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TM20K

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  1. Not entirely sure what causes this but I've found that the "Find Murmur Sarcophages" objective is impossible on Armatus as the procedural generation used only indoors tiles, leading me to being very confused on the oversight and missing out on a Dante System drop, attached is a screenshot, there's not a great way for me to show it but I have explored the ENTIRE map. I've been enjoying the update so far aside from this issue, great work, DE.
  2. With the last post I made being said, I think Inaros' 2 and 3 are the biggest problems in his kit, they do very little for their energy cost and time investment and just don't feel like they function with how the rest of the frames play, I feel removing them altogether for other, better fitting abilities for the game would be the best move For Bangarang's concepts, I like the 2 concept a lot, it reminds me of Antlion dens, where they'd lure in their prey to a deadly trap inside the sand, the 3 however, being kept as a particularly bad ability feels adverse to how some recent frames were designed, and is still begging to be subsumed off, though bad abilities need to exist for there to be good abilities.
  3. I've got a few ideas of my own that would move more towards the pharaonic aesthetic that Inaros has, which would make him kinda "cursed" like Revenant, but something more wrath than misfortune for crossing a line, to bring him into the same bracket with current frames Passive: Pharoah's Malice: Inaros spends a percentage of his health in place of energy (25 Energy = 10% health). As Inaros bleeds out, his spirit leaves his body behind in a Sarcophagus, giving him a 25% reduced bleedout time where he must kill 10 enemies or die, he has access to his weapons, however deals 30% less damage (calculated as a faction modifier) in this state and has reduced maximum health during it. Allies can revive Inaros through his Sarcophagus. Inaros gains 3 seconds of invulnerability when falling to 25% health, coming back when he gets above 90% Thoughts: I wanted to make something similar to Sevagoth but a bit less restrictive and still somewhat hard to do in high level content due to Inaros' lacking damage, since he doesn't have an ability that outright kills like Exalted Shadow's 2, this should be pretty hard to achieve, which is fine as Inaros is meant to be a tank and not go down often. 1: Desiccation: I wouldn't change this too much, just add a small damage modifier that scales with strength and max blast stacks that affect even Eximus enemies to simulate disrupted vision from having sand in the eyes. This would cost 10% of Inaros' health and have massively reduced healing compared to current, to prevent Inaros from stacking his Scarab Armor too quickly. Augment: Mostly unchanged, I actually like this one, just up the duration on it a bit so it's in line with abilities like Enthrall 2: NEW ABILITY: Living Tomb: Inaros curses an enemy within a 25 (Range increases this) meter range to become a living tomb for their comrades, in a 3/6/9/12 (Range increases this) meter radius around them enemies fall into a sandtrap, being pulled into the target and taking 20/30/40/50% (Strength does not increase this) of the damage dealt to the target by Inaros, if the enemy dies under this effect, Inaros heals 15/20/25/30% (Strength increases this) of his max health, giving half the effect to allies in affinity range, this would cost 30% of Inaros' health. Nullifiers free enemies from the sandtrap, however cannot cleanse the target itself of the cursed effect. Augment: Pilfered Mausoleum: Enemies killed INSIDE of the Living Tomb have a 20/30/40/50% chance to drop twice the rewards, checked at the same time as the other Pilfering mods. Thoughts: I feel this will add some late game crowd control and power to Inaros without putting him too high in either department, I wanted it to function like a weaker Magnetize, lacking the explosion and persistence after the target dies, forcing Inaros to recast it. Giving the players another Pilfering augment, though one with less power as Strangledome and Swarm due to the ability of having more than one area affected would be a nice way to incentivize running range builds on this frame, while needing them to still have decent strength to keep juggling the effect. 3: REWORKED ABILITY: Sandstorm: Inaros surrounds himself in a sandstorm, decreasing enemy accuracy by 15/20/25/30% (affected by strength) in a 10/15/20/25 (affected by range) meter radius around him, dealing 100/200/300/400 (affected by strength) Impact damage to them per second in half that radius. The Sandstorm persists for 15/20/25/30 seconds after casting. This would cost 25% of Inaros' health, to allow him to give support to his allies and make defending objectives easier. Nullifiers creat safe areas from the Sandstorm. Augment: Elemental Sandstorm: Enemies within the Sandstorm suffer from any non-damaging elemental effects on Inaros' melee (Viral, Magnetic, Radiation, Cold, Blast, and Corrosive), the ability gains -60% efficiency. Thoughts: Inaros' Sandstorm was a funny ability but with Caliban's Razor Gyre it feels redundant to keep it the same spinning move it was, I wanted to make something that gives him a supportive edge similar to Valkyr's Warcry where it's fairly useful but not strong enough to justify running the frame on its own. I wanted to make the augment a huge powerhouse to build around for those who want Condition Overload/Galvanized setups. 4: Tuned ability: Scarab Armor: Inaros sacrifices his health as a toggled cast, similarly to Harrow's Thurible, and converts it to armor at a 10% rate (unaffected by mods), capping out at 6,000, by consuming 60,000 health, extra armor, he loses a 10% of current portion every time he health gates, and gains status and knockdown immunity upon reaching 4,000 armor. No longer has the Scarabs surrounding Inaros deal damage, though the corrosive proc remains. Inaros' spirit does not benefit from this ability. Inaros loses 3% of his current stack each time it blocks a status or knockdown. Inaros will lose armor built up over time similarly to Nidus' Mutation Stacks while Nullified. Augment: Negation Swarm: Inaros becomes immune to enemy abilities (Anything stopped by Banshee's Silence), however, loses 5% of his Scarab Armor each time one is negated by this ability (limit of once per ability instance every 6 seconds). Augment 2: Persistent Swarm: Inaros' immunities from Scarab Armor have a 30/25/20/15 (unaffected by stats) second cooldown each, however, he no longer loses armor due to health gating or Negation Swarm. Thoughts: Scarab Armor is Inaros' tanking claim to fame and I want him to be similarly tanky to frames like Rhino, Nezha with his halo up, and Yareli on Merulina, however having to work for such power as his base stats are far more merciful than theirs, for the augment I thought it would be great if we had another frame that could ignore Eximus abilities similarly to Banshee while still having to be aware of them due to their overall increased threat compared to normal enemies. Overall thoughts: I always felt Inaros was a cool-looking do-nothing frame since all he really has in the current gamestate is being a tank in the same game as frames like Valkyr, that are literally invincible when they want to be, and Rhino, who gets a huge damage buff by pressing 3, I wanted to make him a bit more rounded and have late-game scaling similarly to Nidus or Saryn, while trading the insane damage potential they have for being extremely bulky, as a quest frame that isn't always available due to Baro's exclusivity, and requiring a mastery rank, I wanted Inaros to be something special that rewards players with a strong tank frame for having an active play style and the execution to cash in on it properly, while still having an inhibiting mechanic to his stacking like Nidus' Undying. I compare Inaros directly to Nidus as they are both gimmicky frames that don't have shields, however Nidus far outshines Inaros due to having strong abilities such as Larva in his hands, while Inaros simply has high base stats and the ability to make one of them much higher while dealing small damage with his abilities (aside from Finishers he gets from Desiccation, which take time, but ignore armor and deal massive damage). The goal of this theoretical rework is to make Inaros a more active frame and give him a classic horror theming of being a Pharoah that maliciously curses those who are near it. This rework would also give Inaros some build options, from a highly offensive build that juggles his Living Tomb ability for spread damage, to a range and duration build that yields some nice crowd control, to retaining his classic base stats build with the reworked 4 giving him flat armor that potentially gives him the best unconditional boost of Effective Health in the game, should he be able to stack up to it, similarly to Nidus' massive effective power strength from Mutation stacks. I don't think this would make Inaros anywhere near best frame in the game territory, as frames like Gauss and Volt still exist, but it would be a huge improvement, similar to what Excalibur got when he was reworked. He would also likely be a much better tank due to having a massive flat armor boost that allows him to reach huge effective HP territory. I feel there's a lot of directions you could go with this frame while still keeping his theming in tact as well as his identity. Edit: For the Power Budget I'd give him something like this Survivability 00-* This concept has Inaros retaining his base stats but spending his health to get anywhere special, which naturally decreases his survivability, however if he gets in an endless mission that lets him stack his Scarab Armor, it gets extremely strong. Damage 0-- This concept has Inaros with three abilities that deal damage, however they all have stipulations, his 1 requires the time to go into melee finisher, his 2 has a fairly low single target to AoE conversion compared to things like Magnetize, but doesn't allow AoE double dipping, and his 3 just has very low numbers. This concept won't nuke maps any time soon. His bleedout also actively reduces the damage he deals by a large margin. Team Healing 0--* While his numerical healing is very high on his 2 due to having high health, he doesn't have any way of keeping his allies on high health for long, especially if he wants to stack up Armor. Crowd Control 00- He does have Crowd Control abilities, however they are very limited in nature, mostly lowering enemy accuracy, with anything hardstopping not having mass targetting, so I wouldn't put him even on the level of frames like Frost. Team Buff --- Buffs? What buffs? Debuffs 0-* Enemy accuracy suffers a lot but that's not exceptionally valuable, he needs to spend an augment slot and not subsume off his 3 to make anything noteworthy happen in this department Team Utility --- Inaros is built mostly for solo play, with extremely limited team utility that mostly takes form in him being hard to put down.
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