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SonOfFirstSun

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Posts posted by SonOfFirstSun

  1. Javlok 

    PROS

    - its fun to use 

    -decent stats

    -Throwing it does an decent aoe 

    CONS

    - self damage makes sense for a javelin to do self damage but not the tonkor?  -_-

    - no real use to the secondary fire other then being fun

    - no real reason to use the secondary fire other then for fun.... primary fire does more damage then throwing the javlok makes no sense if your gonna throw and lose your weapon then make it a bit stronger

    - the javlok disappears sometimes when thrown 

    - Heavy caliber with it is a hilarious joke

    - split chamber on the secondary is worthless

     

    The only things I would want to see changed is to make it easier to fetch your javelin, buff the secondary fire, and remove the self damage from the secondary fire

     

     

  2. At this point I'm sure everyone can agree that hydroid needs a rework. Recently I've been thinking about how to buff or change his abilities. My ideas for his rework is to keep a couple of his abilities as is but add some more to his abilities or to buff some of his abilities but some of his abilities will also be reworked entirely.

    Note: This is just my ideas and opinions whether you like it or not is entirely up to you 

     

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    1. Tempest barrage 
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    In my opinion this is already a pretty decent ability so I wouldn't do much to it 

     

     

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    2. Surging pulse 
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    This ability on land will do the same as tidal surge but if done in water will create giant whirlpool of water that will adsorb and trap all enemies much like vaubans' vortex then will explode violently after a couple of seconds launching enemies off trapped in the vortex

     

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    3. sea prison 
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    Creates a giant cuboid of water that will leave enemies who enter the prison trapped and vulnerable floating around in water not being able to do anything (bosses will only have slowed down movement speed) this ability will take a while to cast as hydroid will have to cast the ability, then the prisons' walls of water will have materialize and the water will have to fill up the prison. Duration of sea prison (7/9/11/13s) Will be affected by range and duration mods. (5m/8m/10m/13m) Range of the prison will be affected by range mods

    Surging pulse and tentacle pulse's abilities will work differently in the sea prison, Surging pulse will absorb all enemies trapped and floating in the prison after a couple of secs the vortex will explode spitting and launching enemies out of the prison.

    When tentacle swarm used with its new augment terror of the deep is used in the sea prison the kraken will be able to move faster and freely will also get damage buff in the sea prison.  

    Augment: allies in the prison will slowly and gradually gain health back, enemy bullets that enter then prison will also have 90% reduced damage on you and allies

     

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    4. Tentacle swarm
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    Will be about the same but tentacles will be buffed and will have a better ai. Damage (100//150/200/250) Duration (10,13,18,20) Affected by duration and strength mods 

    terror of the deep Augment: Creates a kraken with its own health that will attack enemies and draw some attention from enemies, Its movement speed will be very slow on land but can be used in a large pool of water or used with his 3rd ability to buff his movement but can only move freely in a pool water. same duration as tentacle swarm but damage will be buffed in the prison (150/200/250/300) Duration of how long the kraken will be up will be affected by duration and strength mods.

     

    Sorry if there were some mistakes/grammer issues I am not the brightest bulb in the box....

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