Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

More Warframe Revamps (Rhino + Hydroid)


spiralmenace
 Share

Recommended Posts

previous thread

 

some discussion with one of my clanmates led to the idea that hydroid's skills need way more synergy with one another than they currently have, so here we go

 

 -tempest barrage now creates a pool of water at the casting site for x seconds, unaffected by duration

 -tidal surge now drags enemies/items along its path

 -undertow now allows use of tidal surge and tentacle swarm deep dark sea

   -while used in undertow, tidal surge allows hydroid to move to nearby tempest barrage puddles, dragging any trapped enemies with him

   -while used in undertow, deep dark sea's tentacles appear from the surface rather than at a targeted location, pulling nearby enemies into undertow

 

 

further lines of discussion led to the fact that rhino is kind of a boring frame as he is now, so we retooled him into a commander-type unit

 

 -iron skin now taunts enemies in a fixed (12m?) radius

   -has a 4s period of invulnerability on cast where all damage taken is converted to IS health (think snowglobe)

   -is affected by rhino's armor

   -current augment is now a base aspect of the power

   -new augment: Iron Phalanx grants (~40%?) of iron skin's health to nearby allies on cast (think ash's smoke shadow)

 -roar now has a damage debuff (affected by strength mods) to nearby enemies rather than that piss-poor augment

   -piercing roar changed to Terrifying Roar, panics nearby lesser enemies (ie anything not a heavy unit or robotic)

 -rhino stomp now hurls enemies into the air, distance based on power strength pointless. never mind this

Edited by N7Vanquisher
Link to comment
Share on other sites

 -iron skin now taunts enemies in a fixed (12m?) radius

   -has a 4s period of invulnerability on cast where all damage taken is converted to IS health (think snowglobe)

   -is affected by rhino's armor

   -current augment is now a base aspect of the power

   -new augment: Iron Phalanx grants (~40%?) of iron skin's health to nearby allies on cast

 -roar now has a scaling damage debuff to nearby enemies rather than that piss-poor augment

   -piercing roar changed to Terrifying Roar, panics nearby lesser enemies (ie anything not a heavy unit or robotic)

 -rhino stomp now hurls enemies into the air, distance based on power strength

for iron skin. i think that "-new augment: Iron Phalanx grants (~40%?) of iron skin's health to nearby allies on cast" should function similar to ash's smokescreen augment. where it grants allies their own iron skin.

 

for roar, i think you are piling a bit too much on at base. i feel the debuff and terrify should be combined. terrify lesser enemies (make them leave) while the bigger guys get debuffed. that way you have the fodder units out of the way while the heavies are dealt with

 

for stomp, i think it should just be the regular radius for it's main effect while having a slightly shorter range for the knockback effect. more CC that way. plus the distance in the air doesn't really do anything since there is no fall damage in this game

Link to comment
Share on other sites

for iron skin. i think that "-new augment: Iron Phalanx grants (~40%?) of iron skin's health to nearby allies on cast" should function similar to ash's smokescreen augment. where it grants allies their own iron skin.

 well yeah, that is the intent but i figured this was implied

 

 

for stomp, i think it should just be the regular radius for it's main effect while having a slightly shorter range for the knockback effect. more CC that way. plus the distance in the air doesn't really do anything since there is no fall damage in this game

eh, fair enough on the fall damage thing. this whole addition is kind of an afterthought, idk if it's even necessary at all

Edited by N7Vanquisher
Link to comment
Share on other sites

 well yeah, that is the intent but i figured this was implied

 

 

eh, fair enough on the fall damage thing. this whole addition is kind of an afterthought, idk if it's even necessary at all

the way it was written sounds like the effect that fire chroma has where it gives health to allies for the duration or elemental ward

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...