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Godlysparta

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Everything posted by Godlysparta

  1. Godlysparta

    Qorvex Bug

    His Disometric Guard sometimes bugs where he would get knocked down occasionally while it is up. IDK why this happens but it decays the Disometric Guard pretty fast.
  2. Rhino not losing Overguard in a nullifier bubble or jumping off the map or switching instance in ESO would be very nice. Like Kullervo, Styanax, Dante, Frost and any other overguard frame.
  3. Is it just me or does it feel like it takes forever to get the incarnon filled for Shotguns. Yeah, I understand that low levels die because they die from 1 pellet but this is ridiculous. There are guns with so much multishot that they can fill their incarnons in a single shot. Please DE, change it so that shotguns can get more charge per shot rather than finding a super tanky enemy to charge the incarnon. I know it sounds like I'm complaining from success but I find the shotgun incarnon tedious to fill up because of how much damage shotguns do already. Maybe make it so that you can charge more incarnon per shot but put like a soft cap on it. It will definitely make the shotgun incarnons feel a lot more fluid and more in line with the other incarnon types.
  4. Atlas currently doesn't scale very well and his rubble mechanic essentially becomes useless later on due to how long it takes to actually kill an enemy at those levels. I want to propose some changes that I think would help Atlas in the late game or at least be able to generate more rubble. Passive Atlas could not be knocked down while he's on the ground. Whenever Atlas strikes a petrified enemy, he has a chance to generates rubble. Rubble grants Atlas armor and enhances his abilities. Each rubble he collects grant him 100 armor. Maxes out at 10 stacks. His original passive is super strong especially during this knockdown resistance meta. However, his rubble is getting an overhaul. First, it no longer heals him when he picks up rubble. Rubble will no longer decay. He can now only have 10 stacks of rubble. Finally, he doesn't need to kill enemies to generate rubble now. Landslide Atlas covers his fists with earth and strikes his target. If enemies are Petrified, he will generate rubble with each strike on that target. If he has at least 1 rubble, each of his strikes will consume a rubble to remove enemy armor. Landslide can now strip armor as long as he has rubble generating. This incentivizes Atlas to petrify enemies to constantly generate rubble while he's punching to remove armor. Now I know what you may be thinking. It's too complicated or there's too many steps. Well, it's not that much if his kit was actually fluid. Tectonics Atlas puts up a rock wall that will taunt enemies for 3 seconds upon cast. At the end of the 3 seconds, the wall will have health based on the amount of damage it took. He may recast to make the wall redeploy itself in front of him whenever he stops moving (at no additional cost). Atlas may use Landslide to destroy the wall and convert some of the remaining HP of the wall into decaying overguard. If he has at least 2 rubble, it will be consumed and the ability will not cost energy. He may hold this ability to launch the wall as a boulder to hit enemies while also destroying it. Now this ability can actually be pretty useful. His wall can be his personal cover spot on the go. Plus, he could just cast Landslide to make it overguard. Overall, a very defensive and simple ability. Petrify Atlas gazes upon his enemies, turning them into statues. Enemies who are statues will have an aura, petrifying other enemies near them if they are hit by Atlas' other abilities or hit any of his structures. If he has at least 5 rubble, he will consume them to create a statue of himself that will petrify enemies in front of it. Now Atlas can really just petrify everything and keep it maintained. His walls can now be a catalyst for mass petrification and so could his rumblers. In addition to that, he can now consume rubble to make a statue that just petrify enemies automatically. Rumblers Atlas summons 2 rock golems that will attack enemies with rocks. Enemies that a petrifies while the rumblers are deployed will increase their HP based on the highest HP enemy petrified. Recast to heal current rumblers and refresh their duration. If casted with 10 rubble, they are consumed and will heal all allies around Atlas. Now there's actually a reason to keep the Rumblers maintained. They can actually scale in health now and are tanks that will take damage on Atlas' behalf. Also, because of how petrify now works, it can also be a source of mass petrification. This makes the rumblers actually feel like a very impactful ultimate rather than just summon 2 rock golems. Also, they don't petrify enemies upon cast anymore due to their new synergy. However, they can still serve as quick healing if Atlas has the rubble. Conclusion Overall, this makes Atlas have much more synergy and more power. It allows him to go crazy with his petrification without it being too OP or too similar to other frames. However, it might also make him more RNG based due to the new rubble mechanic. I hope that Atlas would be viable one day but right now, he can cut it but not slice through content. Hope this addresses his current problems in the meta and inspire some change to Atlas at least.
  5. I love using my Ash but there's just something about him that makes him feel less useful these days. I want to help Ash be able to keep up with other frames so I thought of some cool things Ash could have in his kit. Passive Slash procs deal more damage and last longer. Same passive because it's a pretty OP passive that also fits really well with the rest of his kit. Shuriken Ash throws a single shuriken. The shuriken has a 100% chance to inflict a slash proc and will deal damage based on secondary mods as well as power strength. While Blade Storm is active, his clones will throw shuriken. Ash's shuriken has always been kinda a meh ability. Well, now it will be able to do damage but it will no longer throw 2 shuriken. His clones will now throw extra shuriken. It's meant to be his main source of damage now. Smoke Screen Ash throws a smoke bomb below him, cloaking him and blinding nearby enemies. While invisible, he will leave behind smoke. Enemies that touch the smoke will be blinded. If he Teleports, he will leave an area of smoke behind and gain duration for Smoke Screen if he Teleports to an enemy. This is now a proper Smoke Screen that does something different than just invisibility. A little strong but I assume this will also include increasing the casting cost. Teleport Ash teleports to an enemy, ally or object. If he teleports to an enemy, he will instantly perform a finisher on them. If Blade Storm is active, he and his clones will teleport up to 4 nearby enemies (each) and perform a finisher on them. This brings back old Blade Storm but put a limit on how many enemies he can finisher. This will also make it so he keeps his old Blade Storm without it being too much. Also makes it so Fatal Teleport comes baked in without an augment. The augment could get a rework or just make him do more finisher damage as it does now. Blade Storm Ash sharpens his weapons and bullets, making them inflict slash procs on enemies. If an enemy suffers a slash proc, his clones will briefly appear and attack 2 nearby enemies near that enemy. Clones can only appear if casting another ability or every second. There can only be 2 clones out at once. Clones target the closest enemies to Ash. Basically, it's gonna make it so Blade Storm by itself isn't super strong. However, it gonna make his weapons super buffed and makes is so his clones are more active. The clones don't do true damage anymore without teleport but they do still do Slash procs. This ability is also duration based now seeing how potentially powerful this ability could be. It's also super strong just because of the synergy. I think this at least makes Ash feel a bit more unique and powerful while also making him more in line with a lot of frames right now. I hope they would at least make Ash faster or more easy to use.
  6. I think Valkyr is a frame that gets slept on way too much so I want provide some suggestions on how she could improve. Passive Valkyr will always land on her feet and does not take heavy falls. When enemies are near her, she gains knockdown immunity. If she does become knockdown, she recovers 50% faster. Passive gets some touch ups. She's now completely immune to knockdown... if you're near an enemy. Mostly to emphasize her melee playstyle. Rip Line Valkyr launches a rip line. If it hits an enemy, it will suck other enemies towards that enemy before pulling her to them. If it doesn't hit anything or hits a surface, she pulls herself towards the end of the line. She may recast this mid air to instantly pull her towards the line. Can no longer pull allies. Adds more to her Rip Line. It's definitely a staple ability of her kit and I wanted to make it more useful. She now pulls herself towards the enemies and now it will also pull enemies around the initial enemy hit. Makes it more useful for mobility and her kit in general. I also wanted to have the ability to do what Teshin did in the New War on a Warframe so, why not? Warcry Valkyr lets out a deafening cry, slowing enemies around her. Allies within range receive armor based on enemies hit and the enemy levels along with increased melee attack speed and damage. This ability now also scales with enemies around you so it's best to use it in a group of enemies. Also, due to her new ability to pull enemies in, you can rip line into a group of enemies and then Warcry to get all that armor. It will also help with her new Paralysis. Paralysis Valkyr releases her rage, striking enemies in front of her, Enemies hit take additional damage based on her current armor value and removes armor on enemies of the same amount. If enemies have shields, she temporarily disables them. Now this ability can do some damage and now it can remove armor too. If she hits enemies with Warcry, she will now to able to strip armor completely. This is now an ability that can really make Valkyr feel like a ruthless berserker, instilling fear amongst her enemies. Hysteria Valkyr is imbued with rage, unleashing her claws and her rip lines. She becomes immune to damage in this state and will restore her health with every hit. Each successful hit will also make her rip lines flair about, doing damage to enemies nearby. If she takes damage in this state, it will drain a bit of energy. After Hysteria is disabled, she will have all her shields removed (triggering shield gating). This ability now does more damage and I feel like is a much more fair compromise to her being invincible forever. It allows her to still use her abilities but not take too many hits (kinda like Revenant's Mesmer Skin but with energy drain and no iframes). Also, because her claws are kinda on the weaker side of damage now, she also gets a damage aura that will only be sustained if she keeps hitting enemies with her claws. She will no longer take damage at the end of her Hysteria but she will lose all her shields, forcing her to retreat or to gain enough armor to negate incoming damage. Otherwise, it functions as it already does. I think Valkyr is a frame that has done well for the most part but has been phased out due to power creep. I think this addresses a lot of major concerns about Valkyr without changing her kit outright. It provides some potential solutions for her kit. I personally don't think she's in too bad of a spot compared to some other frames but I do want to see her improved.
  7. Banshee is about due for a rework of some sort. I think Banshee should be more popular but she isn't so here are some changes I would make. Passive Banshee's weapons are all silenced. Enemies affected by deafen will take additional damage from Banshee's silenced weapons. Pretty simple and straightforward. With her buffed abilities, she will have several ways to apply deafen to enemies. It also adds more damage to Sonar marked enemies so it definitely needs to be balanced around it. Sonic Boom Banshee unleashes a shockwave in front of her, knocking back enemies within range. Enemies hit by this shockwave will be deafened and slowed for a brief moment after being knocked down. Essentially, this ability now applies Deafened and also slows enemies so they have a harder time getting back up. It's meant to be a CC ability so it's gonna stay primarily for CC. Sonar Banshee releases a sonar pulse, revealing enemies around and identifying their weak points. If an enemy is deafened, it will always mark their head as their weak point if it isn't already marked. Adds a bit of synergy with Banshee's kit. She now always marks heads first if they're deafened. This also adds another layer of damage multiplication to Sonar afflicted enemies, thus making it so Banshee can do an absolutely insane amount of damage in a single shot. Silence Banshee silences the area around her. Enemies within range are deafened and will not be able to cast abilities. Deafened will persist after they leave the area for a short time. Allies in the area will gain Banshee's passive while in the area. This allows Banshee to share her damage and insane multipliers to allies while also retaining its previous effects. While it's not really a major buff to Silence, it does make it far more useful. Sound Quake Banshee resonates sound into the floor, causing it to shake. The quake will expand over time until reaching a certain radius, After the ability ends, the quake persists for a while and shrinks back down to its original size. Deafened enemies will be knocked down by the quake instead of being staggered. A change meant to make it so Banshee can also participate while she's locking down the map. This allows her to choose to continue to channel or stop to attack enemies already affected by the quake. It also makes it so she doesn't just immediately die to an enemy because they're no longer CC'd. Adds some deafened synergy to put the cherry on top. These are some very minimal changes to Banshee that I think would help her at least keep pace with some of the newer Warframes like Wisp or even Nezha. I feel like Banshee has been in a rough spot for a good while now and I believe more damage and synergy can really go a long way.
  8. I was thinking that the channel would stack of the stacks of invulnerability while the tap would do it all at once but might need a few casts to get the max damage vulnerability. I was thinking more about the sacrifice tankiness for power type of scenario. While I do think it would be cool if he didn't get a debuff, I do believe that it would be cool to have this sacrifice thing going on. Also, I would think the width of the field would be scaling with range while the distance is a set amount. Also, I wanted his Effigy to have a duration since the cost of keeping it up is so high. It would last a good while and be there basically to tank on your behalf while you dish out a ton of damage. It would also not drain energy as much and allows you to recast it for the initial bomber thing more often. IDK, I just want Chroma to feel like a dragon.
  9. Since everyone wants the Dante nerfs to be reverted, let’s talk about reverting some other nerfs. Bring back Miasma Saryn. Back in the days, all Saryn had to do was press Miasma to nuke the entire map. If Dante could do it now, it’s only fair Saryn can do so again right? Revert Ash’s Bladestorm rework. His animations take time so it would be better than just nuking the map with 3 buttons right? I mean, his current function is basically Dante but worse already, why not give him some of his power back? Revert Mesa’s Peacemaker rework. She’s aimbotting but she still needs to shoot enemies she can see. At least it’s not as bad as Dante who didn’t need to even see his enemies to nuke them to oblivion. Bring back World on Fire for Ember. Let’s be honest, Ember hasn’t faired well ever since her rework. At least this would make her useful for something once again. Revert Garuda needing line of sight for Seeking Talons. If Dante doesn’t need Line of Sight, Garuda shouldn’t need it too right? I mean, Garuda never had this ability for long anyways, why not unleash the floodgates? Revert Valkyr’s Hysteria nerfs. I mean, the nerf is kind of pointless these days anyways. Just let her be immortal with her claws out again. Bring back Chroma’s original scaling. I mean, he needs it ever since he got dumped in a trash fire by DE since self damage got removed. I think it’s the least he needs at this point. That’s just a few I could think of off the top of my head. This post is meant to be a joke about how everyone wants Dante’s nerfs to be reverted. Please feel free to share what nerfs you would like to be reverted. While I know some of these changes might make certain frames worse, I don’t expect them to happen just like how Dante’s nerfs will likely not be reverted.
  10. I know the Warframe forums are not the right place to say that Dante's nerfs were warranted but hey, it's what it is now. Releasing Triumph and Tragedy the way it was was a complete mistake and now people are complaining because it was "good" for the game. As a long time players of Warframe, having a frame that can nuke a map is definitely not as fun as it seems. However, I do have to say that there are frames like Protea who can put down her slash balls and makes sure no one ever sees a single enemy. I think this type of playstyle is boring and people will definitely get bored of it after a few weeks. However, I do have to say that Dante's design is a bit boring to begin with. He's definitely not "good frame design" just because he can outpace every other Warframe in the game other than a few niche game modes. The main problem I have is how boring Dante's design is. He has overguard but instead allowing him to use the tons of overguard he could generate with his abilities, he just generates overguard. He could do slash procs and it does a lot of damage just like a lot of other abilities in the game and that's all it does. Dante's design wasn't good, he just had very overtuned numbers. I think there could've been way more synergy with his kit and way more nuance with the way he plays. I don't want Dante to be just another frame that used to be able to nuke the map, I want Dante to actually be worth playing for something other than press 3 buttons. TL;DR Dante isn't fun. His design isn't good, His nerfs shows he's not fun. I want Dante to be more interesting and fun.
  11. My friend says that Chroma isn't dragon enough. Here's a dragon enough rework (hopefully). Passive Kills made by Chroma makes enemies drop more credits. Simple and easy, he's a dragon and he deserves more money. 1st Ability -> Elemental Ward Chroma creates a ward around him, inflicting statuses to enemies inside the ward. Tap this ability to switch elements. Allies in the ward also receive a buff based on the element selected. Heat grants health regeneration, Cold grants allies increased armor, Electricity grants allies overshield, Toxin grants allies speed. Buff persist until this ability's duration wears off. Makes Chroma's Elemental Ward far more simple while also making it his first ability. I think the duration would be significantly shorter but the buffs are definitely more significant. He can also heal himself now. 2nd Ability -> Dragon's Breath Chroma unleashes his powerful breath attack to enemies in front of him. Enemies in front are inflicted statuses based on his choses element. Enemies also become more vulnerable to that type of damage after. Hold the ability to channel. This makes Chroma's Spectral Scream more consistent and deal more damage without making him actually deal more damage. It also has synergy with his ward's damage over time and his new Vex Armor buffs. 3rd Ability -> Vex Armor Chroma enchants his weapons with his chosen element and grants himself protection. Enemies dealing damage to him will grant him Scorn. Enemies dealing damage to his allies will grant him Fury. Scorn increases his damage reduction. Fury increases his damage. Now I know what you may be thinking, now he has to be in a team to actually deal damage? Well, allies means any ally and that includes his Effigy. This basically allows him to gain damage without having to die and it allows him to get the buff even in high level content. 4th Ability -> Effigy Chroma unleashes his Effigy into the air, launching it forward while it does a devastating breath attack to enemies below. Upon finishing the attack, the breath lingers for a moment and so does the effigy before returning to Chroma. During this time, Chroma takes more damage but also moves faster and gain Fury for all damage he or his effigy takes if Vex Armor is active. Now this ability creates a large (but static) status field. It also gives him an ally so he can gain Fury. It also makes him only gain Fury during this time so it's something you want to use after getting Scorn maxed. I think it's all good synergy with this reworked kit. It also forces you to choose between getting more damage or safety if you don't have Scorn maxed. I think this kinda addresses a lot of concerns about Chroma not being dragon enough. It makes his overall kit less punishing and doesn't force him to die to get his buffs going. It also adds nice synergy to his kit that makes him more versatile. Chroma should be a dragon and I think this makes him more of a dragon that he will ever be. Chroma rules.
  12. I have a few ideas about what type of augments Caliban can have and I'd thought I could share them. Razor Gyre ->Restoring Gyre Enemies hit by Razor Gyre heals and restore shields by *strength scaled number* to allies around him. Sentient Wrath -> Sentient Fury Causes Sentients summoned by Lethal Progeny to go into a frenzy when hit by Sentient Wrath, increasing their damage by *strength scaled percentage* per enemy hit by Sentient Wrath. Lethal Progeny -> Progeny Protector Sentients summoned will take *strength scaled percentage* on an allies behalf if cast on an ally. Sentient will follow the chosen ally. If not cast on an ally, it's casted on Caliban himself. He can summon one for Conculyst. Fusion Strike -> Fusion Nova A vortex is created at the center of the final explosion, dragging enemies within *range scaled number*m to the epicenter. These are just some ideas for Caliban. I know it's been joked to death and DE doesn't care about Caliban but I think it would be cool if they added something for him at least.
  13. Ok, just got Dante and one thing that really bugs me is his roll. He kinda dashes weird and I can’t follow it up with a jump or something. I think he’s bugged in many ways but this one just makes him feel very slow and clunky. Am I the only one that has noticed this?
  14. My friend did the War Within recently only to have to do it again from the beginning because of a bug. Please fix this. My friend now feels unmotivated to play the game anymore because the War Within takes a lot of time.
  15. I've been playing Nyx quite a bit recently and thought of a cool idea to rework Nyx. Passive Nyx's dodge now leaves behind an afterimage that persists for 3 seconds, Only one afterimage can be deployed at once. Enemies will attempt to attack the afterimage. I thought this would be a cool passive due to her theme of playing mind games with the enemies. This mechanic will also kinda be used later. Mind Control Nyx mind controls an enemy permanently. Enemies affected by mind control will fight for Nyx and her team and will have weapons infused with radiation damage (that scales). She can mind control up to 3 enemies and mind controlling another will replace the oldest one. Hold to relinquish control of all minions. Minions still follow Nyx and still teleport to her if they get too far away. Nyx can now have permanent minions. Due to her entire theme being around mind control, I don't think it would be too OP to give her permanent minions. I mean, Wukong can create a permanent clone and Grendel can hold enemies in his belly indefinitely . Now, Nyx will also buff her mind controlled minions with radiation damage that scales kinda like Xaku's 2 or Vauban's Flechette Orb. While this doesn't seem too strong, it does make so Nyx essentially has a little army that follow her and protect her wherever she goes. Psychic Bolts Nyx launches Psychic Bolts in front of her. Enemies hit by the bolts take radiation damage and have their defenses removed. Mind controlled minions will prioritize enemies affected by Psychic Bolts. Nothing much to change, just adds the fact that minions will now prioritize enemies affected by this ability. Also, made it so that it will hit enemies in front of her exclusively so that the targeting is more reliable. Chaos Nyx incites mass chaos by making enemies attack each other. Enemies killed will leave behind a Nyx afterimage for the rest of Chaos' duration. Only 10 afterimages can be present at once. Creating new ones will destroy the oldest one. This is the afterimage thing at play again but it's more persistent and can be used to incite more Chaos. While this ability doesn't really need a buff, it does make it so that enemies are more reliably CC'd rather than let it be up to chance. It also adds more to Chaos rather than an AoE guaranteed radiation proc. Absorb Nyx absorbs incoming fire and releases it upon enemies after. Minions that attack enemies will add damage to the final explosion. This ability no longer drains energy by absorbed damage but held damage will increase the drain cost. Nyx grant her and her minions a damage buff at the end of this ability. Nyx will now be able to absorb more damage and be a deadly juggernaut again. I didn't think that this ability really needed that much of a buff but I did want to add synergy with her minions. Now her buff also applies to minions and her minions help her absorb more damage. I think it's more suited for the overall purpose of this ability rather than actually make Nyx invincible. Conclusion I don't really believe in adding stats to these "concepts" because I feel this is supposed to be feedback to point out flaws in the current balance of the game. I do believe that this would make Nyx at least more fun to play. I've been having fun playing Nyx these days and having a little mind controlled minion made me think "why not have more minions?" I hope that Nyx does eventually get more attention. I hope you enjoyed reading through this random rework I thought of because of how much I enjoyed playing Nyx. P.S. I didn't mean to spam the forums but I thought of random feedback for only 2 frames and I thought it would be appropriate to have 2 separate posts.
  16. I have a minor complaint about Atlas' Petrify. Not only does this ability cost 75 energy base, it's kinda terrible. You have to stand still to cast it, it doesn't go very far and there are abilities in the game that can freeze the whole map with similar energy costs. Yeah, I understand that it's more than just a CC ability but if it's gonna be a core part of his kit, at least make it more usable. I'd suggest turning his Petrify back into a toggle that allows him to use melee weapons kinda like Chroma's Spectral Scream and make it so that he can still cast Landslide while channeling the ability. His last rework was ages ago and while this would've been pretty OP back then, this is the bare minimum he needs now. At least make it so he can move while casting Petrify. I'm tired of being wailed on by Butchers while trying to Petrify them.
  17. Hello, I've just returned a couple weeks ago after not playing for 3 years and I found that Inaros is currently one of the worst frames in the game right now. I was genuinely shocked by this so here's me proposing some changes. Passive Inaros gains stacks of Scarabs if he receive healing (regardless if it actually heals him or not) or heals allies. Whenever Inaros would receive healing, it will also heal allies in affinity range. Scarabs grant Inaros 1% damage reduction up to 90 stacks. If Inaros takes fatal damage while he has max stacks of Scarabs, he loses all stacks and becomes invulnerable for 3 seconds instead. Heal over time effects only grant him 1 stack per second. The main problem people are complaining about Inaros is that he can't use Shield Gating. This passive allows him to be kinda like Nidus where he could build stacks to not die instantly. This also allows Inaros to be a support frame that can heal his team really well while making himself immortal as he once was. Desiccate This ability now no longer heals Inaros directly. Enemies affected by Desiccate will now heal allies that hit that target. This means that Inaros could now just blind people and heal his entire team while doing so. Obviously, this ability will also generate Scarab stacks for the healing it does. It's also going to be his only real source of healing now due to how this rework is gonna change him. It also does what it currently does now where it blinds everyone. Devour This ability is now AoE (in a radius from the targeted area) and he may hold down the ability to draw enemies in. This no longer heals Inaros directly however, it will now pull enemies in mass towards him. He still remains invulnerable while casting this ability but enemies hit are also instantly affected by Desiccate. This does proc lifesteal from Desiccate so it still heals him. However, it's not as much healing as it was before. Channeling this ability also drains energy now just to balance it out a bit. Also, no more sand shadows because that would probably be too much. Sandstorm This is where things get interesting. Sandstorm is still a channeled ability but he's no longer stuck in the spinning animation. He can now just move freely while Sandstorm is active. Sandstorm still will deal very little damage but this damage will proc Desiccate's lifesteal. This means Inaros can literally sit there and be a tank as long as there are targets affected by Desiccate. With his new tools to pull in enemies and his healing, this makes Inaros a force to be reckon with. However, enemies are no long lifted into the air while affected by Sandstorm, instead, allies in the Sandstorm will gain evasion and enemies inside are blinded. The purpose of this ability is basically purely support now. Some of you might complain that this is gonna bring back AFK play again but Equinox, Yareli, and Octavia exist. Sandstorm was never big in the first place so it's basically a catalyst for healing. Scarab Swarm This ability can no longer be channeled for more armor at the cost of health. Instead, this will now cost Scarab stacks to use. Inaros unleashes the scarab swarm, dealing damage and consuming the armor of enemies. This ability now does corrosive damage and will no longer heal (unless they are affected by Desiccate). Overall, it kinda does the same thing where it spreads around but it does different things now. Overall, I think this solves a lot of major problems with Inaros' current design. He's not really weak, he just needs buffs in his stats. I think this suggestion is more about making his kit more fluid and synergize with each other rather than actual changes that I think should happen. I mean, his current kit isn't terrible, just kinda outdated. If he received damage scaling or a better way to revive himself and not get instantly one shot, it would definitely make him useful again.
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