Muxailo Posted June 23, 2020 Share Posted June 23, 2020 My rework suggestion: Decrease base hp at 0 rank to 300, (at max rank - 1200). Passive: Same as current, but Inaros can consume Sand Shadows in downed state, each will increase revive gauge by 25%. 1) Desiccation: Same as current, but with additions of synergies: Spread Scarab Swarm ability to all damaged by Desiccation enemies if at least one of them was affected by Scarab Swarm for 100% of remain duration. Grant 100% confusion chance on damaged enemies if Inaros within range of The Eye of The Sandstorm ability. Augment - Desiccations Curse: Killing blinded enemy with finisher and 2 seconds after finisher have +25% chance to spawn Sand Shadows for each Inaros different ability affected the target (note: if Scarab Swarm casted on target spawn chance will be at least 75%: 25% base Sand Shadows spawn chance from Scarab Swarm + 25% from augment for Scarab Swarm +25% from Desiccation). 2) Devour rework: Inaros drain vitality of the enemy within 8m range (1s cast only, no long duration sucking of hp), dealing 500 TRUE dmg and increasing his own MAX HP by 100% of damage dealt by this ability. Max HP gained slowly decay to 0, decay rate increase with multiple casts. Synergy: Heal Sand Shadows by small HP% around you. No range restrictions if casted on target affected by Scarab Swarm. 3) Scarab Swarm: Same as current, but with small changes - (HOLD) instant cast which adds 25% Scarab Armor charge, each cast cost 400 HP and stops decay of Devour ability for short duration. (TAP) - same 25% Scarab Armor charge cost, Scarabs increase damage taken of affected enemies, Scarabs don't passively spread and don't cause panic, 10s duration. Enemies died with Scarabs active on them have 25% chance to spawn Sand Shadows. Sand Shadows HP slowly decay over time (as Nekro's Shadows) Augment - Negation Swarm: No changes needed. 4) The Eye of The Sandstorm: Inaros creates sandstorm zone which slow down enemies and reduce their accuracy, also providing a chance of confusion proc on enemies to attack each other for short duration. Closer to the epicenter - stronger effects and higher confusion chance. (HOLD) Consume all remain Scarab Armor charges to activate Scarab Swarm on all enemies for next X within range. Sand Shadows will try to stay within The Eye Of The Sandstorm range which increase their damage and grant a them chance to evade attacks even from enemies outside of ability range. Augment - Everlasting Scourge: Radius expand over time, +50% status duration on all enemies within range. Link to comment Share on other sites More sharing options...
-AoN-CanoLathra- Posted June 23, 2020 Share Posted June 23, 2020 So a massive nerf in exchange for even clunkier mechanics? Why would we want this? 1 Link to comment Share on other sites More sharing options...
-Kittens- Posted June 23, 2020 Share Posted June 23, 2020 so bad. All the no. Literally every person who's tried to remake Inaros has completely missed the point of why the character exists and boils down to walmart nekros or walmart saryn. Hell naw. Link to comment Share on other sites More sharing options...
Tinklzs Posted June 23, 2020 Share Posted June 23, 2020 I'd just like to have his pocket sand (#1) and his tornado (#3) actually convert all enemies touched (aka instantly kill them, with exceptions of course) and convert them into sand minions for a short time. Sure, inaros is a health tank, and most use him strictly for that. Rhinos is a armor tank, but at least he can CC and support his team. Inaros CAN CC, but when you can survive it all - why bother? I think the above suggestion (#1 + #3 instant wombo combo) would help make him more than just a health tank and breathe some life into his kit. Also his passive should be redone, or deal 20-25% per second. Link to comment Share on other sites More sharing options...
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