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Inaros augment idea(Devour):


elitharcos
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Sands of the Devoured - When casting Devour on an ally, the ally will be covered in sand for 40 seconds, the sand protects the allies by reducing all incoming damage by 10%/20%/30%/40%(max 60% with mods) and when they are in the bleedout state, hitting enemies with pistols/killing in bleedout will add 20% process to get up, after killing 5 enemies in bleedout state the ally will lose it's sand cover, and can't get it for 90 seconds.(unaffected by duration) when 100% process is gotten, the ally will stand up.

 

What do you guys think?

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I like the augment concept; details in spoilers.

Spoiler

 

Spoiler

That sounds like a nice buff, but Inaros' bleedout passive should have finisher damage (instantly kill any enemy in near-point-blank range) and having a stack counter that has to be filled in order to return. Returning from bleedout for Inaros, should the Sentinel or companion be destroyed, would raise them as permanent sand-shadows.

Personal opinion of augments that don't strengthen the weakpoints of 'frames:

Spoiler

 

Personally Augments should come with a hefty boost to a particular stat that benefits that power, for example, Chroma's Conclave augment would add enough power strength for a fully charged firebolt from Chroma to kill most enemies or causing damage to scale with enemy stats and them multiply itself until the enemy dies for every successful status proc.

Only then would 'frames with 'weak' powers be able to compete with the likes of Inaros, Octavia, Nidus, Excalibur, Valkyr, and so on.

 

 

 

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