Jump to content

TheGodofWiFi

PC Member
  • Posts

    1,425
  • Joined

  • Last visited

Reputation

2,362

Recent Profile Visitors

1,638 profile views
  1. This rework is looking very promising so far, really looking forward to testing out the new Hydroid in the crucible of Steel Path.
  2. Personally I am hoping that DE really put effort into this new rework for Hydroid as I really do not believe he can be fixed with simple QoL tweaks. That's been tried once before and all it did was make him objectively worse. Each and every one of his abilities needs to be mechanically reworked entirely as the way they are designed just does not work with modern Warframe. Undertow IMO is the worst ability in his entire kit, so that's the one I am hoping gets replaced by this new ability Pablo was talking about.
  3. It's an immortality skill of which there are plenty. Undertow is only unique in just how bad it is. "Fun" is subjective and not a real defence. Plenty of people found Ember's old World on Fire fun, plenty of people found Mesa's old Peacemaker fun. Didn't stop them from being changed because things are not changed based on whether or not people find them fun. Efficiency is one of the things that DE takes into account when changing an ability. I honestly do not know how anyone could find Undertow "fun". It does no damage, takes away all your weapons and makes you slower than a dead snail. It's the worst ability in the entire game and the only thing it has going for it is the novelty of turning into a puddle and I feel confident in saying that most people are probably over that by now. It needs to go.
  4. Oh I agree his entire kit is a truly award-winning collection of garbage, I just personally view Undertow as the most useless and ridiculous ability in the game as well as representing the failure of Hydroids overall gameplay design in modern Warframe. His entire kit will receive changes definitely. All of his abilities are just awful in the current state of the game and Pablo clearly recognises this. I'm looking forward to the next Devstream where we'll get to actually see what they have planned for the rework.
  5. The puddle encapsulates the failure of Hydroids design in modern Warframe. It is slow, boring, inefficient and just all around useless. The only thing it had going for it was the novelty of turning into a puddle and lets be real; most people in the community are completely over that by now. It needs to go. Replace it with an ability that is actually useful. He's getting a new ability apparently, which means one ability is either going into the trash or getting combined with another and if there is one ability that needs to be removed from his kit, its the puddle.
  6. Undertow is useless and boring. It being hilarious never was and still isn't a valid reason to keep it around. Hydroid's current playstyle is utterly boring, inefficient and completely antithetical to Warframes current gameplay and is the reason he has earned the title of Worst Frame in the Game. Completely changing Hydroid is not at all a bad thing, because out of all frames in the game he is the one who actually needs to be completely changed in order to be brought up to speed with the current version of Warframe. Honestly, I have no idea how or why people still have opinions like this when it comes to Hydroid, especially in 2023. It's been more than enough time to establish just how bad Hydroid is in his current state and how desperately he needs a rework, more so than any other frame at the moment.
  7. Hydroid has already been implied by Pablo to be the next frame on the rework list. So he'll be getting a rework before anyone else does and frankly he needs it the most out of every single frame in the game as he is just the worst.
  8. No. Just no. Charged abilities are the antithesis of Warframes current gameplay style and are not needed or wanted. This game is supposed to be fast-paced non-stop action looter-shooter. Charged abilities do nothing but slow the pace down unnecessarily and make you less efficient then you could be. There is no reason for them to exist and so they shouldn't. No charged abilities. Not for Nidus, not for any frame. Cannot wait for them to finally remove the charge mechanics for good.
  9. In my opinion, Caliban only needs some QoL tweaks, not a full rework. The changes he needs to make him actually worthwhile IMO are as follows; Passive - Change his passive to give the full 90% Damage Reduction. The fact it is only 50% was always ridiculous to me. Other frames can double-stack 90% DR, so Caliban should be able to do it as well. Right now Adaptation just renders his passive literally useless. Lethal Progeny - Change Lethal Progeny so that it summons three Sentients at once as opposed to one at a time. I have never once understood why DE made it so you only summon one Sentient at a time, it's just needless time-wasting. Change the Sentient summons from Conculysts to Battalysts. Melee summons in general suck, but the Conculysts in particular have a special place in the underworld. They seek out the nearest enemy and subsequently force the player to follow them around in order to keep the shield regen. This is awful as you are literally at the whims of your own summons since you have no control over them. Change it to Battalysts so they stay by Caliban's side and don't seek out enemies and you have some actual ranged summons. Change the shield regen mechanic so that you are getting constant shield regen even if your shield gets depleted. Right now if your shield gets broken, the summons will nor recharge your shields until your passive regeneration kicks in. This also sucks as you have to wait two or more seconds for your regeneration to kick in, which is a long time in this game. Sentient Wrath - Change the wave so its enemy limit is removed. Enemy limits on abilities, suck. Everyone knows this. The Lifted status is also incredibly annoying due to the absurd ragdoll effects, so remove that as well. Maybe just make it similar to Rhino's Stomp. Fusion Strike - Make the lingering AOE much brighter as it is very hard to see, even with bright neon energy colors. Maybe increase the base duration a little more as well. IMO these are all the tweaks Caliban would need to be a truly decent frame.
  10. Overguard is just another flavour of shields and is less useful. Being immune to procs is nice but there are frames who can do that and double-stack 90% Damage Reduction with Adaptation and abilities. Zero point in Overguard and it really should never have been put into the game. Shields and Health were doing fine on their own and did not need the addition of Overguard. DE still feeling the need to bloat the game with systems nobody wants or likes due to them being implemented badly.
  11. For high level players there isn't. For them, there are two difficulties; Star Chart and Steel Path. Star Chart levels are basically nothing to high levels players due to amount of high-level gear and mods making them basically invincible and Steel Path is the only difficulty where those players find any kind of challenge. That's just how it is. Warframe is not a game of middle-grounds, its a game of extremes. You're either challenging yourself in Steel Path, or chilling out in Star Chart. Companions of high level players do not die in Star Chart but they drop like flies on Steel Path. The only way this passive stays is if it instead gave companions immortality permanently. Companions are more valued for their utility more than their damage anyway, so a change like that would break the game. I really don't see how Nidus having no shields or his heal being personal to him is relevant here. Oberon is a paladin/druid style Warframe and in other games, those kinds of classes are all about healing and using light/nature for offense. Therefore a passive healing for the team would fit his theme. Renewal needs more than a buff to its numbers. The heal from it was never that strong even with high power strength compared to an ability like say Nourish. If I were to give it any changes I would make Phoenix Renewal part of the ability itself and reduce the cooldown by a mile.
  12. It really really doesn't as +25% health, shields and armour is nothing when it comes to helping companions survive. The one instant revive per mission is also nothing because as soon as they companion respawns, they instantly die again. Oberon's passive simply is not useful at all. It doesn't help companions survive in endgame which is where they are needed the most and companions almost never die in low to mid-tier gameplay anyway, so his passive is not helpful there either. It's a truly useless passive mate and it needs to go. This is my personal opinion, but Citrine should neve have had that passive IMO as it makes zero sense for her theme. It should be transferred to Oberon. It also doesn't matter that Renewal does the same thing. Nidus has a self heal ability despite being able to passively regenerate health as well, so its not like Oberon doing the same thing would be alien. Besides, Oberon needs all the help he can get.
  13. This rework proposal ash some interesting ideas, but I do question a few aspects of it. Firstly, Oberon's passive is just not needed in todays Warframe. Certain companions can now infinitely respawn and even when dead they can still provide essential benefits like Vacuum. So I'd replace Oberon's passive with something else, like maybe he provides a passive health regeneration for himself and allies close to him. I'm also really confused with these parts of the changes; Firstly, making Renewal a one-cast ability is just a blatant copy of Trinity's Blessing and really messes up the uniqueness of Renewal as an ability. It being channelled also offers more benefits than it being a one-cast ability, such as being able to take advantage of mods like Hunter Adrenaline to provide infinite energy. So really not a fan of that change. Also, why are you only giving Oberon 80% damage reduction? Not only does that not make any sense considering other frames have 90% DR abilities, but it also means that Adaptation will render that 80% DR useless because the game will not stack it with Adaptation due the rating being lower. You've basically given Oberon the same problem Caliban's passive has. Just give him a full 90%. There really is no point in giving any frame any less these days. Secondly, the change of no longer needing to stand on Hallowed Ground to strip armour is a good one, but why are you still requiring 200% Power Strength to fully strip armour? Most armour-stripping frames in the game now only need 160 - 170% Power Strength to strip armour. Why would I for example want use Reckoning when I could just subsume Terrify over it and not have to invest so heavily in Power Strength? Instead of requiring the same Power Strength as Xaku, Oberon should maybe stand out by having a slightly lower power requirement for stripping armour like say maybe 155%. That would make him stand out as unique.
  14. We already have a pretty good idea what the Stalker is based on what we've learned about the Tenno and Warframe over the years; he's likely to be another Sentient Warframe, like Umbra. Same goes for his Acolytes. Considering they have lines of dialogue where they appear to be talking to our Warframes, such as; "I see you are still their servants", it's more evidence that they are all independent Warframes who hate the Tenno. Basically they're all the last remnants of Orokin loyalists.
  15. That bandwagon has long been rotting away in a derelict stable for years at this point. You're a bit late. Limbo users were never that bad.
×
×
  • Create New...