By the grace of the sea, am I disappointed!
All those changes but none of Hydroid's main issues are addressed or set aside with a Wukong Fix.
Weird pattern on his 1? Not fixed. His corroding barrage is useless against corpus units? Not fixed. His 4's spawn? Yep, not fixed again. That's crazy.
And there were so many ways to fix him. How? Well, many people shared on the forum their views on a Hydroid rework.
Even this iteration can be ameliorated, but we're getting a half-done Hydroid... Again.
His passive? Make the status effect from his abilities last 50% longer.
Tempest Barrage? Inflict Corrosive/Viral/Magnetic damage depending on the type of resistance the target has.
Corroding Barrage? Turns it into "Undertow," which creates areas that do half the damage but constantly.
Tidal Surge? Recasting it costs nothing, stops the wave, and attracts enemies around Hydroid as a mini vortex (A fix like they did with Mag's 1) but keep the cleanse.
Tidal Impunity? No longer grants status immunity + range, but increases status chances (depending on the numbers of enemies) on Hydroid and Allies hit by the wave.
Plunder? Gives armor/health/shield depending on the enemies status (Viral-Health/Corrosive-Armor/Magnetic-Shield) but no longer increases the damages done.
Plunder's augment? Put on it the effect of Pilfering Swarm.
Tentacle swarms? Enemies in Hydroid's field of view or impacted by his Tempest Barrage are immobilized and disarmed, the effect is progressive (The immobilization/disarming only appears after 0,5s) and lasts 5 sec when not in Hydroid's FOV or affected by Tempest Barrage, with an energy drain.
Pilfering Swarm? It modifies Hydroid Tentacle Swarm, summoning instead a Kraken at the designated spot that will disarm every enemy near it. Hydroid can only summon three at a time.
Here! Some changes! And we can finally get rid of most randomness in his kit.