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TheGodofWiFi

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Everything posted by TheGodofWiFi

  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.
  16. @Zendoker Your post has many many errors in it. Is English your first language because it seems like you are completely missing the point of most of what I'm saying. Firstly, you say that "my ideas" are even worse than yours. I don't know how you can say that when I haven't even posted my ideas here. All I am doing is criticising yours, not posting mine. If you want to look at some of my ideas for reworking Hydroid, go and find some the old threads I posted. My ideas certainly do not turn Hydroid into another Caliban or a worse version of Xaku. You have zero knowledge of my ideas since I never posted them. Secondly, the ideas that I do have are certainly not worse than yours because unlike you, I do not lean into unpopular frames that have proven to be unpopular and still are to this day. You quote a lot of false examples going on about Gauss, Revenant and Xaku. I would like to say that no, no one ever said those frames were going to be useless because their abilities looked good. The main criticisms mainly for Revevnant and Xaku was regarding their ultimate abilities. People did not like Revenant's original ultimate because it was basically a mass sleep-AOE which people did not find very useful or Eidolon-like. For Xaku, people complained that DE changed The Vast Untime's original 90% Damage Reducton to 75% Dodge Chance, which people rightly complained was rubbish and it is. Those complaints were valid and at least in Revenants case, that is the whole reason why he got his Disco Ball ultimate instead of that mass-sleep, because people had such a bad reaction to it. You also seem to think that just because people don't like it, that doesn't mean it is not a good idea. This is hilariously self-righteous and flawed thinking. It reminds me of when Ubisoft tried to convince gamers that NFTs were actually really good and that gamers "just don't get it yet". Players are right 90% of the time and if they say something is bad, its bad. The playerbase has said Lavos is clunky and inefficient, which means he is truly clunky and inefficient. Just like Hydroid is universally thought of as bad and in need of a rework, Lavos is thought of as very sub-par compared to a lot of other damage frames. The ironic and hypocritical thing is that you agree with people that Hydroid needs a rework and yet the logic you use for justifying your version of the rework, is the logic Hydroid die-hards use to say that he doesn't need one. You say you don't want to turn Hydroid into a new Lavos, but that is exactly what your changes do and they are terrible. The simple fact of the matter is people do not like Lavos or his mechanics and unlike frames such as Gauss, Xaku or Revenant, Lavos has not gotten popular over time. He is still in the exact same position within the community as he was when he first got released; viewed as mediocre at best and inefficient at worst. People's opinions on Lavos have not sweetened, they have remained the same. So you cannot at all use frames like Gauss, Xaku or Revenant as comparisons. Your point about CC goes straight over your own head. You mention frames like Khora and Wisp but the thing you forget is that those frames do not just offer CC. They came with a lot of other benefits and utility. Khora's Strangledome for example is terrible CC in terms of making it easier for players to deal with enemies. The main reason to why it is used is because of the utility its augment offers it, which is to gain more loot. Secondly, Khora does insane damage with her whipclaw and her Kavat helps her survive. She is an amazing frame due to a combination of this, not just her CC. That is my point; CC alone is not very useful, but with added utility it becomes more useful. Terrify removes armour just as efficiently as Gaze I honestly have zero idea how you can claim otherwise. Also, unlike Gaze, the armour-strip from Terrify is permanent. Gaze's armour-strip only lasts for as long as the enemy is within the AOE radius, but Terrify can just remove armour permanently. You can spam it very easily and it can cover huge areas. Terrify is definitely not worse than Gaze for stripping armour at all. Also, the fact you say Tharros Strike and Pillage are not inferior to Terrify when they most definitely are, shows how disingenuous you are being. For one thing, Tharros Strike only affects enemies in a cone in front of him whereas Terrify is full 360 degree AOE. Pillage also requires 400% ability strength to fully strip enemies of armour and shields, which is the highest strength requirement for an armour-strip in the entire game. So yea, these two are 100/% inferior to Terrify in terms of armour-stripping efficiency. And lastly, you stack ideas are still awful mate. The fact you say "oh you can potentially one-shot level 1000" means absolutely nothing for two very important reasons; 99% of players do not go to that high level and do not want or need to. The relying on stack mechanics is still a system players do not like. You are not going to get people to play Hydroid based on what potential numbers you can make him do. That is a major point you seem to be forgetting; fun. Players like to have fun and having the potential to one-shot high level enemies is not necessarily fun. Take for a example Wukong; he is the top most used frame across all platforms and mastery ranks by a huge margin. Yet he does not possess armour-stripping capabilities and he is not a huge inherent damage dealer. So how can he be at the top? Because players find his mechanics to be very easy to use and fun. Hydroid technically already has scaling damage, which in theory is endless and could take him up to level 1000. However, that does not matter to people because Hydroid is not a fun frame to play. Your changes will not make him fun, they will just load Hydroid up with more unnecessary busy-work in order to make him capable of taking down enemy levels that hardly anyone cares about anyway. People do not want Hydroid to be able to take down level 1000 enemies with ridiculous stack-reliant one-shots, they just want him to be able to have fun gameplay and be effective at tackling the base end-game such as Steel Path. No one wants him to be the king of one-shotting level 1000 Corrupted Heavy Gunner Eximus units, they just want him to be a good warframe that can stand with other like Saryn, Mesa, Volt, Nezha and Nekros. Again, Hydroid does not need to be overcomplicated, he does not need to be capable of one-shotting max level enemies, he does not need a Lavos-type rework. Again your ideas fix absolutely nothing about his problems and you outright refuse to acknowledge that the playerbase can actually be right about what they want sometimes, instead considering yourself above everyone else like some kind of crypto-bro. No thanks. I've said my piece now, you are not going to change my mind and I'm clearly not going to change yours. So all I can say is I hope DE never implement anything like you're suggesting here, because Hydroid will not benefit from it.
  17. Again, so what? This literally does not matter at all. Hydroid and Yareli having the same damage type does not suddenly mean one will be better than the other. I never said CC was entirely useless, I said Magnetic was useless. I said that CC is 100% not as essential as you are making it out to be. A frame that only does CC is not very popular. Damage and Utility are the meta in current Warframe. The way people survive at high levels is through utility not CC. This isn't Tower 4 Survival mate, we're not in 2015 anymore. CC has not been the way people play the game at high levels for nearly a decade at this point. CC is no longer the meta in Warframe as the game has changed over the years. Back in the day CC was king because our damage was not as high and you were encouraged to stay in endless survival missions longer as it earned you more loot from one mission. That is no longer the case anymore though. We have enemies who are immune to CC, can cancel out CC in other enemies and in general, people do not do long survival missions anymore and the few that do, do not take a CC frame. They take frames like Revenant or Octavia, who can scale to the max enemy level without much trouble and its their utility that keeps them alive, not their CC. Revenant has the best tank ability in the game that renders him immune to all damage and Octavia can just turn invisible. Again, I never said CC was useless, I said Magnetic was useless which it is. Either you didn't read properly, or you're trying to put words in my mouth. Slowing enemies can be useful but again, just having an enemy slow is not enough. Cold is better than Magnetic every single time, because again the magnetic status proc does absolutely nothing to the vast vast majority of enemies, but Cold at the very least affects every single enemy in the game. So it is a much better proc to add. There is literally no benefits to putting Magnetic onto Hydroid as his main damage type, all you are doing there is giving him a useless status proc that will only barely affect like one faction in the entire game. If it is problematic, then don't give them Magnetic at all. Seriously, Hydroid does not and should not have Magnetic be made his main damage type. Hydroid already has enough problems and you want to add another one? It does not matter that his abilities do more, you're not going to justify the magnetic damage in any way. It's a terrible proc. Yes I've heard that one before. Going to extremes seems to be certain peoples forte when it comes to trying to defend bad ideas. The point of efficiency is that you don't have to be like Mirage, but at the very least you need to provide a viable alternative to something like that, without putting in extra effort. A frame like Lavos is not popular because he is a damage focused Warframe who, while doing decent damage, takes far too long to set up when compared to other frames. People like frames such as Saryn and Mesa because they are quick, easy to use and get their full amount of damage on their abilities out of the gate. There is nothing wrong with liking simplicity and efficiency and subsequently people value that kind of thing in a looter-shooter the most. The aim of the game is to kill as many enemies as possible in a reasonable amount of time and Lavos is not reasonable. Your changes to Hydroid would make him the same; unreasonable. Have you been playing Warframe at all in the past six months? The most effective armour stripping ability in the game, Terrify, only needs 167% Power Strength to remove armour and it happens instantly the moment you cast. Likewise, other armour stripping abilities only require 167% Power Strength now as DE lowered the requirements across the board. The only armour-strips in the game requiring 200% Power Strength are the abilities that remove both armour and shields, which is fair. Even then, reaching 200% Power Strength is incredibly easy nowadays, especially with the Arcane that gives you a free 60% boost to Power Strength outside of your mod set-up. Why would I want to do all this faffing about and wait three seconds for armour to be stripped when I could just, you know, take a frame that strips armour not even in one? Terrify, Avalanche, Gaze, Regurgitate, all of these abilities remove armour in less than a single second from the button press. Relying on weapons for more status? Mate, you are basically wanting to Hydroid to be another Lavos. People don't want that. We want a Hydroid that is effective right at the start of the mission to the very end, like other meta frames. We do not want all this messing about with status and rubbish like that. You're even shoe-horning in a augment to fix a problem you have created because you know people don't want to deal with your proposed changes. Its incredible. The area will not be as large as Terrify, Gaze, Regurgitate and Avalanche as the range they can have is insane with the right build and do not require ridiculous stack reliance. Again, people do not want another Lavos mate. Hydroid especially does not and should not be working similarly to Lavos. People do not want to rely on weapons to make a Warframe effective, they want the Warframe to be effective on its own. People do not want to mess around waiting for stacks to build up, they want to press a button and just have the ability work. Again, this is why frames like Saryn and Mesa are in the top five most used Warframes across all platforms; they are simple, easy to use and effective. That is what Hydroid needs to be if he is ever to have a spot in the meta and your changes simply will not do that, because they are copying a frame that is already not in the meta. People want Hydroid to be fixed so he is efficient and does good damage and/or utility that pushes him into the higher Warframe ranks and making him like Lavos will not do this. There is a reason Lavos is not even in the top-thirty most used frames mate and its because he is just not efficient enough at doing a job other frames can do far better I apologise, but your ideas are not good at all and would not bring Hydroid up into the meta. Hydroid needs to be less complicated and not reliant on stacks for his effectiveness. That is what people want. Not this.
  18. Sorry to say, but Hydroid is the frame getting a rework next. Pablo implied as much in the Q&A section of the last Devstream. As for whether or not Frost will be after Hydroid who knows, but the pirate is the one who is getting DE's attention the most because unlike Frost, Hydroid has nothing.
  19. The enemy cap for Terrify really doesn't matter considering most enemies affected will be dead by the time you recast it. It's also a permanent armour-strip and so you can just recast it over again and even if the fear affect wears off on enemies they still have no armour. Freeze effects also aren't as useful as you make them out to be. If freezing an enemy made them more vulnerable to damage, as it naturally should, then it would have an extra edge over Terrify but right now it doesn't. As a final point, there is a reason why Nekros is in the top twenty most-used frames whilst Frost isn't even in the top-thirty. A frame needs more than just an armour-strip these days. Frost's armour-strip is decent, but Nekros has it too and also brings a lot more to the table, such as more loot, a self-sustaining cycle of infinite energy and health and a very handy 90% Damage Reduction ability. Frost is not used despite his on-paper potential because, like Caliban, having one decent ability is not enough. He needs more.
  20. They already fixed Ash; he's just now called Kullervo instead.
  21. Why can't Hydroid and Yareli both be cold frames? There's no rule saying frames cannot do the same kind of damage. Both Saryn and Grendel do Viral damage, Ash, Kullervo and Equinox all do slash damage etc etc. DE reworking magnetism is basically nothing but a hopeful wish at this point. We have no indication they're going to rework it anytime soon. I think its a very bad idea to make Hydroid's damage magnetic focused on the hope that DE will someday rework him. No, he should just be given a useful proc like cold. There's no point in holding Hydroid back. Giving Hydroid magnetism won't suddenly make the element useful. Stagger and CC in general is not very useful in todays Warframe if that is all you have. Hydroid's abilities should do more than just CC as that has been one of his major problems since release. And again, magnetism is just useless and there is zero point in hoping it will be reworked because we have no indication that it will. He needs a more useful proc. Working well is not the same thing as being efficient. Lavos can get decent damage with his abilities but the problem is that he takes far too long to set up with all the stacks whereas other frames don't need to worry about that as their abilities are just as effective as they're ever going to be right out of the gate. You want to implement a Lavos type of stack-reliance-for-ability-effectiveness on Hydroid and I still say this is a very very bad idea. There is a reason why Lavos is not even in the top thirty most-used frames and that's because people do not like frames that take a long time to set up when they could just take a frame like say Ash or Mesa who can do Lavos job far quicker and easier. People like efficiency and convenience and unfortunately Lavos is neither of those things right now. Adding these kinds of mechanics to Hydroid is not a good idea. It does not matter if he does not have cooldown's on his abilities like Lavos does, its the playstyle and mechanics of having to go through a lot of effort to get the same amount of damage other frames can do 100% more efficiently. Hydroid does not need a change like this, he needs to streamlined, less complicated and more efficient.
  22. IMO Warframe is not supposed to be a challenge. Its one of those games that is pure power-fantasy, kind of like Saints Row 3 or Kingdoms of Amalur. And do you know what; that's fine. I like that some games don't have kind of challenge as they are basically relaxing. If I want a challenge, I'll turn off Warframe and play a game like Returnal or a Soulsborne game.
  23. I was thinking about making the Shadows immune to damage as well. I did notice that some of them went down very quickly when faced with a Steel Path Battalyst and their disco ball laser attack. The multiplier doesn't seem to do very much so yea I agree with that. Also, have they still not fixed that Oberon anti-synergy? Wow. I can't even remember the first time someone complained about that but I know it was years ago. I'm not even that surprised its not been fixed sadly. Live-services in general have terrible quality-assurance as they're not designed with quality in mind sadly. I agree it can be quite annoying for the enemies to scatter, however I don't feel like Creeping Terrify is mandatory. You can still catch the enemies with a decent AOE weapon most of the time. The slow feels like a genuine bonus that you need to sacrifice a mod slot to have. I'd say out of all the augments, this one is the one I think should absolutely remain an augment. Although you've reminded me of another part of this ability that needs tweaking; the fact that it doesn't affect enemies who cannot be terrified. Thanks, I'm updating my OP. Yea I know but right now its a single target ability and only works on enemies that are below 25% max health. If it was a small AOE that affected multiple enemies at once it could be decent, but right now nobody really uses it to kill enemies as our weapons do that job perfectly fine on their own. Our weapons basically kill enemies too fast for this ability to be useful. Maybe buffing it and adding the augment functionality would make it a genuinely good first ability. While I find the idea of Nekros scrolling through a shadow-management menu like he's a company CEO looking to fire some underperforming employees to be highly amusing, I can safely say I definitely do not care for a feature like this actually being implemented. We don't need to select the Shadows, especially not if they were made invincible like you suggested, as then it would just be pointless since they don't ever die and mainly serve as a distraction tank ability anyway. Sure, although considering Vauban has had two reworks already and he is still meh, I doubt even that would save him.
  24. DE are planning on reworking Hydroid after TennoCon, according to Pablo. So we've got a ray of hope through the dark stormy clouds that follow Hydroid around wherever he goes. Magnetism is a near useless status proc that only really affects Shields and even then there are much better options for dealing with them, like Slash or just getting a Warframe that can outright remove shields. Corrosive, while it has taken a heavy nerf, could still be useful, so just go with that instead. Someone else already suggest that Cold would be a much better option thematically and practically in the game, which is true. After all the sea is damn cold most of the time. Again, not really a very useful proc. Change it to Cold instead. Not really a fan of this relying on stacks for ability effectiveness to be honest. We've already seen DE try to implement this kind of thing with Lavos and its just clunky as all hell to set-up and use effectively. How about instead of relying on stacks its just another thing affected by ability strength. The last thing Hydroid needs is to be made overcomplicated. This is basically just his old Undertow. That is not what we want out of this ability. We don't want to sit in a puddle doing nothing whilst our health regens. Hydroid needs a much more active way of regenerating health. I would remove ability to go into a puddle entirely to be honest. Have Hydroid be survivable in another more interesting way. You've got some decent ideas here, but again it sounds just a little too reliant on proc'ing enemies. Again, Lavos is a frame built around status proc'ing enemies and he's not exactly great. All this set-up just sounds really unnecessary frankly. I know sometimes people like to really think in-depth about rework proposals, but sometimes it can be a bit too complicated. Hydroid needs less complication as that is partly why he is in such a bad state in the first place. He needs a full ability rework, but it doesn't and should not need to be this over-designed. He just needs a simple set of abilities that do their job effectively and easily and in a timely fashion.
  25. Or they could just change it so you have the full damage of the charged version of the ability on a single button press instead? Charge-mechanics suck in this game and there is zero reason to have them, especially on a frame as awful as Hydroid. He needs those mechanics removed, permanently. Also, Barrage does zero meaningful damage anyways, so who cares if we loose some damage. It was never going to kill anything very fast, even at mid-tier. Whilst I agree with you saying the mobility of Tidal Surge is an issue due to how clunky it is, your proposed changes just sound way too overcomplicated for a single ability. It also sounds extremely clunky to implement. Ragdoll physics in this game have always been annoying and this change honestly sounds like it would enemies even more annoying to hit. IMO a much simpler change like maybe instead of the wave pushing enemies it instead rushes through them applying a debuff or something like that, instead of all this faffing about with pushing, pulling and flailing enemies around. I know its thematically accurate and realistic for a rouge wave to causing humanoids to go tumbling all over the place, but in Warframe that sort of thing is just annoying and not useful at all.
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