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(PSN)crashtester17

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Posts posted by (PSN)crashtester17

  1. some changes that could be nice. 

    make tidal surge a toggle where you surf your wave and either have the ability to shoot while on it.

    allow for the ability to go in and out of puddle. going in it by crouching, sliding, or slam attacking it makes your other powers stronger but the puddle is reduced to it's current range. can leave the puddle by jumping out of it and it's range is increased to compensate for it's loss in mobility. powers could function the same as they do now inside puddle.

    make his tentacle swarm grab enemies and flail them around like before without the slow motion thing that looks kinda derpy. Change the tentacles behavior to where they will grab an enemy and slab them around 3 or 4 times. after the fourth slap the tentacle will start constricting the enemy still doing as much damage as before but it will hold them in place. this could be like a highlighter for hydroid or other teammates that shows which enemies need extra attention to die.

  2. hydroid passive.

    on kill summons a tentacle max 10.

    this is something the comunity wanted changed and i talked to a few people on a lot of difrent sites this is a passive people are ok with that should be easy to implement.

    hydroids berrage ability.

    when cast from undertow all shots of berrage hit undertow to kill enemys traped in undertow.

    hydroids tidle surge ability.

    all this ability neads is to increase in size with range mods.

    hydroids undertow ability.

    this one needs the most work but it is all simple changes.

    1. enemys traped in undertow are traped even after moving.

    2. after caasting undertow you can leave it and the undertow should stay for the deration.

    3. while in undertow hydroid should get a damage buff on all abilities.

    4. when hydroid leaves the undertow he should get a armor buff.

    basically hydroid could go from a low range dps frame to a long range hard CC tank with the use of undertow.

    hydroids tentacle swarm ability.

    1. enemys killed by tentacles have a chance to drop energy.

    2. enemys hit by tentacles are knocked down instead of grabed.

    3. optional if you want to see enemys flying DE make the dead bodies ragdoll when hit with tentacles.

    the goal of this was to be easy for DE to implement and fit the theam of hydroid DE has but to also make hydroid more loved by the community.

    down sides to hydroid.

    energy costs.

    abilities casted from undertow have less CC range.

    you can take a way the stelth undertow gives hydroid.

    enemys with high CC. 

     

    I don't really agree with Hydroid becoming a tank since he has a good amount of armor now but the rest of this sounds good and fair.

  3. 16 hours ago, Artesians said:

    I'm not sure if posts back here will be read, but there's still discontent about Hydroid. On top of this, as of Dev Stream 97, DE is no longer willing to exert more time into fleshing out a new kit for Hydroid. As it stands:

    Passive Ability:

    I can't believe this ability wasn't changed. Slam attacks spawning a single tentacle? Yawn and pass. Give him something that encourages his spellcasting nature. Here are some basic ideas: Increased casting times or power strength when casting successive abilties.

    Tempest Barrage:

    With the new combo with Undertow, Hydroid's 1 no longer seems useless, does it? I have no qualms with the ability.

    Tidal Surge:

    Good mobility, decent invincibility frame, but has no synergy with his other abilities, considering enemies aren't scooped up by the ability. Perhaps reduced energy cost when using it in succession?

    Undertow:

    The most problematic ability in terms of "interaction," though adding the tentacle grab was smart. Now, it's still not a fun ability to use because, well, you're literally a puddle. I think adding a "secondary" ability or an augment that allows the player to hold down Undertow to create a whirlpool that is stationary, separate from Hydroid. This way, players have the tactical ability to enter Undertow as a survival ability or to use it as an autonomous AoE. 

    Tentacle Swarm:

    I like the fact that you guys made it easier to attack enemies swept up in the tentacles, but they could use some scaling damage too.

     

     

    Maybe instead of slam attacks spawning a tentacle it could be melee kills instead.

    I think the first ability could use a little more base duration and not be a charge.

    Having the ability to steer tidal surge seems to be something I've heard and read quite a bit that would make him more fun for more players. Maybe an animation change too, from becoming a tidal wave like an elemental, to Surfing or riding the tidal wave like a commander of the seas.

    The undertow fix with the augment seems like it would just upset half the people who play Hydroid and don't like being afk since that would mean they would lose another mod slot for making him do something they think should just be a part of the power. Having the option to move in and out of undertow seems to be a popular request. 

     

    As for tentacle swarm a lot of people seem to be asking for more damage but that's not necessary. A warframe's fourth ability doesn't always have to be damage. Loki's fourth does little damage with augment and it's an amazing ability. Rhino's fourth does some damage but the thing that's really great about it is it holds enemies in the air while they can't do anything.

    I think that giving Hydroid's tentacles some really strong crowd control would be enough. Maybe each tentacle can grab more than one enemy? Or, If the scaling damage was explored what if the tentacles beat enemies with the enemies that they picked up and they do more damage based on the remaining health of the enemies that are grabbed.  

     

    Also I've noticed that some weapons have trouble hitting the enemies caught by the tentacle swarm. I've tried shooting the enemies with the zarr and it will clearly hit them and do nothing.

  4. Getting straight to it

    Tempest Barrage:

    Fine as is.

    Tidal Surge:

    Changes to a toggle where instead of being invincible and launching yourself forward what if you surfed on top of the tidal surge. 

    Undertow:

    Cast it and it works like normal. jumping will launch you out of the puddle and you can move freely while the puddle remains stationary for a couple of seconds. Stepping back onto the puddle will return you to it.

    Tentacle Swarm:

    Tentacles grab enemies and constrict them, melee striking the kraken head makes the tentacles frenzy for 3 to 5 seconds before constricting again. 

    Passive:

    Melee kills have a chance to spawn a tentacle max of 5

     

    Feedback is welcomed. Purpose of this is to keep abilities the same with simple additions only exception being Tidal Surge since there is currently little reason or incentive to use it. 

  5. 42 minutes ago, Windy_Wind said:

    At the moment, even though he does nice damage and very useful, his play style is really boring and slow in a fast pace game. I suggest changing his undertow into a placement ability like Limbo's Cataclysm and oberon's hallow. That way he can still run around and do other thing and can SHOOT into the puddle himself. If he wants to submerge, he can just stand on the puddle and hold 3. 

    Can we please get this?

  6. 13 hours ago, Buddhakingpen said:

    1-His changes made him MORE mobile. They gave you the option, but you can also be more mobile if you'd like to

    2- Why do ppl complain about hydroid needing to sit in one spot, but dont complain half as hard about frost, or volt, or limbo?

    The more mobile option is moving very slowly for extra energy or casting tidal surge and freeing enemies you've caught if they're still alive.

    As for the reason people don't complain about frost, volt, or limbo, none of them can go afk or encourage that. Enemies can still walk through frost bubble, and volt is one of the most mobile warframes, and limbo stasis can easily be ended early by anyone spam shooting weapons like the sonicor or quanta. 

    In addition to all that, all the warframes you listed can still use their weapons with any of their powers. Hydroid puddle stops you from shooting or using your melee and the most you get to do is drag enemies into your puddle cast tempest barrage on it till they die and move on. No parkour, no shooting your guns, and no melee combos. Hydroid is now the most overpowered boring warframe that requires no skill to play. The only argument that he's not overpowered is other warframes can kill more quickly than he can. However they are not invincible when they do it and the ones that are have a condition to their invincibility. So the most you can do if somone brings ember is don't use puddle and use your other three powers to get to all the enemies. 

    The only change I would want more than any other is you cast you puddle on an area and don't hide away in it. I don't want the ability removed I just want it to not encourage going afk. 

  7. Why does hydroid still turn into a puddle? I thought Warframe was about fast paced gameplay and being very mobile. Now to play Hydroid you hide in your puddle, cast your 1 on it, and instantly kill enemies while being completely invincible and nearly immobile. Moving the puddle will free previously trapped enemies and if that is eventually changed then you're just a slow moving invincible powerhouse that can't be killed and you just refill with energy pads as needed. This rework is debatably encouraging less mobil gameplay and takes any skill out of playing Hydroid. Can we please just cast puddle instead of turning into one? I really don't mean to sound rude or anything like that. Hydroid is one of two favorite warframes and I would love to see a good rework for him that doesn't make him overpowered or take all the skill out of playing him. 

  8. So I've been reading a lot of other players comments on this and it seems that a majority don't like this rework, and I see why. People were posting lots of cool ideas for hydroid and what we got wasn't what we hoped for. There were more than a couple of people who suggested keeping his abilities but adding specific synergies and buffs to them that would still fit his theme and intended play style. Being able to cast abilities from undertow was a suggested synergy and so was using tidal surge to move the puddle. The only problem with keeping undertow the same hide away ability is that it encourages players to go afk and it hides enemies from teammates rather than helping the team kill enemies. 

    These are the ideas that I had for hydroid's rework to give his abilities synergy while keeping them the same. 

     

     

     

    Undertow (Third ability): Hydroid no longer turns into a puddle but he summons one instead for a duration. Hydroid and teammates can shoot the puddle to damage all enemies inside. Hydroid will have health regeneration when he is in range of his puddle based on the damage the enemies inside are taking.

    Tempest Barrage (First ability): Water barrage has a longer base duration and slightly better targeting. Enemies within ability radius are knocked down. Targeting undertow (third ability) will grant Hydroid and any other allies standing on it a boost to evasion and slide distance by making everyone slippery for a brief duration. This will also damage enemies in the undertow.

    Tidal surge (Second ability): Tidal wave increases in width as well as distance with power range mods. Enemies hit by tidal wave will be carried away and dropped wherever the tidal wave ends. Using tidal wave to move across undertow will take away a couple of seconds from it's remaining duration. In exchange it will into a tsunami. Tidal wave doubles in size, range and damage but some enemies in undertow will leave with hydroid. 

    Tentacle swarm (Fourth ability): Tentacle swarm will constrict enemies doing damage per tic, melee striking the tentacle will make it slap the enemy around for a couple of seconds before constricting them again. Power range increases the length of the tentacles as well as spread. Casting tentacle swarm on undertow will make all the tentacles come out from undertow. Until the undertow is full tentacles will violently grab enemies and pull them in to drown. Tentacles will do more damage based on remaining health of enemies inside puddle. When undertow is full, tentacles will beat or constrict enemies until space in the undertow has opened up. The tentacles initial grab will do damage. In addition to the kraken head it could eat enemies that come close to it or at least stay visible until the duration has 5 seconds left. Hitting the kraken head could send all the tentacles into a frenzy as opposed to hitting one of them and sending just one into a frenzy. 

    Passive: Loot radar and chance to spawn tentacle on melee kill. 

     

    I hope that they change it again before it comes to console. I would love to not be stuck in a puddle the whole time I play hydroid. 

  9. I hear what you're saying with the vex armor, but maybe an alternative to losing your buildup on recast could be recasting costs more energy than the initial cast. For example, if you recast vex armor after it has been activated it will cost 100% more energy. But, it will cost less additional energy as the timer goes down to a minimum of a 20-25% additional energy cost. Casting again when you do not have sufficient energy will end the power prematurely. 

    As for the additions to spectral scream, they sound like a nice addition to their functionality. I'm not opposed to the idea of spectral scream just changing effigy to one of the single elements. But I still personally prefer the idea of having a viral or corrosive effigy.

    And the changes for having effigy linked to chroma through vex armor sound really cool. I like how it gives more of a reason to use his powers together.

  10. Taking a second look at the passive I can see that full status immunity even to just one element at a time is a bit much. And I like where you're going with the effigy idea. What if whenever you cast effigy you also will end elemental ward (and it could either end or stick to the effigy). Then while you are using effigy you can't cast elemental ward on yourself but you'll be able to freely change you element and still use vex armor.

  11. What if nidus just gains half a bar of progress towards a stack whenever an enemy dies around him and gained a full bar towards a stack when he uses virulence. Or at least make his larva work that way so no matter if you or teammates kill the larva cluster you'll still get stacks. You just get less if the enemies aren't hit by virulence.

  12. I like your idea for Chroma's passive Knight. It does fit his theme. And having elemental ward refreshable is good too.  

    My only problems with his spectral scream are what would happen if you have elemental mods? Would it just add on? Like if you had viral and heat and you used ice breath, would the damage become viral, heat and ice or would the ice just add on to the viral damage? And would effigy's breath attacks also use the primary mods?

    Also, I suggested the changes to effigy because most chroma players have two builds for him. Build one mostly uses his second and third ability while build two mostly uses his fourth ability. By changing effigy to a duration ability players could have one build that could use all his powers and be rewarded for it rather then modding for one or two powers and barely touch the the others.  

    I like the ideas though.

     

  13. I like your idea to make his augment work well with teammates that kill all the enemies in your larva. Another good augment could be something that helps him get stacks faster. Like the first ability has reduced range but gets double progress towards stacks. I'd also think it'd be pretty cool if the augment for your fourth ability ate all your stacks but gave you a stronger infested unit accordingly. 25 stacks give infested chargers, 50 give infested ancients, and 100 gave juggernauts. 

  14. This is my personal preference for a Chroma revisit. 

    If there are any ideas that anyone would like to add please feel free to critique and add any suggestions.  

     

    1st ability: Spectral scream now has guaranteed procs and Chroma can now cycle through his elements like Vauban can cycle through his grenades or Ivara her quiver. Changing what element spectral scream is will change Chroma's element upon cast. Casting spectral scream on allies will make them do the selected element damage in addition to what they already do.

    2nd ability: Elemental ward's Toxin effect now adds melee swing speed in addition to its reload and weapon swap speed. Fire ward will now provide health regeneration in addition to increased health pool. Ice and Electric ward will remain the same. 

    3rd ability: Vex armor's timer can be refreshed so that bonuses can be kept instead of having to build them up again and again.

    4th ability: Effigy will change from a toggle to a duration ability to match the duration if not last longer than vex armor and elemental ward. It will draw enemy fire away from Chroma for it's duration provided chroma remains within a reasonable distance. Effigy will store the damage taken and then upon timer ending or ability being prematurely ended it will create an explosive elemental pulse depending on what element the Effigy is. 

    Synergy: Changing Chroma's element with spectral scream will not change the element of effigy until it returns and is recast. Using spectral scream ON effigy will alter the damage that effigy does. For example, casting effigy while being an ice Chroma and then casting a toxic spectral scream on the effigy will make it do viral damage. This will not make Chroma a viral Chroma.

    Passive: Energy color determines what element you start a mission as and you have status proc immunity according to Chroma's selected element. Example, use toxic spectral scream and you're immune to toxin procs while you're toxin chroma. 

  15. I like the ideas you got going here but making his vex armor a toggle would make regaining energy harder even with a rage mod on. A better alternative could be to keep it as a duration ability but give players the ability to refresh it.

     

    I love the idea of giving Chroma the ability to switch his element in the middle of the mission but I don't think that his second ability should be what he uses to change. Giving that to his first would be a better alternative since it would encourage players to use his elemental breath more. It could even coordinate with his effigy by say casting effigy as an ice Chroma then switching to a toxin Chroma and breath toxin on your ice effigy to make it do viral damage. I also think that having his first ability use weapon mods would be nice. But, if you do that then his effigy should also use those mods when it uses the breath attack (which I'm all for). 

     

    As for elemental ward, I think that it works fine as is now but could use some tweaks.

    Fire Chroma could provide health regeneration in addition to it's increased health pool.

    Toxin Chroma could provide increased sprint speed, melee swing speed, weapon swap speed, and reload speed. It would be like he's releasing chemicals in his body to invigorate himself while poisoning his enemies.

    Ice and Electric Chroma function very well as they are now.

     

    As for the effigy rework, the idea for effigy being mobil is nice but, if it's mobil and drawing enemy fire then it wouldn't be helping you avoid enemies for that bit of breathing room. That could be an interesting augment where it no longer draws enemy fire but instead it becomes mobil bombarding enemies with elemental assaults. A nicer change for it's base function would be to basically force enemies to attack it and then explode when it is dead or ends. It also wouldn't hurt to make it a duration ability that can be prematurely ended rather then a toggle since a most of the optimal builds for Chroma's second and third ability require blind rage. Having it become a toggle ability would change it so that transient fortitude would be used instead which wouldn't necessarily be a bad thing, except for the fact that it would hurt his ability to regenerate energy. The extra energy could be used for encouraging his spectral scream to be used more frequently. 

     

    Finally, his passive being a means of farming credits could be made a part of his passive. Something a little more fitting would be he does more damage with elemental weapons and attacks, or status procs do more damage when they proc

  16. So I just used zephyr again and her tornados do function like vortex sucking up enemies and holding them in the air. They will also change color depending on what damage you do to them and they will deal whatever damage you hit them with. However, they do not follow zephyr around very well. Most of the time they will just drift off and never be seen again if you're in a mission that requires movement. A good solution to this could be to have the tornados follow zephyr similarly to how mirages clones follow her. Increasing the range could increase the distance the tornados are from zephyr and how far their reach is for picking up enemies.

  17. What if instead of having the tentacles grab enemies and slap them around they wrap around enemies and constrict them while holding them in place. And the loot radar could be added to his passive. The thugary and plunder, and the element passives on the thread looked nice. 

  18. I like the idea of having the tornados move like octavia's resonator DrBorris. And having them function like vortex and trap enemies in the eye of each tornado would be pretty cool. I would still like the constant impact proc on enemies not trapped inside the tornado personally, just to keep enemies staggered.

  19. Feel free to critique. I would love to hear any thoughts on this.

     

    First ability: Tail wind now looks different. Zephyr spreads out her arms and forms energy wings from her arms and flaps them to launch herself in the air. Casting tailwind a second time  while in the air will launch zephyr forward and trigger a duration ability where she glides with increase speed and control for a duration. Passing by enemies will inflict an impact proc. The glide will stop when the duration times out, you glide into a wall, or you land. Zephyr will be able to shoot her weapons while in glide mode.

    Second ability: Dive bomb is replaced with wind blast. Zephyr uses her energy wings to create a blast of wind that knocks down target enemies. Casting wind blast while in glide mode (from tailwind) will propel zephyr up into the air and refresh the duration. 

    Third ability: Turbulence will still deflect projectiles. Casting wind blast or Tornado while turbulence is active will increase the damage they do. Casting tailwind with turbulence active will provide an initial boot when entering glide mode.

    Fourth ability: Tornado will follow zephyr and inflict constant impact procs to enemies in range. Hitting tornados with wind blast will either increase their damage or refresh the duration.

    Passive: Same as before and preforming a slam attack while in glide mode will make zephyr dive bomb instead. 

  20. Third ability: Hydroid no longer turns into a puddle but he summons one instead for a duration. Hydroid and teammates can shoot the puddle to damage all enemies inside. Hydroid will have health regeneration when he is in range of his puddle based on the damage the enemies inside are taking.

    First ability: Water barrage has a longer base duration and slightly better targeting. Enemies within ability radius are knocked down. Targeting undertow (third ability) will grant Hydroid and any other allies standing on it a boost to evasion and slide distance by making everyone slippery for a brief duration. This will also damage enemies in the undertow.

    Second ability: Tidal wave increases in width as well as distance with power range mods. Enemies hit by tidal wave will be carried away and dropped wherever the tidal wave ends. Using tidal wave to move across undertow will take away a couple of seconds from it's remaining duration. In exchange it will into a tsunami. Tidal wave triples in size, range and damage.

    Fourth ability: Tentacle swarm's number of tentacles increase with power strength. Power range increases the length of the tentacles. Casting tentacle swarm on undertow will make all the tentacles come out from undertow. Until the undertow is full tentacles will violently grab enemies and pull them in to drown. Tentacles will do more damage based on remaining health of enemies inside puddle. When puddle is full tentacles will beat enemies until space in the undertow has opened up. The tentacles initial grab will do damage.

    Passive: Loot radar. Hydroid has a knack for knowing where to plunder. 

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