular question of "Does it add variety? Yes/no?". The goal is feeling out if it'll make the game more fun. The is a videogame. For fun. The Thread-OP, while misguided, was ultimately trying to suggest a way for the game to be more fun. But unfortunately, Variety =/= fun. A deck of cards has more permutations than the universe has atoms. But it's still just as boring. The "fun" happens when you're limited to only the cards in your hand, the cards on the table, and thinking about what the enemy player might have. Fun is derived from many sources, but in Warframe's Modding's case, from the cathartic feeling of making interesting, meaningful, distinct choices of consequence. "Yes, sacrificing this mod-slot for this augment will hurt, but it'll change up my build, and I feel like that's a worthwhile trade". "Yes, I've figured out exactly how I want to spend the last remaining Mod-Capacity-Points in my build", etc. The Fun comes from what we do with that variety. And that necessarily runs parallel to the discussion of "well, what CAN the player do with it?"@Birdframe_PrimeIsn't bringing up some random-but-relevant topic, they're digging into the discussion at a deeper level than you are. "Getting to the Heart of the Issue", as they say. I also see a bit of a logical-leap happening here. I see your logic for how an augment-slot will lead to some amount of variety. What I don't see is how, in order to get variety, we need augment slots, and can't use something else. Heck, if I follow your own logic, and assume that Mod-slots don't factor into player power, only "Mod space Capacity" does, (this isn't the case, and hasn't been for Years), then logically we should just add 64 more normal mod-slots to every weapon/frame. Loads more variety, no need to fiddle with Augment vs not-augment discussions. Just clear and simple hard injection of variety, and player power is exactly as it was before, because supposedly only "Mod space Capacity" affects that, and it's un-touched. This is such an obvious next-step to your own logic, I'm interested in why you haven't brought it up yet. Either you know it wouldn't work, or you just haven't actually thought about it all that much. And this is all on top of the fact that "Variety", is in of itself a form of power. Adaptability is not something to be dismissed. The ability to choose between [8 strong mods] and [7 strong mods, 1 weak mod, and 1 augment] is itself a means to fine-tune oneself to a given challenge, thus allowing them to beat that challenge easier: Thus, Power. Really, I could go into a whole lecture on Player-psychology, Video-game Development's endless fight to trick/control it, the nature of meaningful choices, Warframe's utter lack of Balance, and much more (and in fact, I did. But the time and effort it'd take to edit it down into something publicly readable isn't worth it, so this is the heavily-shortened version). Ultimately, I feel like I've already put way too much effort into this thread/post as-is. Your steadfast defense of such...misguided conclusions was just interesting enough for me to comment on. Augment-slots, if you truly think about their implications, are NOT a worthwhile solution to the game, and the Developers have long-since realized this. I appreciate that these threads necessarily provide platform for the real solutions to be voiced, but I've gotten sick of them by now, so surely the Developers/Community-Managers have. Good luck, everyone.
  6. Overall, this is a very nice softer-touch rework for Inaros. Not changing things drastically, but making him more effective. I quite like it. I have a couple of personal hang-ups, were this rework to be added to the game, but I could see it being mostly for the better. I especially appreciate the attempt to resurrect his "Constantly feed on enemies" playstyle via "Heaven's Mandate" (what a name...). It's how I see his identity as a frame, so any attempt to further solidify it into gameplay is a plus for me. I'm not sure it'll be as effective in this particular goal as I would personally prefer, but it is markedly better than nothing, so I'll take it. My biggest issues are with the Passive change and Desiccate. I've always rather liked his finisher-passive, and rather liked triggering it without using his Desiccation (update 34 made this even easier, I love it). So merging the effect specifically into Desiccation would be an upheaval for me; but I'd get over it eventually. I'd be mildly interested in how the economy of Desiccate would actually pan out, as well. Currently, it's so cheap and spammable that it kind of needs its facing-condition to nerf its ability to blind whole maps. With the conversion to 12% max health cost, though, this might heavily reduce its spammability, thus perhaps justifying the removal of the facing-conditional for the blind effect. I'd want to see it in action before I'd make a call. What's more of an issue is the preservation/resurrection of Devour's biggest flaw: Ally-healing requiring allies to slow down. Devour can currently be "gifted" to allies, but no one uses it because they have to stop and intentionally not kill an enemy, and instead walk up and press "interact" on them. Your Desiccation rework's method of ally-healing would have the exact same flaw. (unless I misinterpreted what you wrote). ...speaking of misinterpreting what you wrote, though, I'm not sure I have this right, but: ...I'm not seeing the synergy here, so much so that I'm under the impression that you mistyped which status effect you meant. The Status-effect of Puncture-damage is [Affected unit's attacks deal reduced damage]. If you mean to say that Inaros would be intentionally reducing the enemies' ability to deal damage, then that's cool. But that doesn't synergize with his finishers, and it has no effect on Critical Multipliers. ...Anyway, moving on, not too much else to say. Scarab Swarm becoming more similar to a micro-Saryn-Spore feels a little weird, but it works well enough. Mild concern if it'd be even worth the casting in a Corpus-shielding situation (no armor to corrosive-proc), but it'd still armor-buff, and it's cheap and somewhat set-and-forget, so I can forgive some mild hiccoughs. Sandstorm changes feel very natural, as if that's how the ability was always meant to be. Reducing the overall locked-in-animation of his abilities feels more fluid for gameplay, but I do have a bit of a soft-spot for how it helps get the player "in-character". ...So, yeah. Nice work. One of the better Inaros reworks I've seen.
  7. OP, because you more-or-less reached out to me, I'm assuming you want my feedback/criticism on this Rework Proposal. Unfortunately, I have nothing good to say about this Rework Proposal. The individual ideas, at the core, are not bad. But there are so many (too many), added on top, and every single one of them proposed in a specific kind of way. In a way that feels like it was added not because it would actually be fun/interesting, but because it'd be strong, and you're assuming that strong=fun. It's a stitched-together mess of an idea, that I don't really like at all. My personal opinion is NOT the be-all-end-all. I'm not the arbiter of Inaros. Not even a Dev. So if you still like the idea, don't let my opinion drag you down. If you want more detailed criticism, though, then: Scaling-Healthbar. Overguard-gating-survival. Powerfully effective avoid-death mechanic. Pick ONE (1), and that can be the big buff to Inaros's tankiness. Adding all three like this is just obscene. Feels like a kid's "everything-proof-shield". I am very doubtful that an "Endlessly stacking Healthbar" will ever make it's way into Warframe. It will almost certainly have a cap. Sand-shadow focus is a direction to take Inaros, sure. But, to my mind, you don't vary it enough for it to avoid stepping on Nekros/Revenant/Nyx's toes. I also, personally, find it boring. Adding differentiation between the different types of sand-shadows (varying healthpool buffs, varying durations, etc) is needlessly confusing. Sandstorm receives massive buffs, yet receives a reduced energy cost?! And 4 of them? Compare what you wrote for sandstorm, with Oberon's Hallowed Ground. Same cost/concept, Massively different power levels. And Oberon, not Inaros, is supposedly the more caster-y of between the two of them. On a slightly more positive note, your Scarab Armor "overguard-charges" idea could be interesting, and in fact I could see it being the basis behind an entire new frame, if tweaked right. But again, as it is in this rework, it's way too much for Inaros. Entire rework as a whole lacks throughline. You have ideas of how you'd play using it, but it has no *inherent* playstyle, because what's there is buried under so much extra chaff. Adding too many distracting elements ruins the "Natural feel" of a well-designed playstyle, making it feel cluttered. Good luck, have fun.
  8. First off, I have good news! In Update 34 (Abyss of Dagath), All finisher types have been (mostly) Unified. Parazon-mods and their Lich/Sister Interactions remain locked to Parazon, but for Everything else, It's all counted as equal. Applying this to Inaros specifically, means that Inaros's Heal-from-finisher triggers on Ground and Parazon finishers now. Thus: Inaros can finisher-heal from any enemy he can knock to the ground. (Oh, would you look at that, players can knock enemies down by kicking them with a mid-air slide. Huh, go figure.) And I'm not sure if I'm the only one who liked to use it this way, but Inaros's Revival Passive can be Boosted by the inclusion of teammates, working at much higher levels. It just requires teammates to not immediately nuke absolutely everything, which most lobby's favor. But just to make sure it's said: Inaros's Sarcophagus-revive meter fills up any time an enemy he is looking at loses shields/health, regardless of if his gaze-beam is doing the damage. So if Inaros looks at an enemy, and then an ally kills that enemy, Inaros gets full credit. Do this twice on full-health enemies, and Inaros gets revived, even if his gaze-beam did 0.0001% of the damage. Heck, I haven't tested it yet, but it's possible that with all of the new Companion-focused builds coming from the QoL update, Inaros might be able to have a high-level self-revive-pet that kills enemies for him while he's down. On another topic, though, I am a bit intrigued. I like your methodology of going through what Inaros has, and trying to preserve it through the rework, but making it better in the process. But you seem to skip a step that I personally find obviously necessary: look not at how players are currently making-do with Inaros now, but look at how the Devs Intended him to be used when they designed his abilities in a vacuum. Passive: First ever iteration of self-revival, and thus the most clunky. If it were to be reworked, it could take cures from the modern-self-revive (Sevagoth/Last-gasp), or it could try to preserve some identity. Either is fine, as this first iteration clearly has its flaws. The Devs don't seem to have taken its failure hard. Finisher-healing, though, is very specific. It lines up with the whole "The Mummy" vibe of grabbing onto someone and draining the lifeforce out of them. It's very clear that it was intended to synergize with his 1, signaling that it's supposed to be rather prominent in his playstyle. The Fact that Inaros was the first to be released without any Shields is also worth mentioning. At the time of release, player-self-healing wasn't as diverse and powerful as it is today, and thus the Dev's could have conceived that Inaros would be constantly withering under enemy fire over the course of a mission. This again plays right into the "The Mummy" vibes, painting Inaros as needing to feed in order to sustain himself. Desiccation: Aforementioned synergy asside, the fact that it has it's Facing requirement, and the fact that it does chip damage, helps to cement this ability as a Mid-combat boost, rather than any other use of an AOE blind (Stealth disqualified because damage alerts, Map-lockdown disqualified because facing requirement). It seems like the Devs intended the player to dive into combat as normal, and when things started to get a little rough, pop off a pocket-sand to turn the tides and potentially heal up. The restrictions feel like an intentional nerf, to prevent this cheap, quick, spammable ability from being too strong. Devour: Unlike his other self-heal (passive), this explicitly makes him invulnerable (the fact that enemies stop shooting at a player who's performing a finisher might have slipped the Devs' minds). Also, and perhaps this is just how I personally think, but it seems to me that any ability that locks the player down in such a specific animation for so long mid-gameplay, is intended to use that animation-lock as a sort of non-energy-cost. Instead of paying a High energy cost, you pay a smaller amount, but have to sit and wait through an animation. This, on top of this ability healing far more than just 20% if given the chance, implies that this was probably intended as Inaros's "I'm at like 10% health left, I need to heal" "oh-S#&$" ability. Reward the player for proactively saving themselves with this ability by healing them up to full, but punish the player for nearly dying by making them sit through some amount of animation lock, but guarantee it works by making them invulnerable. Additionally, The "The Mummy" vibes are back in full force as well, clearly marking this as Inaros trying to sustain himself off of the energies of his foes, and it even synergizes with his Sandstorm, to let him drain people mid-storm. Quite frankly, I can't see the Sand-minions as anything other than a thematic add-on. Sandstorm: It's unclear what Tactical merit the Devs had behind this ability, as it is so lackluster for its cost. It does help Inaros shake up a bad situation, ragdoll-ing any surrounding enemies, and granting a sizable (at the time of Development) 75% damage-reduction, and can still benefit from Devour's healing. But this ability was almost certainly designed Theme-wise First: any frame that has anything to do with "The Mummy" theming is going to have a Sandstorm. Scarab Armor: This is the one that Interests me the most: The same way Players are constantly dreaming of way Inaros could have an endlessly-growing healthbar, or that Inaros could Over-Heal; The Devs had similar thoughts, and came up with this. It seems Inaros was intended to gradually siphon more health off into his Scarab armor as the mission progressed, allowing Inaros to Bank health that he otherwise wouldn't have the Health-bar space to keep. The Banked-away health offering armor instead of more health takes advantage of Armor's diminishing-returns, ontop of the fact that Scarab-armor has a cap, to helpfully make it clear it's just a nice bonus ontop of your Health, and not a replacement. But just storing the health away would be far too passive, especially if/when a player reached Scarab-Armor's cap. So they made a way for the player to be encouraged to spend the banked health. Healing that is far easier than his passive/Devour, CC that is stronger/wider-spread than his 1 or 2, and a cheap energy cost. Its healing often outstrips any damage Inaros might be taking during that time, making him psuedo-immortal for it's duration. The Devs tried to design as enticing of an ability as possible, to get players to spend their banked health, so that the players would have reason to try and siphon yet more health. It's a very interesting design concept. So, with all of this, I see a very strong leaning towards a melee caster-ish drainer-of-life playstyle, where the player is expected to be constantly losing health for lack of shields, and their up-close melee combat. But the player is expected to constantly counter this by Healing from their finisher kills, bailing out of nearly dying by grabbing an enemy and just feeding for a moment, and causing general mayhem with sandstorms and pocketsandblasts. The Scarab Armor is intended to be a "sort-of"-Ultimate, building his durability over time, until allowing Inaros to relax and not use his other options so much, and instead rely on the healing of his Scarabs, thus freeing him up to go "all out" with his other weapons, etc. Of note is some amount of conflict in this: his In-game lore is very protector-y, but his Movie-monster theming comes from something very selfish and evil. This shows a bit in his design: Inaros CAN heal his allies, but it's kind of awkward, almost incidental in Scarab-Armor's case, and almost as an afterthought in Devour's case. Inaros's reworks could take this Dev-intent in various ways. Some examples: Devour could be re-designed to once-again act as an "Oh S#&$" healing ability. Desiccate could be expanded upon to have different ways of being a mid-combat boost, without needing to rely on offering a conditional Blind. Scarab Armor could be converted into a genuine health-banking system, now that there is some degree of existing code behind the idea of gaining Overguard from excess-health, already in the game. Sandstorm...could be given a purpose. I, personally, like the idea of trying to bring back Inaros's Withering. Make Inaros feel the tug of Entropy again, watching his Healthbar gradually slip through his fingers like sand in an hourglass. If this were the case, Inaros-players would be desperate to engage his various life-stealing methods, to try and sustain their gameplay. They would be in-character, as the mummy brough back from the dead, hungry for life. I, personally, can only see this happening if Inaros can't effectively be healed by other means, and needs to lifesteal-specifically to survive. But I've already made a thread that goes over this, so I'll stop here. Regardless, I just wanted to add that new perspective, if you were going to call this a Deep-Dive. I'm also intrigued by your roundabout take on "Inaros is a Gunplay frame". Because it's not necessarily that Inaros specializes in gunplay: that honor probably goes to Chroma/Mirage/Rhino. Instead, it's that for current-Inaros, it's all he HAS. Very few people want to rely on his abilities, so they rely on their weapons instead. His non-nullifiable, non-energy-dependent, completely-passive, Massive Healthbar facilitates this: He's just as tanky, no matter how little you use his abilities, so long as you have equipped some manner of healing, allowing you to focus entirely on gunplay. You seem to have built some amount of your rework, though, on making Inaros's abilities boost his weapon's damage, specifically to meet this "Gunplay requirement". It seems rather odd too me. It feels like taking a broken trolley machine that keeps spitting oil, and instead of patching the leaks, you instead convert it into a dedicated oil-spitting machine instead. It's interesting. As for your rework itself, I must confess I haven't dedicated too much time to combing through it to see all the nuances. It seems to accomplish all its goals: he'd be more usable in higher levels, would be a desirable team-support for any content with enemy hordes, and retains much of his theming and lore. I, personally, have no desire for this new Inaros, though. But that's probably just because I want to take him in another direction, and thus I see this as too far of a departure from what I like about Inaros. So try not to take offense at my dispassion. Nice work, all-in-all.
  9. I make all my Warframe suggestions with this assumption, even as I know that it's not quite how the game actually seems to work. I'm glad to know that someone else likes the idea, thanks.
  10. Quite a mess. Oh well, it's what I get for choosing a click-baity title. Extra attention includes good and bad attention. I thought surely, my take was at least mildly novel, and warranted some degree of discussion. Alas. Sorry for the earlier drama. Yes, Hildryn has, since her inception, been a sort of Shield-version Mirror of Inaros. Large, non-nullifiable "health"-pool. Use that pool for at least some of their abilities. At least some of their abilities help restore it back. Extreme synergy with %-based restoration methods for said pool. Has abilities that Over-ride Gunplay, yet their gameplay loop is largely focused on Gunplay. It's their crucial little differences that shine a light on where things went wrong for Inaros. Where Hildryn's shields come back automatically, and she only needs to "lifesteal" when actively in-combat. This damages her "lifestealer" identity marginally, but perhaps helps prevent people from seeking out further sources of shield-restore. Inaros could only (hypothetically) get his health back if in-combat, having no passive self-healing. While this firmly cements him as a Lifestealer, it also might be a driving force behind people trying to pair him with other sources of healing. (Would an Inaros rework benefit from some amount of passive self-Regen?) Where Hildryn largely only had Arcane Barrier, Arcane Aegis, and Rakta Dark-Dagger to synergize with (All 3 of which are unreliable), thus forcing her to rely on Pillage. Inaros had....A lot. And all of it was so much more accessible than his own abilities. No one HAD to rely on Inaros's own lifestealing to survive. So no one did. (Does Inaros need a nerf to out-source heali--oh wait, that's the topic of this thread) Where Hildryn has a powerful Shield-and-Armor-Strip when such is the meta, and thus earned instant praise on release, and has sat semi-comfortably since. Inaros focused on "True Damage", which is only powerful in significant quantities (which he doesn't have), and doesn't synergize with gunplay as much as defense-strip does. (Does Inaros need to have an Armor-strip, or just a buff to true-damage?) Where Hildryn's abilities, even if they were hypothetically weak, are at least comparatively cheap to cast, and flashy/fun to use (Handcannons and Helicopters). Inaros's abilities can be mildly boring. Watching the same finisher animation over-and-over, watching Devour animation for extended periods. Watching sAnDsPiN. (Does Inaros need some amount of Animation/control Variety? Has the recent Ground-Finisher change helped this?) Heck, with how often Inaros is recommended to cast abilities with Health, it's almost as if people are intentionally trying to keep the comparisons going. (And would that help? It'd effectively make all of his abilities massively cheaper. Perhaps that's all the incentive people would need?) Using Hildryn as a Measuring stick for Inaros might be a very good idea.
  11. Proposal: New aspect to Inaros's Passive. Inaros receives ~90% Reduced healing from all Non-Inaros sources (eg: Life-strike, Trinity, Arcane Grace). Buff Inaros's abilities. (Content of such buffs are beyond the scope of this thread) New Passive Augment: Disable Inaros's (new) reduced Healing passive, but also revert aforementioned buffs (or otherwise sustain some form of nerf). Intended Effects: Baseline Inaros gameplay shifted to better reflect his "Intended Playstyle". Inaros receives buffs, as the buffs being accompanied by the nerf helps to justify it to Devs. Players who wish to continue using Inaros as a "Healthbar-with-Legs" can equip Inaros with the Augment, preserving their playstyle. Reasoning: Inaros was not designed to be "Healthbar-with-Legs"-frame. He was (likely) designed with the intent that Inaros would be Life-Steal-Frame: Constantly using abilities and/or passive to drain health from enemies. Inaros has not, and will continue to not, fill this role for so long as his Healthbar synergizes so well with other in-game sources of Healing, that they outshine his own. With this Targeted Nerf, Inaros would rely upon his abilities and passive for healing, forcing players to engage with his intended playstyle. In an attempt to keep my desires for Inaros from stepping too hard on the toes of other Inaros players, I considered keeping my intentions as an augment (Augment mod: -90% healing, +Ability Buffs). However, doing so would fail in a few key areas: Fitting sufficient buffs into one augment would be rather impractical. Because augment's goal is buffing Inaros's abilities, the loss of an additional mod-slot would be rather painful to Inaros mod-economy, as it'd be difficult to fit both augments AND power strength/range/duration/efficiency. Likely would fail in drawing many players toward experiencing Inaros's Playstyle. Thus, I reversed the notion: Baseline Inaros would change, current-playstyle-Inaros-users would use the augment to revert changes. Fitting a sufficient counter-nerf on an augment ought to be rather simple: perhaps just -100% Power Strength/Duration. Players who use Inaros as a Healthbar-on-legs are mostly just modding for health/armor, and thus have more mod-slot space to work with. Such might even be able to be fit into the Augment: +X% additional health. Changes to baseline Inaros would thus color new players' experiences with Inaros, helping to cement Inaros's intended playstyle into the..."Warframe zeitgeist". With the concept of an augment serving to revert-buffs/apply-nerfs, as well as forcing the sacrifice of a mod-slot, I am hesitant with such an idea, but I imagine it could be relatively painless were it to include mollifying buffs, such as +health included on the Augment. I have many ideas on how to buff Inaros's Abilities, but my intent with this thread is to suggest a unique means by which he might receive them at all.
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