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KlutzMeister

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Everything posted by KlutzMeister

  1. merge plunder effects into tentacle swarm new 3rd ability : keelhaul ten tentacles sprout from hydroid's back, grabbing up to 10 enemies, smacking them into other enemies, opening them up to finishers then pull them closer, keelhauled enemies used as meat-shields mitigating damage, finishers near a keelhauling hydroid causes blood in the water effect, buffing hydroid's melee with corrosive damage and forced procs. augment Krill-haul: grabbed enemies are drained slowly of their nutrients, restoring hydroid and any remaining nutrients become void-krill who swim through any surface within affinity range (think equanox mend/maim type look.) to restore hydroid's pod of allies, finishers near a keelhauling hydroid causes feeding frenzy, a burst of health followed by a small amount of energy and health regen, effects extend to affinity range but are up to 3 times as potent at 10 meters around target, 2 times around 25 meters while in this form keelhaul pulls in enemies with melee button opening them to finishers and finishers are replaced by hydroid jumping out and dragging them down to the cold below further more, while in this form: hydroid cannot capture interception targets, but can capture capture targets and revive fallen tenno. enemies who walk in or are pulled into puddroid will be half submerged and greatly slowed in movement and slightly in attack, but can fire into the puddle having a chance to damage or drain energy from hydroid. crouch puddle replacement may be toggled in options or have a more complex button combo to trigger.
  2. objectives and enemies often do not spawn in multiplayer steel path undercroft circuit, and rewards for failures would be very roguish of you, i was having fun in circuit yesterday going against lvi 900s in extraction with a group, but it would have been fun to push my luck without worrying my time was for naught. also, please give me Majestic Strike everywhere forever, I've always wanted melee multishot
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