about 2 months ago - /u/DE-Ruu - Direct link

https://preview.redd.it/ytl5jfmhj4oc1.jpg?width=1920&format=pjpg&auto=webp&s=6e3914097e04e437cce8612b03bcb5eaf00bca48

Hello, Tenno!

Devstream #177 outlined our plans for the upcoming Inaros Rework in the Dante Unbound update. We wanted to provide this Dev Workshop to house the information and note some development tweaks we have made since the Devstream. Let’s begin!

Upon downloading Dante Unbound and logging in, all players will receive an Inbox message containing 2x Forma (built) that can be used (at your discretion) towards experimenting with these upcoming changes.

For my visual learning Tenno - please enjoy this video breakdown from Lead Game Designer, Pablo, which we showed on Devstream 177:

https://www.twitch.tv/videos/2071736679

PASSIVE

  • Inaros still heals from performing Melee Finisher Kills on enemies. This is unchanged.
  • 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!

https://reddit.com/link/1bdxzgr/video/u8839zu4v5oc1/player

DESICCATION

Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent.

  • Desiccation is now Inaros’ Railjack Ability (was previously Devour).
  • Improved FX when an enemy is available for a Melee Finisher.

https://reddit.com/link/1bdxzgr/video/bmlt5hz8v5oc1/player

SANDSTORM (was Devour)

  • Devour has been removed entirely and replaced by an improved Sandstorm.
  • Inaros becomes a Sandstorm whirlwind, now with faster animations and movement, so it feels less punishing.
  • Inaros is now invulnerable while in Sandstorm.
  • Sandstorm now has a duration instead of being a channeled power. (Will not block Energy Regeneration while in Sandstorm mode). You can still choose to end the power early if you like.
  • Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose.
  • Inaros regenerates Health per second for each enemy held in his Sandstorm.

https://reddit.com/link/1bdxzgr/video/72t9r2qcv5oc1/player

SCARAB SHELL

  • Inaros' fourth ability has been split into two different abilities that are easier to use and reflect its two main features.
  • Scarab Shell can be charged up by spending Health to give you Armor. There is now a unique indicator on your HUD that shows the current charge level of Scarab Shell.
  • Charging Scarab Shell no longer stops you from moving around.
  • Armor has been increased from 240 to 350 and scales with Ability Strength.
  • 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.
    • Please see “Augment Changes” below for more info on the retired Negation Swarm.

https://reddit.com/link/1bdxzgr/video/n3k9j5efv5oc1/player

SCARAB SWARM

  • Scarab Swarm no longer requires you to charge up the ability by investing Health.
  • On cast, enemies in a cone are attacked by scarabs that do 1/10th of Inaros Max Health as Corrosive damage per second.
  • Enemies that die while affected by Scarab Swarm turn into a Swarm Kavat (maximum 3 Swarm Kavats, but can be increased to 5 with the Desiccation’s Curse Augment).
  • Swarm Kavats can move and attack independently, and their attacks cause additional enemies to be afflicted by the Swarm.

https://reddit.com/link/1bdxzgr/video/h5qlmjdhv5oc1/player

INAROS AUGMENT CHANGES

  • Desiccation's Curse: Instead of enemies turning into a sandy copy of their former selves on death, they become Swarm Kavats capable of applying Scarab Swarm on their targets.
  • Elemental Sandstorm: No changes!
  • Negation Swarm has been replaced by Negation Armor: When Inaros takes fatal damage, consume Scarab Shell to heal and become briefly invulnerable. Inaros is affected by a strong Bleed Status when this ends.

We’re looking forward to getting the newly reworked Inaros into your sandy hands with the Dante Unbound update!

Thanks, Tenno!

Edit note: replaced low framerate gifs with high quality videos!

External link →
about 2 months ago - [DE]Megan - Direct link

2bf3e779844d8e505691431a7ef4bda4.jpg

Hello, Tenno!

Devstream #177 outlined our plans for the upcoming Inaros Rework in the Dante Unbound update. We wanted to provide this Dev Workshop to house the information and note some development tweaks we have made since the Devstream. Let’s begin!

Upon downloading Dante Unbound and logging in, all players will receive an Inbox message containing 2x Forma (built) that can be used (at your discretion) towards experimenting with these upcoming changes.

For my visual learning Tenno - please enjoy this video breakdown from Lead Game Designer, Pablo, which we showed on Devstream 177: 

https://www.twitch.tv/videos/2071736679 

 

PASSIVE

  • Inaros still heals from performing Melee Finisher Kills on enemies. This is unchanged.

  • 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!

 

via GIPHY

 

DESICCATION 

Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent.

  • Desiccation is now Inaros’ Railjack Ability (was previously Devour). 

 

via GIPHY

 

SANDSTORM (was Devour)

  • Devour has been removed entirely and replaced by an improved Sandstorm.

  • Inaros becomes a Sandstorm whirlwind, now with faster animations and movement, so it feels less punishing.

  • Inaros is now invulnerable while in Sandstorm.

  • Sandstorm now has a duration instead of being a channeled power. (Will not block Energy Regeneration while in Sandstorm mode). You can still choose to end the power early if you like.

  • Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose.

  • Inaros regenerates Health per second for each enemy held in his Sandstorm.

 

via GIPHY

 

 

SCARAB SHELL

  • Inaros' fourth ability has been split into two different abilities that are easier to use and reflect its two main features.

  • Scarab Shell can be charged up by spending Health to give you Armor. There is now a unique indicator on your HUD that shows the current charge level of Scarab Shell.

  • Charging Scarab Shell no longer stops you from moving around.

  • Armor has been increased from 240 to 350 and scales with Ability Strength.

  • 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.

    • Please see “Augment Changes” below for more info on the retired Negation Swarm.

via GIPHY

 

SCARAB SWARM

  • Scarab Swarm no longer requires you to charge up the ability by investing Health.

  • On cast, enemies in a cone are attacked by scarabs that do 1/10th of Inaros Max Health as Corrosive damage per second.

  • Enemies that die while affected by Scarab Swarm turn into a Swarm Kavat (maximum 3 Swarm Kavats, but can be increased to 5 with the Desiccation’s Curse Augment).

  • Swarm Kavats can move and attack independently, and their attacks cause additional enemies to be afflicted by the Swarm.

 

via GIPHY

 

INAROS AUGMENT CHANGES

  • Desiccation's Curse: Instead of enemies turning into a sandy copy of their former selves on death, they become Swarm Kavats capable of applying Scarab Swarm on their targets.

  • Elemental Sandstorm: No changes!

  • Negation Swarm has been replaced by Negation Armor: When Inaros takes fatal damage, consume Scarab Shell to heal and become briefly invulnerable. Inaros is affected by a strong Bleed Status when this ends.

 

We’re looking forward to getting the newly reworked Inaros into your sandy hands with the Dante Unbound update!

Thanks, Tenno!

about 1 month ago - [DE]Momaw - Direct link
On 2024-03-16 at 10:41 PM, SteveCutler said:

I see some people suggesting Emerald Archon Shards to let Inaros fully armor strip with Corrosive procs. So I just want to point out that that won't work, if Scarab Swarm only does one proc per second.

 

On 2024-03-16 at 11:01 PM, MarakViri said:

I'm guessing that the Swarm does a fraction of the actual damage (let's say 1/30th of Inaros' Health, but they attack three times per second, equalling 1/10th of his maximum hp.

 

This exactly.  Scarab Swarm does 1/10th of max HP per second in total damage, but it's applied in half-second intervals.  Two corrodes per second 👍