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[Warframe Critique] Inaros: "No Energy Stat" Risk and Reward Playstyle


FoxFX

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<<CURRENT POSITIVES OF INAROS>>

 

  • AMONG THE MORE "STURDIER" WARFRAME OUT THERE

    • Inaros is currently the Warframe with the highest base Health with a slightly average Armor rating. He also comes with doubling his base Armor through Scarab Swarm and some status negation when paired with Augment Negation Swarm .

  • HIGH ACCESS TO HEALTH RECOVERY TACTICS

    • Abilities Desiccation and Scarab Swarm provide Inaros with as much Health recovery options you can have. This is further enhanced with Inaros' passive Undying which allows him to recover 20% of Maximum Health after performing Finishers

  • RAGE BUILD SYNERGY

    • With the Health Stat and Recovery accessibility, mods such as Rage can help him quickly cast away at enemies to handle more tricky situations.

 

<<CURRENT NEGATIVES OF INAROS>>

  • PLAYSTYLE OF INAROS: CROWD CONTROL AND SURVIVE

    • Inaros can survive for a very long time...and it feels that is about it. With all 4 of his abilities helping him remain in the game and self-defending him in some way through either healing or damage mitigation, there isn't anything else that Inaros can bring into the battlefield besides the Crowd Control he has. In general, there isn't much of a reason to use the rest of his kit besides mostly his 4th which provides both the bonus Armor and some healing (with some Desiccation to fill in some healing and CC).

  • INAROS' BLEEDOUT PASSIVE

    • This passive's effectiveness falls off very fast when it comes to higher level content. Of course an argument can be made that it is just a passive and not all passives are that great. This passive also does not allow you to cheat death in Arbitrations unlike Wukong's which only triggers if its health reaches fatal levels. Inaros's downed passive requires the Bleedout State but offers no use of the Secondary Weapon. The damage itself in this state is also mitigated by enemy Shields and Armor.

    • [NOTE] This passive also triggers if enemies are killed within range from other players. While this may make Inaros kinda feel more dependent on outside player intervention to have this self-revive kick in, it does help somewhat that this option is a possibility.

  • DEVOUR: IMMOBILE AND OUTPERFORMED

    • Devour provides invulnerability while the targeted enemy is being.."devoured." But when it comes to self-sustain, Inaros' Desiccation is far superior in healing application and in controlling crowds. The immobility of this ability could also leave Inaros open to Nullifying attacks and is very slow and sluggish in the healing and killing department.

  • SANDSTORM: LOW MOBILITY, LOW-DAMAGE, WILD CC, AND EXTREME ENERGY EXPENDITURE

    • Inaros' Sandstorm has a lot working against it. The high base Energy Costs is something that deeply hinders it along with the wild ragdoll Crowd Control it provides. The damage is Slash which is not that bad right now, and Elemental Sandstorm could be a thing with it and Viral, but the vast Energy costs and the low stagnant damage doesn't make it much worth it. In addition, you move slower for the trade-off if reducing damage you receive while active, but there is little to no reason to have that with the ragdoll Crowd Control going on and the lower speed makes it less appealing for practical use in missions.

  • SCARAB SWARM: A STATIONARY STARTUP

    • Scarab Swarm offers Inaros bonus Armor in its full potential. However, to get the most of it, you will need to stand still and wait for the Armor to accumulate making Inaros miss some of the action in some team fights. There is also the fact that spreading the swarm is a bit gated to having 25% of the total Armor you will need to spend.

  • SAND SHADOWS: WHY?

    • The Sand Clones offer very little in gameplay and do require a specific requirement to create through Inaros' 1-3 abilities. There is also the issue with depending on the enemy AI for this function of Inaros.

 

<<OVERVIEW OF INAROS SUGGESTIONS>>

Speed and mobility is important for Warframes and Inaros' kit is rather on the sluggish side. Besides the Crowd Control and high Self-Sustainability, Inaros doesn't provide much else. However, we do have healing and crowd control as two things Inaros can do, so all he would need is some other special tactic he can provide on the battlefield.

Inaros' gimmick leans on sand manipulation and raising dead so he is more of some sort of "Mummy Lord." Special Tropes associated with these themes also comes with some sort of Curse Inducements which currently Inaros doesn't technically have. So having some specialized debuff ability for Inaros' kit should help him out set him apart from the others.

Inaros' Health is immense and he technically is the very first Warframe to have Health and Bonus Armor as resources for his ability kit. We have a Warframe already that purely uses her Shield to activate abilities, so let us experiment an Inaros that uses his Health and Bonus Armor as costs for all his abilities.

Inaros' tank-like capabilities also can be reworked for a Melee-focused character if you rework his 2-3 to support his melee capabilities.

I will also like to suggest a new kind of Sand Clone universal for Inaros to put to use more effectively.

 

INAROS PASSIVE - UNDYING SUGGESTION

{+} Finisher damage from Inaros' Bleed Out State increases by +XX True Damage every 0.5 seconds while hitting a target.

Inaros' passive doesn't work in Arbitrations which is fine, but the sacrifice of not being able to use a Secondary Weapon puts Inaros in a tricky state in teamplay when a downed player can still laydown some support while they revive them. The damage ramping up will only trigger if the player is hitting the enemy offering some balance to it.

 

"EXPERIMENTAL" INAROS STAT CHANGES OF NO ENERGY AND ARMOR

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  • Inaros no longer has Energy and his abilities require the use of his Health to pay [and the bonus Armor in the case of Scaram Swarm]
  • A gauge in the form of an Egyptian Ank represents the bonus Armor Inaros currently has
    • Energy Orbs collected by Inaros will now add Bonus Armor to Inaros

This is an experimental idea for Inaros' kit. He has more than enough ample Health and recovery options outside of his abilities to sustain himself in combat. The biggest downside on this idea is the revoke of Rage builds, but the upside of no Energy adds appeal to Inaros no longer being threatened by Parasitic/Energy Drain Eximus and Magnetic Procs draining Energy.

 

 

INAROS SAND CLONES REPLACEMENTS: SAND SPECTERS OF INAROShttps://i.pinimg.com/originals/01/1c/0c/011c0cfbb93b168802bd0553691e5869.jpg

  • Sand Clones are now Sand Specters of Inaros that only wield melee weapons [Maintains the 3 Sand Clone limits]
  • Each melee hit from Specters add Combo Counters to Inaros
    • Hitting Status Affected Enemies offers bonus Combo Counters
  • Drop Health/Energy Orbs when killed or when their duration ends

 

INAROS FIRST ABILITY DESICCATION CHANGES

{-} Remove the Lifesteal effect

{+} Pays 5% of Current Health and enemies hit are pulled toward Inaros [pull strength based on Power Strength]

{+} Base 25% chance to turn killed enemies from Finishers into Sand Specters [The Augment will add the chances]

Inaros already comes with a high Health pool and many different ways to self-heal. Offing his 1st's abilities healing effects to tradeoff for a stronger crowd control and the ability to summon specters could offer a better incentive now that the Sand Clones are Specters of Inaros with melee weapons

 

"NEW" INAROS SECOND ABILITY : CURSE

Quote

Sacrifice Inaros' Health to bless it and surrounding allies with vigor and curse-inducing attacks.

  • AOE buff which sacrifices 10% of Inaros' Max Health to temporarily bless himself and surrounding allies
    • adds 5% lifesteal on hit to all weapon attacks for the remainder of the duration (Strength Unaffected)
    • adds +XXX% Status Chance and +XXX% Status Damage to weapon attacks
    • Killing enemies with the buff from Curse can have a chance to spread the killed enemy's status effects to nearby enemies

Experimental team buff which offers the ability for self-sustain and status effect support. Status Damage has been a stat that currently Empowered Blades has that could be given to Inaros for a special support effect. Status changes and the Status Stack system have become more useful since updates ago that could be explored more.

 

INAROS THIRD ABILITY SANDSTORM CHANGES

{-} Remove Speed Debuff and Damage Reduction

{+} Become Invulnerable during the ability's toggle and grants increased Movement Speed

{+} Spends XXX Health instead and ramps up the Health cost -XX per second and ramps up damage by +XX% per second [Damage of Sandstorm is affected by Enemy Level]

Increasing the speed of Sandstorm is important as well as adding more incentive to using the ability. Elemental Sandstorm Augment can still have some use since Sandstorm already does Slash Damage and that a Viral+Heat combo could make it viable as long as the damage is worth it. Since this version of Sandstorm is faster in mobility and ramps up in damage along with the cost, it could effectively make the ability more appealing to use to control or wipe out mobs. The amount of Damage Ramp up is a deciding factor on how viable this would be however.

 

INAROS FOURTH ABILITY SCARAB SWARM

{+} Increase the drain rate along with the Armor Gain rate

{+} No longer requires an enemy target

{+} Tapping the ability fires a circular AOE infecting enemies with the Scarabs bypassing obstacles (Has a 60% Status Chance)

{+} Scarab Swarm modifies the Damage Type of its damage overtime based on the target's current defenses

Scarab Swarm has always been Inaros player's most favorite ability but it did have its restrictions on needing a target to unleash the Scarabs. While sporting Corrosive as its main damage, it does not inflict any status procs surprisingly. As a 4th ability, it talks some use aside from sporting Inaros more Armor, but if the no-energy Inaros is viable, this would lessen the necessity of gaining Armor this ability currently has. That leaves adding more reason to use the Scarabs. While they provide a useful Health Regeneration and CC, removing the restrictions and adding obstacle negation felt more of a necessity. Inaros is firing ground-burrowing-hungry scarabs. Adding the ability to have the Scarabs adjust their damage type and the new Status Chance adds some more power to not only stunning enemies but also weakening them a bit more.

 

OPTIONAL CURSE OPTIONS CONSIDERED

  • Enemies hit by Curse receive damage each time they attack and move which increases the damage for each attack and meters traveled until duration ends
  • Allows Enemies under Curse to receive a random IPS proc each time they are hit
  • Enemies under Curse receive DoT and at the end of duration, a bursts of damage is deal equal to the total received damage from the DOT and other hits

 

MAIN IDEA ON THESE SUGGESTIONS

  • Maintaining Inaros' surviability and crowd control while adding Status Proc support and more punching power {Sand/Pharaoh themes usually come with "fatal curses" themes}

  • Making Inaros a bit more mobile by removing needing a single enemy target for his abilities

  • Improving gathering Armor time for Scarab Armor and improving opportunities to use Scarab Swarm's firing ability

  • Improving the Sand Clones by making them Specters of Inaros but with a hard limit on their duration.

  • Improving Sandstorm's speed and damage by ramping up the damage and making it scale with enemy level while ramping up the cost for a ore risk and reward style

  • Adding a team support effect Curse so that it is easier for the teams to benefit from Inaros' kit

 

<<CONCLUDING QUESTIONS FOR PLAYERS AND INAROS MAINS>>

  • Do you feel Inaros is a bit sluggish in mobility?

  • Do you truly want Inaros' abilities to be all CC?

  • What are your thoughts on Sandstorm adding Combo Counter to Melee?

  • Do you prefer Devour or Desiccation for healing? Why?

  • Do you think Inaros could have some specialized Status Proc debuff style?

  • Do you want some of Inaros' abilities to be activated much faster?

  • Do you like that Inaros needs a lit of holding down the ability buttons to function?

  • What are your current thoughts on Inaros' Self-Revive Passive and the restrictions behind it?

 

 

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Do you feel Inaros is a bit sluggish in mobility?

Yes, mainly because of the clunkiness of his Scarab Swarm. I feel constantly like I have to pause to "setup" and it breaks the flow. 

Do you truly want Inaros' abilities to be all CC?

Not really no. Part of his kit works super well, but part of it feels like it is disconnected from the rest and lacks synergy. The life steal part of his passive and dessicate are great synergy, but apart from that... there is just WAY too much redundancy and most Inaros rarely use anything but 1, 4 and one half of his passive. 

What are your thoughts on Sandstorm adding Combo Counter to Melee?

Not a bad idea, obviously not enough, but you addressed that in your post. 

Do you prefer Devour or Desiccation for healing? Why?

Desiccation by far. Devour is clunky and takes forever on higher level. Also, the animation after you finish devour leaves you open, somewhat negating the invulnerability a bit,at least the last time I remember. I rarely use Devour because it's so clunky and not helpful. 

Do you think Inaros could have some specialized Status Proc debuff style?

Perhaps, it might make some of his other abilities more interesting, as long as we don't see too many changes to his good passive + dessicate, which is great synergy and imo doesn't need a lot of change. 

Do you want some of Inaros' abilities to be activated much faster?

Absolutely. He is incredibly clunky. 

Do you like that Inaros needs a lit of holding down the ability buttons to function?

No. Not at all. It makes him super clunky. See above. 

What are your current thoughts on Inaros' Self-Revive Passive and the restrictions behind it?

It is a hot mess. Either just remove it entirely, or make it scale better. If Scott thinks saving yourself after you go down is too op, give it some kind of cooldown that gets longer if you keep needing it shortly after the cooldown ends, and can go back down if you don't use it for a while. Or make it have diminishing returns, like each time he gets back up he starts with less health for a while, like a temporary health debuff. I don't care how it scales. Secondary mods, ramp up damage, just make it scale or remove it. 

Every passive doesn't need to do a lot, but this one can actively get in the way, especially on solo. 

As for the rest of your post, I like your ideas. The idea of him using only health is a cool idea, and you nicely address making him a little more tanky to make up for it as well. 

I'm not going to waste space reiterating stuff, because I agree with most of what you wrote. I would emphasize though, that I especially like the idea of him using his health for energy, because I think rage while cool on him, is also a little too convenient, and little way too necessity. Like, could you imagine an Inaros build that doesn't have rage? You would cut like... literally any other mod first. 

Other thoughts, I like your idea for the specters, and definitely think the whole thing needs a big change. The current way the specters work are way too clunky too summon, and too dependent on how long it took you to make them for duration.That feature especially needs to go. 

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Everything I can contribute to this thread is that currently Inaros is low risk low fun frame. People coming into WF might pick him up to do arbies more reliably, but that's about it. 

I wish you your suggestions being somehow miraculously considered by devs and co. Some of them, at least. 

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Hard no on most of the ideas from a thematic and mechanical perspective, aside from the ones the improve the existing framework.

Literally every person tries to turn Inaros into Walmart Saryn or Walmart Nekros or both, and in that instance and the idea of Health Battery in game where enemies can one shot you with impunity after a certain threshold is a stupid idea, and Hildryn bears that out pretty cleanly, also if Saryn and Nekros exist, Inaros doesn't need to emulate either.

Sandstorm does true damage and already has a proc augment. Dessication is literally fine and everyone unilaterally misses that this ability gives Inaros, whom is a CC/melee tank 700% melee damage, nevermind the massive health return.

Desiccation also does benefit the team, if the team is too ignorant to understand this, or refuses to bother with because volt or wisp or atterax spam, that's not on Inaros' mechanical design to fix. I also don't you think you understand how absurdly powerful this will make Inaros, whose main purpose is achieving melee dominance through CC and being immune to damn near anything. Making other Rhino or other Nezha or other Saryn or Other Nekros does him no favors.

Scarab Swarm also does help immensely as it is, if player aren't using it, again that's on them.  Also given how strongly armor still affects DR, the speed of casting and build is balanced around that.

The entire point of Inaros grabbing enemies and making spectres is damage immunity and targeting redirection and it has nothing to do with crowd control and it shouldn't as his 1/3/4 cover that.

You can make a point for scaling in sandstorm, but that's about it and again it has a proc augment already.

Your thesis is basically build Inaros one way or lose the point of his stats. No thanks.

On 2020-07-02 at 1:37 AM, FoxFX said:

Do you feel Inaros is a bit sluggish in mobility?

He's supposed to be.

On 2020-07-02 at 1:37 AM, FoxFX said:

What are your thoughts on Sandstorm adding Combo Counter to Melee?

Down/Lifted melee true damage at 700% damage.

On 2020-07-02 at 1:37 AM, FoxFX said:

Do you prefer Devour or Desiccation for healing? Why?

Devour has damage immunity, there is no fair comparison.

On 2020-07-02 at 1:37 AM, FoxFX said:

Do you think Inaros could have some specialized Status Proc debuff style?

You've provided zero percent balancing versus 700% melee damage and now you want some proc on top of that. Sure, why not. Let's go ahead and get him nerfed after for maximum drama.

On 2020-07-02 at 1:37 AM, FoxFX said:

Do you like that Inaros needs a lit of holding down the ability buttons to function?

Spamming buttons over and over isn't any more constructive or engaging.

On 2020-07-02 at 1:37 AM, FoxFX said:
  • What are your current thoughts on Inaros' Self-Revive Passive and the restrictions behind it?

This is the only salient point present. Yes it should scale by Inaros' level and max health.

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His passive is his only real flaw. People keep complaining about Inaros, but it's rare to encounter an Inaros that understands his kit, or what he can bring to a group. I have also witnessed Inaros players die, which is really sad.

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5 hours ago, T-Shark69 said:

Wasn't it Slash damage? When did it change to true damage?

Sandstorm does and still does Slash Damage. The DoT status proc from Slash procs in True Damage.

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13 hours ago, Tesseract7777 said:

Do you feel Inaros is a bit sluggish in mobility?

Yes, mainly because of the clunkiness of his Scarab Swarm. I feel constantly like I have to pause to "setup" and it breaks the flow. 

Do you truly want Inaros' abilities to be all CC?

Not really no. Part of his kit works super well, but part of it feels like it is disconnected from the rest and lacks synergy. The life steal part of his passive and dessicate are great synergy, but apart from that... there is just WAY too much redundancy and most Inaros rarely use anything but 1, 4 and one half of his passive. 

What are your thoughts on Sandstorm adding Combo Counter to Melee?

Not a bad idea, obviously not enough, but you addressed that in your post. 

Do you prefer Devour or Desiccation for healing? Why?

Desiccation by far. Devour is clunky and takes forever on higher level. Also, the animation after you finish devour leaves you open, somewhat negating the invulnerability a bit,at least the last time I remember. I rarely use Devour because it's so clunky and not helpful. 

Do you think Inaros could have some specialized Status Proc debuff style?

Perhaps, it might make some of his other abilities more interesting, as long as we don't see too many changes to his good passive + dessicate, which is great synergy and imo doesn't need a lot of change. 

Do you want some of Inaros' abilities to be activated much faster?

Absolutely. He is incredibly clunky. 

Do you like that Inaros needs a lit of holding down the ability buttons to function?

No. Not at all. It makes him super clunky. See above. 

What are your current thoughts on Inaros' Self-Revive Passive and the restrictions behind it?

It is a hot mess. Either just remove it entirely, or make it scale better. If Scott thinks saving yourself after you go down is too op, give it some kind of cooldown that gets longer if you keep needing it shortly after the cooldown ends, and can go back down if you don't use it for a while. Or make it have diminishing returns, like each time he gets back up he starts with less health for a while, like a temporary health debuff. I don't care how it scales. Secondary mods, ramp up damage, just make it scale or remove it. 

Every passive doesn't need to do a lot, but this one can actively get in the way, especially on solo. 

As for the rest of your post, I like your ideas. The idea of him using only health is a cool idea, and you nicely address making him a little more tanky to make up for it as well. 

I'm not going to waste space reiterating stuff, because I agree with most of what you wrote. I would emphasize though, that I especially like the idea of him using his health for energy, because I think rage while cool on him, is also a little too convenient, and little way too necessity. Like, could you imagine an Inaros build that doesn't have rage? You would cut like... literally any other mod first. 

Other thoughts, I like your idea for the specters, and definitely think the whole thing needs a big change. The current way the specters work are way too clunky too summon, and too dependent on how long it took you to make them for duration.That feature especially needs to go. 

 

It took me a lot of thought about the current use on Sand Clones. One of the things I've seen many people complain about is depending on Enemy AI to fight for you mostly ends up not paying off in the long run. There could be different ways to alternate them, but for now I chose the Sand Specters as an example. The process of summoning the Sand Clones also felt too restrictive to put to some use in my experience. Compared to other Warframes that have summoning abilities, the Sand Clones are the ones that felt harder to do as the level of enemy encounters grow.

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5 hours ago, (PS4)Ozymandias-13- said:

This is great. It's success will likely depend on proper number balancing, as usual, but it would be removed from my list of excruciatingly boring frames for sure. I love his theme, but his current brain dead low risk style has no place being in this game.

 

I have had a lot of people critique Inaros' playstyle lately being very bland, and at times I keep wondering what makes Inaros special outside of his tankiness compared to other tanky-like Warframes.

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Okay While I agree with "Inaros should have more abilities around sacrificing his health", I do not agree with making him another Saryn.

Personally, I want him to follow more on his lore. Thus, his reworks and enhancements should be focused on protecting allies. Hopefully, making them tankier so the glass cannon frames would shine even more.

1 should stay as it is.

2 should stay mostly the same, but give a toggle so Inaros can summon a sand shadow at will by sacrificing his health.
  THE PURPOSE OF THE SHADOW IS NOT FOR DMG. It should become a taunting sandbag that would follow you and you're allies which would divert bullets toward your allies.
  Thus, protecting them.

3 Sandstorm consuming health is great. I've always loved this idea.
   Personally it should become faster & bigger the lower health Inaros has. But not more dmg.
   Instead, it should share Inaros' dmg reduction and health absorption(from his 2 & 4) to his teammates. Applying buffs for about 10~15 sec to any ally who enters his range.
   Re-entering should renew the buff.
   Simultaneously, it shouldn't fling enemies but trap them in the vortex. Only flining them in a large group where Inaros is facing when he cancels the ability.

4 is great. but it should probably get a new animation so it isn't confused with his 2.

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I have seen some people suggesting that Inaros should be focusing on being a protector and playing that protective role on protecting other players. In the current state of the game I feel that is a viable take, however, having some other means of dealing with threats especially by itself also helps. Supporting players is always going to be fun for some and is very welcoming to have in a team, what happens when the team is no longer and a kit designed for team support becomes moot?

I feel with the way the game is now, having an entire Warframe's kit specialize in one major role can be a double edge sword if all the abilities are designed that way. This situation happened to be an issue when it came to Ember before her major rework. Her kit included one support/stun ability and 3 different ways to sent enemies on Fire. Now, Ember has a means to self-defend herself, strip armor, deal decent damage and spread Heat procs making her feel a lot more dynamic in her kit.

Inaros hasn't really been touched or discussed as much as he should've been, though part of the reason is that Inaros has the capability of surviving higher content with very low effort. It may not be a problem now, but with the Prime coming and more players getting him and playing him, I fear they may see something wrong with him in the future.

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38 minutes ago, FoxFX said:

and more players getting him and playing him,

He's the second most played frame, which once again highlights apparently his synergy is high enough, and I'm rather intrigued in the universe you live in where 700% melee damage isn't enough damage.

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2 hours ago, -Kittens- said:

I'm rather intrigued in the universe you live in where 700% melee damage isn't enough damage.

In a universe where already tanky baruuk can clear a crowd in one combo before you'd be able to use blind damage bonus? Go figure.

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Imagine a frame that many people use, but you want to take it away just to make a small nitpicky group of people happy. It would be great game design to listen to such opinions.

 

(sarcasm, btw)

 

You want more interactivity etc.? Go pick a frame that does. You want something that's straightforward in purpose, pick that. Not everything has to be the same level of power, tankiness, or interactivity, for everyone. 

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21 minutes ago, GREF_TM said:

In a universe where already tanky baruuk can clear a crowd in one combo before you'd be able to use blind damage bonus? Go figure.

Except Baruuk's 4 tables off very very quickly after L150 and Inaros does not, and barruuk's quite useful power which doesn't level off is a 360 degree copy of Inaros which only further highlights my point; omg saryn so engaging and dynamic omg nekros so minions and phat loots, meanwhile in reality both of those frames hit buttons way less than you think and simply wander around the map whilst said signature powers do their respective damage and effect without any player input other than motility. Exciting and dynamic gameplay!

There's zero reason for Inaros to do what anothe frame already does as it's staple and signature mechanical theme, nevermind Ember is way more like Saryn than used to be evne with WoF changes and if you want discount Nekros with moar unkillables, tada here's revenant. There's already enough copies, and that Inaros is #2 in player selection preyty much ends an anecdotal "one time I heard lots of people Inaros blah blah blah" fullstop and unilaterally.

Again there are some neat things here ala curse and let's make Inaros straight egyptian, even though that wasn't the goal at all from DE, and while that's better than virtually every other post that is literally make button spam health battery saryn nekros, but the mechanics threreof are still too similar, and there's already a gigantic glut of nukes and debuffs kits in this game.

Nope.

19 minutes ago, T-Shark69 said:

LMAO you gotta be trolling now

Inaros began the trend that Nidus perfected, that you're unable to use it properly is on you.

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4 minutes ago, Xepthrichros said:

Imagine a frame that many people use, but you want to take it away just to make a small nitpicky group of people happy. It would be great game design to listen to such opinions.

As opposed the usual DE way of taking a very used frame and nerfing the S#&amp;&#036; out if it?

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2 minutes ago, -Kittens- said:

Except Baruuk tables off very very quickly after L150

Except he doesn't. He performs well enough even against steel path enemies with double HP and sortie-boosted armor, and by the way, a crowd of normal heavy enemies of lvl150 still dies in one combo, maybe with one extra hit or so if you lowroll. Not like it matters though, as aside from one time steel path safari there isn't a single piece of lvl150 content in the game that is worth playing.

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The only person clueless here is you, but by all means continue holding up the mission with your totally amazing gymkata impersonation when the rest of the squad including inaros is three tiles further into the mission.

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1 minute ago, -Kittens- said:

The only person clueless here is you, but by all means continue holding up the mission with your totally amazing gymkata impersonation when the rest of the squad including inaros is three tiles further into the mission.

no u

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It's honestly sad how often good suggestions to improve Inaros are always attacked by the omega scrub lords that think his CC or healing is great because they never experienced something better. Nyx and Hydroid mains at least know their weaknesses and ask them corrected, despite their strength. Most vocal Inaros players on the other hand just try and shut you down anytime a change is suggested.

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2 hours ago, -Kittens- said:

The only person clueless here is you, but by all means continue holding up the mission with your totally amazing gymkata impersonation when the rest of the squad including inaros is three tiles further into the mission.

If there is something you wish to say, please respectfully say it. This is a forum to discuss about the current state of Warframe (in this thread it is about Inaros). Please do not insult others.

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I also want to clarify that while I am suggestion that Inaros also carries with him some type of "pharaoh curse" int he form of special status infliction support, the "curse" playstyle can be any sort of special debuff we can think of. The curse Inaros currently has is in the form of the Sand Clones (based on the current ability description of Devor), but the process of taking advantage of that and the Sand Clones feels extremely gated and requires more time than most Warframes. In the talk of creating distractions, Nyx's Chaos and Mind Control surpasses Inaros' Sand Clones current role in terms of usability and speed, but both cases share the heavy drawback of relying on the Enemy Stats and their AI.

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