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Nekros rework and mod suggestion


Shadowxd79X
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Dear player base,

I'd like to address some issues concerning Nekros. As a Nekros main, I frequently encounter a problem with my fourth ability, where I use it to heal my shadows, but after a few seconds, a random shadow dies despite being healed to full health.


To clarify, this isn't about summoning disposable entities like the quickly perishing infestation "Brood Mother's maggots." Instead, I'm referring to Grineer enemies that inexplicably perish after the use of Nekros's fourth ability. This brings me to my suggestion: frames like Atlas, Nidus, Sevagoth, and Grundel could benefit from having side indicators on the right side of the screen, akin to Grundel's first ability, which displays the health of enemies he swallows. Implementing something similar for Nekros's fourth ability could provide visibility on the health status of his shadows. While I acknowledge potential screen clutter due to Nekros's ability to summon numerous shadows, reducing the size of the health bubbles while retaining enemy images (similar to "Grundel's HUD") could mitigate this issue. If not this exact solution, I trust that Digital Extremes (DE) could devise a suitable alternative.

 

Ability rework

I'd like to propose a solution for Nekros's fourth ability. Currently, he's unable to switch out shadows until all of them perish. My suggestion is to rework his first ability to allow holding said ability, enabling players to switch out any shadow of their choosing. I trust that DE could devise an appropriate solution to address this issue. It's crucial to implement such changes rather than waiting for ideal enemy respawn after the fact, streamlining Nekros's gameplay experience.


Augments

It's unfortunate that the last augment for Nekros was introduced in 2016, nearly a decade ago, especially considering the continuous release of augments for other frames. While Nekros's kit is good, introducing more augments would be beneficial. Some augments, like "Despoil," are essential for certain builds and contribute significantly to Nekros's playstyle as well as "shield of shadows," Addressing this gap in augment availability would enhance the comfort of Nekros players. Furthermore, the absence of augment slots is regrettable. Given the potential addition of more useful mods for Nekros, augment slots would prevent cluttering and offer players greater flexibility in customizing their builds. The lack of universal functionality for all augments, exemplified by Nova's "Escape Velocity," is also noteworthy and should be rectified.

Tomes

While the grimoire provides substantial buffs, the limited selection of tomes is noticeable. Introducing more ally-focused mods, such as those augmenting damage, would enrich gameplay options, especially for frames like Nekros, Revenant, Nidus, and Atlas, which also summon allies. For instance, the "Thorium Infection" mod enhances allied damage but restricts movement—a trade-off not favored by all players. Offering alternative options to boost allied damage through tomes would provide greater versatility and cater to diverse playstyles.

Thank you for considering these suggestions. I hope they reach the appropriate individuals within DE.

Best regards, [a Nekros main]

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1 hour ago, Shadowxd79X said:

Dear player base,

I'd like to address some issues concerning Nekros. As a Nekros main, I frequently encounter a problem with my fourth ability, where I use it to heal my shadows, but after a few seconds, a random shadow dies despite being healed to full health.


To clarify, this isn't about summoning disposable entities like the quickly perishing infestation "Brood Mother's maggots." Instead, I'm referring to Grineer enemies that inexplicably perish after the use of Nekros's fourth ability. This brings me to my suggestion: frames like Atlas, Nidus, Sevagoth, and Grundel could benefit from having side indicators on the right side of the screen, akin to Grundel's first ability, which displays the health of enemies he swallows. Implementing something similar for Nekros's fourth ability could provide visibility on the health status of his shadows. While I acknowledge potential screen clutter due to Nekros's ability to summon numerous shadows, reducing the size of the health bubbles while retaining enemy images (similar to "Grundel's HUD") could mitigate this issue. If not this exact solution, I trust that Digital Extremes (DE) could devise a suitable alternative.

 

Ability rework

I'd like to propose a solution for Nekros's fourth ability. Currently, he's unable to switch out shadows until all of them perish. My suggestion is to rework his first ability to allow holding said ability, enabling players to switch out any shadow of their choosing. I trust that DE could devise an appropriate solution to address this issue. It's crucial to implement such changes rather than waiting for ideal enemy respawn after the fact, streamlining Nekros's gameplay experience.


Augments

It's unfortunate that the last augment for Nekros was introduced in 2016, nearly a decade ago, especially considering the continuous release of augments for other frames. While Nekros's kit is good, introducing more augments would be beneficial. Some augments, like "Despoil," are essential for certain builds and contribute significantly to Nekros's playstyle as well as "shield of shadows," Addressing this gap in augment availability would enhance the comfort of Nekros players. Furthermore, the absence of augment slots is regrettable. Given the potential addition of more useful mods for Nekros, augment slots would prevent cluttering and offer players greater flexibility in customizing their builds. The lack of universal functionality for all augments, exemplified by Nova's "Escape Velocity," is also noteworthy and should be rectified.

Tomes

While the grimoire provides substantial buffs, the limited selection of tomes is noticeable. Introducing more ally-focused mods, such as those augmenting damage, would enrich gameplay options, especially for frames like Nekros, Revenant, Nidus, and Atlas, which also summon allies. For instance, the "Thorium Infection" mod enhances allied damage but restricts movement—a trade-off not favored by all players. Offering alternative options to boost allied damage through tomes would provide greater versatility and cater to diverse playstyles.

Thank you for considering these suggestions. I hope they reach the appropriate individuals within DE.

Best regards, [a Nekros main]

I've been a long time Nekros user myself, and I generally subsume off his #4. Even after playing him for +10 years, I still find myself shooting the shadows, regardless of their color. What I've found to be the absolute best is stacking corrosive shards and running Tempest Barrage with its Viral augment. Taken that to level cap at least once.

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3 hours ago, Agall said:

Even after playing him for +10 years, I still find myself shooting the shadows, regardless of their color.

Same, he's always been my go-to loot specialist and has my fanciest shard arrangement, yet I still shoot my own shadows because they look like normal Corrupted enemies with my frame's elemental status effects on them. Up close they're even this faded gold color with a green tint. 

I've always wished they looked like the Ballistica Prime ghosts, which are very ghostly. There's even a thread on exactly this from 7 years ago.

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13 minutes ago, Xylena_Lazarow said:
3 hours ago, Agall said:

Even after playing him for +10 years, I still find myself shooting the shadows, regardless of their color.

Same, he's always been my go-to loot specialist and has my fanciest shard arrangement, yet I still shoot my own shadows because they look like normal Corrupted enemies with my frame's elemental status effects on them. Up close they're even this faded gold color with a green tint. 

As a non-Nekros player who is always flustered by these, and generally blame it on my own deficiencies,  it's kind of a relief to hear even people who are accustomed to the minions can have trouble with them.

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16 minutes ago, Xylena_Lazarow said:

Same, he's always been my go-to loot specialist and has my fanciest shard arrangement, yet I still shoot my own shadows because they look like normal Corrupted enemies with my frame's elemental status effects on them. Up close they're even this faded gold color with a green tint. 

I've always wished they looked like the Ballistica Prime ghosts, which are very ghostly. There's even a thread on exactly this from 7 years ago.

Whats nice about Nekros is that you can run very low ability strength for his 1,2,3 without consequence, subsume off his #4 to whatever, then use [Precision Intensify] to buff it while also having the mod slot freedom to use its augment. I even use [Soul Survivor] on him for extra utility, being able to insta res anything/anyone is extremely useful.

2 minutes ago, Tiltskillet said:

As a non-Nekros player who is always flustered by these, and generally blame it on my own deficiencies,  it's kind of a relief to hear even people who are accustomed to the minions can have trouble with them.

Warframe's one of those games where I switch my brain mostly off and kill indiscriminately, so the shadows to me have always been a nuisance. Same with his #2 in most scenarios because it causes them to spread out and/or run away which you don't want. So he's really only useful for [Soul Survivor] insta res and desecrate. 

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1 hour ago, Tiltskillet said:

As a non-Nekros player who is always flustered by these, and generally blame it on my own deficiencies,  it's kind of a relief to hear even people who are accustomed to the minions can have trouble with them.

As a Nekros player I often hear people struggle to differentiate between them and enemies, but I surprisingly don't.

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1 hour ago, Agall said:

What's nice about Nekros is that you can run very low ability strength for his 1,2,3 without consequence, subsume off his #4 to whatever, then use [Precision Intensify] to buff it while also having the mod slot freedom to use its augment. I even use [Soul Survivor] on him for extra utility, being able to insta res anything/anyone is extremely useful.

oddly enough I hear about this a lot, people take off 4 for something and as for me I take off 1 because I use the Croud control fast when I'm in trouble or i recast 4 for defense etc.

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vor 6 Stunden schrieb Shadowxd79X:

Dear player base,

I'd like to address some issues concerning Nekros. As a Nekros main, I frequently encounter a problem with my fourth ability, where I use it to heal my shadows, but after a few seconds, a random shadow dies despite being healed to full health.


To clarify, this isn't about summoning disposable entities like the quickly perishing infestation "Brood Mother's maggots." Instead, I'm referring to Grineer enemies that inexplicably perish after the use of Nekros's fourth ability. This brings me to my suggestion: frames like Atlas, Nidus, Sevagoth, and Grundel could benefit from having side indicators on the right side of the screen, akin to Grundel's first ability, which displays the health of enemies he swallows. Implementing something similar for Nekros's fourth ability could provide visibility on the health status of his shadows. While I acknowledge potential screen clutter due to Nekros's ability to summon numerous shadows, reducing the size of the health bubbles while retaining enemy images (similar to "Grundel's HUD") could mitigate this issue. If not this exact solution, I trust that Digital Extremes (DE) could devise a suitable alternative.

 

Ability rework

I'd like to propose a solution for Nekros's fourth ability. Currently, he's unable to switch out shadows until all of them perish. My suggestion is to rework his first ability to allow holding said ability, enabling players to switch out any shadow of their choosing. I trust that DE could devise an appropriate solution to address this issue. It's crucial to implement such changes rather than waiting for ideal enemy respawn after the fact, streamlining Nekros's gameplay experience.


Augments

It's unfortunate that the last augment for Nekros was introduced in 2016, nearly a decade ago, especially considering the continuous release of augments for other frames. While Nekros's kit is good, introducing more augments would be beneficial. Some augments, like "Despoil," are essential for certain builds and contribute significantly to Nekros's playstyle as well as "shield of shadows," Addressing this gap in augment availability would enhance the comfort of Nekros players. Furthermore, the absence of augment slots is regrettable. Given the potential addition of more useful mods for Nekros, augment slots would prevent cluttering and offer players greater flexibility in customizing their builds. The lack of universal functionality for all augments, exemplified by Nova's "Escape Velocity," is also noteworthy and should be rectified.

Tomes

While the grimoire provides substantial buffs, the limited selection of tomes is noticeable. Introducing more ally-focused mods, such as those augmenting damage, would enrich gameplay options, especially for frames like Nekros, Revenant, Nidus, and Atlas, which also summon allies. For instance, the "Thorium Infection" mod enhances allied damage but restricts movement—a trade-off not favored by all players. Offering alternative options to boost allied damage through tomes would provide greater versatility and cater to diverse playstyles.

Thank you for considering these suggestions. I hope they reach the appropriate individuals within DE.

Best regards, [a Nekros main]

so...
Necro was my favorite character in D2 with mods. I've been playing with this for years...
the same applies to poe1 witch.

Unfortunately, what you describe may not work at all. Because the purchased company is fighting against AFK scripts and has hardly lost it long ago!

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2 hours ago, Xylena_Lazarow said:

Same, he's always been my go-to loot specialist and has my fanciest shard arrangement, yet I still shoot my own shadows because they look like normal Corrupted enemies with my frame's elemental status effects on them. Up close they're even this faded gold color with a green tint. 

I've always wished they looked like the Ballistica Prime ghosts, which are very ghostly. There's even a thread on exactly this from 7 years ago.

I just looked at the 7-year post and yes it would be nice but I think DE doesn't due this is more work, and its Ballistica is unique look for ghosts is probably it too.

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vor 1 Minute schrieb Shadowxd79X:

oddly enough I hear about this a lot, people take off 4 for something and as for me I take off 1 because I use the Croud control fast when I'm in trouble or i recast 4 for defense etc.

actually 4th skill makes sense. However, it is a tactical move, for example to save Def Obj

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1 minute ago, Venus-Venera said:

so...
Necro was my favorite character in D2 with mods. I've been playing with this for years...
the same applies to poe1 witch.

Unfortunately, what you describe may not work at all. Because the purchased company is fighting against AFK scripts and has hardly lost it long ago!

How so? could you talk more about this with me, or could you send me a thread or a link to this?

Just now, Venus-Venera said:

actually 4th skill makes sense. However, it is a tactical move, for example to save Def Obj

This is what I'm talking about, but you could switch off 4 since you still do get his shadows but it won't work the same as is 4th vice versa 

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vor 28 Minuten schrieb Shadowxd79X:

How so? could you talk more about this with me, or could you send me a thread or a link to this?

This is what I'm talking about, but you could switch off 4 since you still do get his shadows but it won't work the same as is 4th vice versa 

What you are talking about here is a very interesting topic for me. because necro (i.e. real summonner and not a loot frame) really impressed me.
Well, I've had to think for a long time about how to package message in a compact way.
In any case, there are sparks from us. and of course I give it a thumbs up

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2 hours ago, Agall said:

Same with his #2 in most scenarios because it causes them to spread out and/or run away which you don't want.

gloom makes that easy if you don't want to use augment.

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2 hours ago, Agall said:

Warframe's one of those games where I switch my brain mostly off and kill indiscriminately

9 minutes ago, Venus-Venera said:

real summonner

The payoff for a decade of a power creep is that Nekros can do both finally! I've got Nourish on 1, the augments for his 2 3 4, full Shield of Shadows ehp tank with 155/45/145/224 stats, Theorem Infection synergy loadout for killer zombies, can solo base SP Taveuni pretty easily. All that's missing is pretty ghosts.

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vor 3 Minuten schrieb Xylena_Lazarow:

The payoff for a decade of a power creep is that Nekros can do both finally! I've got Nourish on 1, the augments for his 2 3 4, full Shield of Shadows ehp tank with 155/45/145/224 stats, Theorem Infection synergy loadout for killer zombies, can solo base SP Taveuni pretty easily. All that's missing is pretty ghosts.

There are better alternatives 😉
But of course joy friends are big. because it's about nkcros and I thought that Warframe public was dead...

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21 minutes ago, Xylena_Lazarow said:

The payoff for a decade of a power creep is that Nekros can do both finally! I've got Nourish on 1, the augments for his 2 3 4, full Shield of Shadows ehp tank with 155/45/145/224 stats, Theorem Infection synergy loadout for killer zombies, can solo base SP Taveuni pretty easily. All that's missing is pretty ghosts.

Base SP isn't difficult at all, I can take my splash splash Nekros to level cap just going splash splash the whole time...

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28 minutes ago, Agall said:

Base SP isn't difficult at all, I can take my splash splash Nekros to level cap just going splash splash the whole time...

I prefer to spend 5 hours on the mod screen and 5 minutes in actual missions, tyvm :)

Level cap isn't technically difficult either if you can shieldgate, and it can be cheesed just like Circuit, DA, or any other "hard" content. I considered making a base SP functional necro summoner RP build a more worthwhile personal goal.

Edited by Xylena_Lazarow
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15 minutes ago, Xylena_Lazarow said:

I prefer to spend 5 hours on the mod screen and 5 minutes in actual missions, tyvm :)

Level cap isn't technically difficult either if you can shieldgate, and it can be cheesed just like Circuit, DA, or any other "hard" content. I considered making a base SP functional necro summoner RP build a more worthwhile personal goal.

My base test mission for equipment/builds is SP Titan, Saturn, being a SP grineer survival mission. What I use to benchmark and validate builds before testing other stuff, like the Lephantis, Archon, Necromech demo, etc. The ultimate goal though is that the build is self sufficient at level cap during endurance missions, since I like to run those frequently. Void Cascade compared to Disruption is dramatically faster to level cap which is nice and is a lot harder to survive in my opinion.

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1 minute ago, Agall said:

My base test mission for equipment/builds is SP Titan, Saturn, being a SP grineer survival mission. What I use to benchmark and validate builds before testing other stuff, like the Lephantis, Archon, Necromech demo, etc. The ultimate goal though is that the build is self sufficient at level cap during endurance missions, since I like to run those frequently. Void Cascade compared to Disruption is dramatically faster to level cap which is nice and is a lot harder to survive in my opinion.

I like Taveuni because it requires point defense, something I want my Nekros to be able to handle. I do use Titan quite a bit as well. Since I do competitive in other games, Warframe is my chance to minmax the hell out of some fun jank and still feel powerful. I've always wanted to be able to do short 5min missions that just start off at level cap.

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vor 14 Stunden schrieb Xylena_Lazarow:

I prefer to spend 5 hours on the mod screen and 5 minutes in actual missions, tyvm :)

Level cap isn't technically difficult either if you can shieldgate, and it can be cheesed just like Circuit, DA, or any other "hard" content. I considered making a base SP functional necro summoner RP build a more worthwhile personal goal.

You definitely don't need shieldgate with nekros. because here we have minions, octavia resonator or gloom+terrify combo for insta kills. especially with 2 green shards and a usable aoe weapon like acceltra prime with cold+corr procs. So elite sp lvl 9999 armor units can order a graveyard space right away. because they don't live longer than 2 seconds.

 

vor 23 Stunden schrieb Shadowxd79X:

Augments

 

It's unfortunate that the last augment for Nekros was introduced in 2016, nearly a decade ago, especially considering the continuous release of augments for other frames. While Nekros's kit is good, introducing more augments would be beneficial. Some augments, like "Despoil," are essential for certain builds and contribute significantly to Nekros's playstyle as well as "shield of shadows," Addressing this gap in augment availability would enhance the comfort of Nekros players. Furthermore, the absence of augment slots is regrettable. Given the potential addition of more useful mods for Nekros, augment slots would prevent cluttering and offer players greater flexibility in customizing their builds. The lack of universal functionality for all augments, exemplified by Nova's "Escape Velocity," is also noteworthy and should be rectified.

This is a very important point. They stole the term “necro” from other games. probably from real Blizz games like Diablo2. poe1 has real summoner with kick ass minions. But here we only have ridiculous CC skills without any real damage...
and the problem with nekros is that I don't have any space for useful augment mods!!! With Railjack they have fixed the whole thing and there is an extra tab for skill mods.............. the same should happen for all warframes and of course release very good mods for 4th skill, so that nekros can also do real damage with minions! and they should PERMAMENTLY run along with nekros!

I'm currently active with the build. although fleeting expertise is very questionable. I'm still experimenting here.
I have 2 green shards and Acceltra Prime has cold+corr build.
tenet cycron with heat+viral and secondary encumber and small fire rate buff from furax wraith can also kill shield elite units quickly enough.

1.jpg

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35 minutes ago, Venus-Venera said:

usable aoe weapon... elite sp lvl 9999 armor units can order a graveyard space right away. because they don't live longer than 2 seconds

I know a little off-topic, but this is the entire problem with difficulty and TTK in this game. Merely a "usable" weapon kills just fine at level cap given the right support, the more significant challenge is getting the hang of whatever survival gimmick (and having the patience to stay in the same mission a while). No amount of Super Smart AI is going to make any difference when the highest level enemies still die before they can actually use their AI, some increase in TTK for basic enemies and heavies on SP is badly needed, the bullet sponge complainers can go drink grokdrul.

My mind blocks out the existence of Octavia. Curious, why run EHP mods if you're not going full tank? Since the job of Nekros is often boring farming missions, working on my summoner tank RP build has been the fun. Not for level cap, but he face tanks and his killer minions defend points for at least an hour on SP Taveuni.

AjRpzMZ.jpg

If it looks like something is missing, it's covered by the rest of the loadout. Ripkas on melee of course.

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58 minutes ago, Venus-Venera said:

and the problem with nekros is that I don't have any space for useful augment mods!!! 

 

1.jpg

Quick question, I'm trying to screenshot a build of mine and show you to help you out if I can on this, but it only uses URL's? how do I show you pictures like the one in this post?

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2 minutes ago, Xylena_Lazarow said:

I know a little off-topic, but this is the entire problem with difficulty and TTK in this game. Merely a "usable" weapon kills just fine at level cap given the right support, the more significant challenge is getting the hang of whatever survival gimmick (and having the patience to stay in the same mission a while). No amount of Super Smart AI is going to make any difference when the highest level enemies still die before they can actually use their AI, some increase in TTK for basic enemies and heavies on SP is badly needed, the bullet sponge complainers can go drink grokdrul.

My mind blocks out the existence of Octavia. Curious, why run EHP mods if you're not going full tank? Since the job of Nekros is often boring farming missions, working on my summoner tank RP build has been the fun. Not for level cap, but he face tanks and his killer minions defend points for at least an hour on SP Taveuni.

AjRpzMZ.jpg

If it looks like something is missing, it's covered by the rest of the loadout. Ripkas on melee of course.

looks like you have both adaptation and shield of shadows in the build at the same time, I have read everywhere that 90% is max DR unless they changed it some time that I have not read in patch notes, so I'd just run shadows augmwnt and keep them up for cc, DR, strings for squad to learn what that they are allies, and damage since you are clearly running shadow build with arcane and nourish. 

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