Hey ya'll, I've gotten a few DM's asking me why I think Nekros needs an update over other frames so I figured to make a post since a message would be way too long. I want to state that I don't think he needs to come before easy fixes similar to Banshee (Ember/Equinox) or frames that are in near disrepair that there's almost no reason to use half+ of their abilities (Limbo/Chroma/Atlas), but Nekros should at least be considered due to his overall mediocrity and do nothing gameplay. I also don't think it'll happen due to cost to value ratio for DE, but that's another topic.
TLDR will be at the bottom for those who don't feel like reading a wall of text, but I'm going to go over his kit, what it does, and how it fails to fit into his gameplan. I will also be discussing only his base kit, as I feel all Warframes should be usable there before we consider augments.
Stats
Here are his base stats with the prime version in parenthesis. Nothing to really talk about as stats don't mean much without discussing the rest of him, but keep in mind these numbers when thinking about his what he does.
Health of 370 (370 Prime)
Armor of 105 (135 Prime)
Shield of 335 (555 Prime)
Energy of 150 (190 Prime)
Passive
"A master of death, Nekros and his Companions regenerates 5 Health when an enemy dies within 10 meters of him."
A very do nothing passive. 5 Health in this game is the difference between nothing happening and nothing happening. It wants to encourage Nekros to be in the fray with enemies, but he doesn't really have the stats or abilities to back that up. Not to mention its outclasses by Desecrate making health orbs by a rate of 6-1 (This takes into account the rate at which Desecrate makes an orb but it can also make extra orbs so a minimum 6-1).
If we want to make comparison, I'd say its almost on par with a personal Rejuvenation Aura Mod, but I don't know who would run that on Nekros unless they were just starting to use him and didn't have many mods. Another comparison is the Healing Return melee mod that heals the user 11 health per status affecting the enemy on hit, not death. If we want to beat it over the head, Citrine's passive is 5 health per second that scales up to 25HPS when collecting health orbs and it applies to the whole team.
This passive was added in the first batch of passives in 2016 and hasn't been updated at all since. Other passives from then have been improved, and those who haven't been updated include Ash, Loki, and Volt. Mag too, but her passive was slightly updated so I'm only slightly excluding it from that group.
Soul Punch
"A blow so powerful, it turns the enemy's very soul into a deadly projectile, damaging all in its path. Enemies that survive the blow are Marked for Harvest and become one of Nekros' Shadows of the Dead if killed while marked.
We can talk damage numbers, but the amount it does is not really worth it to discuss. It's 500 Impact damage on hit and the projectile does 50 impact. When the projectile hits an object it explodes in a 5m AoE for 100 damage. Only the initial hit scales with Strength. It also ragdolls enemies, but we'll get into why that's bad in a moment.
The core function of this ability is to create a specific shadow, heal your minions, and execute enemies. Now, before we say anything else, please note that the shadow synergy and execute weren't part of the ability until 2020, so for a good 7 years the damage and ragdoll was all it had. Now with that being said, the game actively fights against you wanting specific shadows, and over time other characters have gotten better executes.
As Nekros, your main source of power will be Eximus shadows. If you get yourself a Guardian Eximus for defense or a Jade Eximus for damage, you'll be pretty happy. The only problem is that Eximus units have overguard, and for some reason Soul Punch can't mark enemies through it. The mark itself isn't a CC effect, and it seems inconsistent to what other effects can work through overguard. Namely, Jades Judgement, Dagath's Doom, Follie's Inkblot, the list goes on. Not to mention that even if you do hit a target with this ability and mark them, it ragdolls enemies, and combined with the VFX makes it difficult to pick them off in a crowd.
So, it doesn't work through overguard, but the execute should be decent, right? Well it has a 25% health threshold that can't be increased by any means. In this game, its very hard to leave enemies at 25% health or lower as enemies just aren't as tanky as they used to be. Sure it can help with chunky guys like Babau's, but other frames do it better.
Oberon's 1 starts at 35%, scales with strength, is affected by resistances/vulnerabilities/debuffs/buffs, and removes armor and overguard. Garudas execute is 40% of health and shields combined. Oraxia has a 50% execute that has pretty solid damage, activates parazon mods, and makes orbs.
From a design standpoint, Soul Punch is a failure of an ability. It doesn't do anything that Nekros needs, other frames pretty much have this but better, and its function overlaps with his 4 (Which we'll get to).
Terrify
"Cast fear into the hearts of nearby enemies, causing them to run away in terror."
Any Nekros player will tell you this is almost a really good ability, almost. Its a 15m AoE armor strip with no line of sight requirements. It starts as a 60% strip that only requires 167% strength to max out, so what's so bad about it?
This ability has been slightly updated over the years, but is still stuck in 2013. It has a max of 20 enemies affected (Modifiable by strength), makes enemies run when the current game would rather they die, and for some god forsaken reason it costs 75 energy baseline. This ability is inconsistent on what it wants to be. Does it want enemies to take more damage or disperse them? Why does it strip through overguard, but I cant mark them with Soul Punch? Why can't I armor strip certain enemies? The armor strip also only lasts as long as the ability duration. Not normally a problem but something to note.
Overall an almost really good ability with some issues that can be improved upon. Also, just for you all to know, it used to be a 20% armor strip until 2022. Why it was only 20% until then I will never understand, but I'm glad it got better.
Desecrate
"Forces fallen enemies around you to drop additional loot."
Now there's a lot to say about Desecrate. People are really divisive on if it's good or not. I mean, it makes loot so it has to be good. More loot is more good in the game, right? I'm personally conflicted on the extra loot. I mean, extra loot is nice, but I don't remember the last time I wanted to farm something that a Lootframe could help me with. Most drops I want are mission rewards, and if they drop from enemies it tends to be patched out due to it being unintended.
Loot also doesn't do much for the current mission with a few exceptions. Nekros can make extra life support for survival or power cells for excavation, but that's pretty much it. He doesn't really excel at these types of missions as much as he just makes them more comfy/consistent. One thing he was somewhat good at speeding up was Void Flood, as he could make enemies drop more vitoplast, but that was patched out because the Devs wanted to keep that mission as a parkour test. I cant say that's not fair, but it did remove a reason to use Nekros in that content.
Now this ability also make health orbs, that's nice. Nekros has no innate reason to want health orbs. He doesn't have the stats to justify it, and if he want to make use of them he is forced to build synergy. I think this is very notable because otherwise this is almost a dead ability in a mission. I know other frames have to build for certain stats, but most of their abilities work either way. Other frames who make health orbs tend to have some reason for it, and a majority of them can also scale how many they make. Citrine buffs her passive, Oberon buffs his passive, it's also only a part of a certain abilities (Voruna,Protea/Dagath/Nova).
Now with that established, Nekros is already a peg lower than other orb generating frames synergy wise. So to compensate, most builds include some variations of Despoil/Equilibrium/Arcane Blessing/Health Conversion/Restorative bond/Violet Archon Shards. Don't get me wrong, some of these are really powerful, but without them, Nekros is almost useless as he won't be able to keep up the energy cost of this ability without those synergies.
I also wanted to mention the rate at which Desecrate works. It is 1 of 2 abilities in the game that can fail for no reason. Desecrate only works 60% of the time, Koumei's Omamori works 50% of the time. This matters beyond energy spent, as if we do the math, Nekros isn't really making enough drops to justify Desecrates limits. It has a max rate of 3 rolls per second which means at max efficiency, bodies piling up, you're only getting an extra 1.8 health orbs per second and 1.62 loot drops per second. Compare that to other frames who can just kill twice as fast as Nekros, which also benefit many mission objectives, and Desecrate isn't looking too hot. We can also talk about how some death effects prevent desecrate from working and make bodies disappear faster, but I want to end this part with something I always found interesting.
In May 2019, Update 25 The Jovian Concord was released. Desecrate was updated to not stack with Khora or Hydroid, but community backlash made them reconsider so it got reverted after 5 months and turned into the current Lootframe stacking rules. This is important as the patch notes called it an exploit, but the devs had been using that exact method on stream before, also it had been available for as long as Hydroid had his loot augment (2015). Another interesting thing is that after the nerf was made, a month and 3 days later a new booster was released, the Mod Drop Chance Booster. The devs stated these changes were unrelated, but the timing is at least a little suspect. This piece of info might give more insight into DE's reluctance to allow Lootframes to matter more.
Shadows of the Dead
"Summon shadow versions of vanquished enemies to fight alongside you for a short period."
If you used Nekros, you know how underwhelming this ability is. It summons 7 shadows to attack enemies and they have increased threat status. That's pretty much it. They can be Eximus units that somewhat help in their role, but without that there is no reasonable way to make them effective fighters. I know those builds that use 2 kitguns, theorum arcanes, residual arcanes, tons of power strength, Summoners Wrath, and nourish, but that shouldn't be the baseline of what an ability needs to be good. That's without bringing up how enemy level scales. By the time these shadows are actually killing stuff, you're probably outside the bounds of intended content.
Because it uses enemies as minions, a decent amount of them don't work properly due to enemy AI, and honestly this is just a glorified tanking ability. It's a weird one too as the shadows get buffs to health/shields/damage, but the vast majority of their usefulness is limited by their decay mechanic. At base, they lose health at a rate of 3% per second. That's vastly more damage than almost any enemy with inflict upon them so Nekros doesn't really want too much strength, he'd rather invest in duration. You can heal them by recasting the ability for a shorter casting animation, but if you're even 1 shadow below max you'll be forced into the full animation. This ability really doesn't do too much by itself and can probably be combined with soul punch, but that's just my first thought.
I don't really know how this ability can be fixed. I know other summons have better enemy level scaling, but I think that would be a technical limitation for this due to Nekros summoning the actual enemy.
One last thing, Update 22.16 in 2018 changed how his shadows look. I know a lot of players have trouble differentiating them from enemies and I think this is where it got worse. They looked similar to a disco ball before but this change didn't do much to help overall visual clarity.
Conclusion; TLDR
So, from Nekros abilities we can see that he wants to take up space. He pushes enemies out with Soul Punch and Terrify, and fills that space with shadows. This is actively a detriment as his passive and Desecrate want enemies close, Soul Punch is difficult to effectively use at range, and his armor strip is hard to take advantage of when enemies run away. His greatest claim to fame is making extra loot easily, but the loot that matters isn't affected by him. To say nothing about the current game continuously rewarding frames that go fast or have increasingly higher kills per minute.
I believe a rework is needed for him as he doesn't do much of anything with his kit being so outdated, generally underwhelming, and filled with so many "Yes, but..." that he really needs some form of improvements. He doesn't fit the necromancer fantasy, doesn't do the original reveal video justice "Manipulator of souls and a practitioner of death ", and is inconsistent and clunky at CC. I also believe his problems are technical limitations rather than numbers or functionality, as his abilities do exactly what they say most of the time. One thing I will say is that he's not as in bad of a state as the likes of Limbo and Chroma, as he does still have his uses, but those uses are predicated by the fact that he has pretty much mandatory build requirements. What they could do with him, I have no idea, but with him being around for so long, it's hard to see how badly he's aged.