MarakViri Posted March 22 Posted March 22 8 hours ago, Mayhem-Ivory said: Not entirely true. While niche, I tried putting Marked for Death on him to fill out his lack of room-clear abilities, and the 10 dps true damage ticks trigger it. So you can't use it with finishers to deal AoE damage. Now this might not be neccessary after the rework, and would already have been mediocre after the Marked for Death nerf, but it does stand out as an option being taken away because of that useless function. I mean, not entirely useless (it can be a nice subsume heal for low HP frames that need the stun), but I wasn't even aware of this interraction ... mostly because I haven't touched Marked for Death more than twice. But I've edited my initial post to include this. 1
ZannaLion Posted March 23 Posted March 23 On 2024-03-13 at 6:57 PM, [DE]Megan said: Inaros' special bleedout state where he could pull enemies toward his Sarcophagus and leech their Health has been replaced: When Inaros dies, he turns into a Sand version of himself with normal movement and a Melee attack. Land a certain number of hits on enemies before time runs out in order to respawn -- but the more often you die, the more enemies you have to hit I don't know how to feel. The previous death passive was cool in concept but bad in execution, this one feels not cool in concept but good in execution. We traded a sarcophagus that channel life from his enemies to a space mummy that slaps enemies to revive himself? At least give him a weapon like a sand khopesh or a sicle! For the rest of the rework, nice job DE! Inaros finally feels good and funny to use, at least on paper. I'm gonna use him even more now, i'm so happy!
Zilotz Posted March 29 Posted March 29 On 2024-03-13 at 8:57 PM, [DE]Megan said: The "Negation Swarm" Augment Mod has been retired, its special effect is now part of the base ability: While Scarab Shell is active, hostile Status Effects are ignored at a small cost in Armor. I wish i could reverse this one - constantly charging it is annoying, especially if i have already blocking of status important effects without is(Prime SureFooted and Arcane Nullifier). That "small cost" accumulates very fast in real missions.
MarakViri Posted March 29 Posted March 29 1 hour ago, Zilotz said: I wish i could reverse this one - constantly charging it is annoying, especially if i have already blocking of status important effects without is(Prime SureFooted and Arcane Nullifier). That "small cost" accumulates very fast in real missions. Uhh, so ... about that ... Scarab Shell's negation triggers before sources such as [Primed Sure Footed], so that's not really going to help. Also, the Status Protection lasts for roughly 3 seconds (from what I've been able to tell). Given that it drains an un-scaling 5% of your Scarab Shell with each negation, it will last for 20 activations, giving you a rough minimum of 60 seconds. It's also unaffected by Nullifier bubbles, so there's that at least. I'm not sure if it triggers before or after [Arcane Nullifier], but that should be fairly easy to check (summon some Hollow Vein units in the Simulacrum and see if your shell gets depleted (assuming you have a max rank [Arcane Nullifier], which I don't (and thus cant check myself))). So, really, this provides 60+ seconds of Status Immunity, which is actually pretty good (compare it to the other methods of attaining Status Immunity). The main downside is that is has priority activation, so [Primed Sure Footed] (and I imagine the resistance arcanes) are basically useless at minimising the drain. If they simply had it apply it's negation after a check for other means of status negation, then it would be so much better. It does make me curious about how he would function with Spellbind or Hideous Resistance. Would Scarab Shell deplete or would Hideous Resistance deplete (or both), and would Spellbind completely prevent the drain, or would it's own immunity be functionally pointless until you lost the shell? Granted, I could check these, but I'm not that curious yet. 1
Zennophati Posted April 5 Posted April 5 The old coffin passive was useless indeed because the damage is so low and not scaling to anything. The new passive is good at concept, but also rather useless, as the attack speed is too slow and the meter also fills too slow, and again its not scaling to anything. I wish Inaros can get last gasp like other frames, its much much much more useful and dependable 2
Kartumterek Posted April 22 Posted April 22 I must agree that the new coffin mechanic is weaksauce, especially against flying enemies. should revert to the old one just increase the damage a bit to help it along. the new one has too many issues to address
ShadowStar6 Posted April 24 Posted April 24 So there was never a dev workshop, that I saw, that was for the (in)visibility changes for frames like Ivara and Loki.. It is such a great idea but I have to ask why it wasn't made into an accessibility setting instead of occupying an attachment slot? Ivara, Stalk from the Huras Kubrow, and Ghost from Shade all have the opportunity to turn other warframes/non stealth included warframes invisible. Its a really awesome feature but I feel like restricting it to certain warframes is almost an entire tragedy when you look at all of the situations where outliers are affected and start to realize just how common the issue may be. Perfect example is I remember when I used to farm hydroid often and we'd have, somewhat regularly, ivara players hitting us with invisibility arrows. It was nice to be "in plain site" in that instance but now I ask why cant we have this feature universally as a setting instead of an attachment. Yes, I am sure I am missing some other stealth that isn't inherent to a frame and I apologize, feel free to correct me on anything that's missing and I will add it in an edit.
(PSN)AbBaNdOn_ Posted July 29 Posted July 29 >>>> July 2024 I used Inaros very little before rework. I have wanted to spend time on him after but haven't had the chance. Got an Invigoration though last week so I have been using him all week. Overall I think he feels great. With Sandstorm and his 4th I can see people wanting to max out HP or Strength and using Inaros primarily for his abilities. I like making my frames tanky though. I used 3 Tau shards for armor which gets him up to 900+ which isn't a ton (about 70+% base DR). Then I have him 2 Tau shards for strength. I use Blind Rage+Overextended which kinda cancel each other but I still end up with a net positive for both for only 2 slots. 1st Ability: Cant really speak to this. I don't need it for healing 2nd ability: The thing I loved most on Inaros pre/post revamp. Like someone else said... It sucks if this ability blinds other players... I haven't really played with to many Inaros to see their sandstorm. Mine is light brown to make it look like sand and it blots out alot on my screen but it doesn't affect the user at all. But I worry I am annoying others. I KNOW it has to be annoying to others when I scoop up a ton of enemies and swirl them around in the air while the storm is going on.... Thats my first bit of feedback. While Sandstorm is going on enemies should be swirling around right at ground level near Inaros (the bottom of the twister) so that other players can shoot/melee guys who don't die in the storm. They don't really have that chance if the enemies are up in the air. Now an Inaros could just pulse sandstorm to pull enemies in BUT...sandstorm also heals Inaros AND makes him invuln so you kinda want to stay in sandstorm longer. So I would just like to see it be more squad friendly by atleast letting others have an easier time killing stuff in the storm. (maybe sandstorm could even work like Zephyr tornados and people could shoot into Sandstorm to beef up the damage... that would be insane) 3rd Ability: Scarab armor. I didn't have alot of experience with this and it took me a little bit to even start using it. It drains alot of HP but he has natural ways of healing. I get 700-1k armor from this buff which I don't really need but I will take it lol. I'm sure on some builds Inaros leans heavily onto this ability. I'm sure my suggestion would ruin alot of builds... but... Instead of armor... I think it would be cool if this ability raised your Max HP+was a direct heal. Base on whatever Stat it would give a buff. You could NOT stack this buff multiple times, If it was based on STR and your STR went up sure it would grant a better buff. If you think about it a Max HP buff is synergistic to his 4th. Instead of armor or HP this ability could grant Overgaurd instead. Like others have said a pure HP build has no shield gates and can be screwed sometimes. My Inaros starts with 5k HP and 900 armor... through combat both go up, yet I can get one shot by lasers in void defense... not cool. When I play Inaros I feel like he is missing a group buff. I could sandstorm non stop but I feel like that would be annoying to others so I like to chill out and let others do the killing until I see big piles of enemies to wade into. But I also feel guilty for standing by. Having a support ability would alleviate some of that guilt lol. This 3rd or his 1st would be a good spot for it. If HP/Over got applied to the squad that would be dope. Or this ability could do something completely different to buff whatever or debuff enemies(NOT SLOW). On my Inaros this ability is pretty meaningless so I am def thinking about subbing over it. 4th Ability. No complaints here... I don't really use it. I can see it being the main ability for other builds though. It works to slow to be helpful for armor Stripping in my opinion.. When I use it though I usually fire it at one mob and then run off in some other direction to actively kill a different mob. I know it uses your HP to determine base damage. That's why I suggested that change to his 3. I cant help but use Arcane Reaper+Blessing on stuff. More HP, HP Regen, Armor on melee kills?? Yes please!!! Blessing upping my Max HP on Inaros also helps his 4. The only thing I question on this ability is the spread... I never sit around and watch the after effects.... I know how Saryn works, and that's what I expect on Inaros. He has less range but I expect to see the effect active for a little bit. It would be nice if his 4th got a little UI thingy like Saryn's Spores...telling you how many enemies are affected by his 4th (and let you see when the number starts to dwindle) DEATH = This is my most hated part of Inaros. I got no experience with the old death mechanic. The new one is garbage though. Your sand Inaros or whatever is slow as dirt, if it takes more than half a second to fill up your revive meter how you think anything is going to be around to hit on with the whole rest of the squad killing everything?? We have way more of a chance to revive as operator lol. When Inaros dies he should burst into a swarm of scarabs that spread out in every direction and seek out enemies to FEED on. Doing small ticks of damage to enemies and maybe stunning them. A meter would fill up based on tick hits or actual damage inflicted, once full Inaros would be reconstituted from all the health the scarabs consumed from your enemies. You do not control the swarm, its automatic. In the meantime while that is going on you would either be a sarcophagus or you could get your second chance as operator. ============= In short... a more squad friendly sandstorm, some kinda buff/tweak to 3, a little UI tweak to 4, complete overhaul of his death mechanic. I love melee and Inaros new sandstorm is freaking awesome in its own right but also as a pull. I enjoy Inaros alot but I have to worry what kinda experience the rest of my squad is having.
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