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Ketsueko

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Posts posted by Ketsueko

  1. Hi!

    First: i'm glad to see people suggesting some rework for this warframe with huge possibility for his concept ^^

    If i may i would like to share my thought with you for this warframe ^^ (sorry for my english ^^") 

    To me, Hydroid is like devi jones in pirate of the caribbean. So with his pirate part come an ... ghostly / monstruous part.

    I had multiple idea. one for his passive is this:

    Passive: Captain of the deep: Hydroid is used to incredible pressure. He can then resist more the impact damage type (I've seen this idea here below) and can have + 25% resistance against fire(due to the fact that i thought of elemental resistance for elemental warframes) and -25% resistance against shock.

    Additionally, while inside a railjack, his innate leadership give a small bonus to the crew and railjack for damage dealt, ship speed, and energy efficiency (maybe 10% of each).

    I also have some thought about his abilities: one where he can be a pirate or a more monster based being that pull the unfortunate into the sea.

    For example,

    his 1:

    Charged or cast
    while cast, same as a fully charge 1 from now. For the charged mode, a sphere of water surround the head of enemy, making them drown. damage is of the same type than the puddle but less powerful. the enemy is incapacitate (like with the burning panic effect).

    his 2:

    Basically does the same than now but can be maintain to go on longer distance and aiming upward make a real tsunami, making him go higher (so may not pass some doors) but the area of effect is wider and stronger.

    Additionnaly, while in undertow and while maintaining this ability, Hydroid become a sort of water tendrill linked to his puddle, capable of moving in every direction until you touch the ground, cast again puddle or cancel the power. While in this form, Hydroid is invulnerable and a water trail between is current position and his puddule is formed. Every enemy making contact to the water trail became trapped inside undertow, in the place when they touch the trail. While you touch the ground (not the wall) or cast again undertow, you slam on the ground, making a new undertow there (the previous one disapear). The water tendril then came back to you (like the rewind ability) and with it every enemy trapped.

    if a nullifier bubble touch the trail, the link is unterrupted and the ability is cancel (maybe instead of purely cancel, making it like "a new puddle appear at your location. every enemy between you and the cut link came to you, the other between the puddle and the nullifier are lost ")

    His 3:

    Can be cast or maintain. while maintain, you are the puddle. While cast, make a water vortex at the location. enemy within range are slowly being attracted by the vortex. enemy in touch with it fall in undertow. Undertow does now true damage (because it's quite dumb that you cannot drown if you have a shield)

    I also thought of an idea with the ocean of ghost theme. When in cast, summon a calm lake with dense fog. enemy inside are lost (they walk randomly) and cannot see if not close to the target. their speed and health are slowly drain until attaining 0. at that time, they fall into undertow. when they die, they became a lost soul, wandering in the undertow and taking living with them in the undertow. Enemies that saw them go near them and shoot at them, attracting other. (maybe for each lost soul, augmenting damage dealt)

    His 4:

    Making it a area of effect summon instead of summon. Can be maintain for increased range or cast for smaller energy cost.

    On cast, make a thin puddle on the ground of the side of the area of effect. (maybe with different visual effect than undertow). It is a thin pellicle of water but within it, the deep gaze at you. When an enemy enter the area, a tentacle emerge from the water, grabbing the enemy. the enemy take an increasing amount of true damage and enemy that cannot be grabbed are marked by a debuf slowing them (and maybe reducing their armor).

    while the enemy grabbed are alive, the tentacle behave like normal, grabbing enemy near them. When all enemy grabbed by a tentacle dies, the tentacle disapear to be allocated to another enemy without being already grabbed and in the area of effect.

    While cast during the effect of tidal wave (his 2) under the water tendrill mode, the beast will gaze uppon the enemies in range an pull them in with his tentacles.
    While cast while in undertow, now the tentacle will grab the enemy and pull them in the undertow. they still suffer the damage of the tentacle and the damage of undertow (the damage of the tentacle count in the calculation of incremental damage of undertow)

    Now the kraken will stay in the center of the cast, inside the water effect to gaze on the enemies. When a Nullifier enter the area of effect, it does not affect it, as well as the kraken cannot touch it. When the Nullifier touch a tentacle, it disapear but can grab other enemy outside of the nullifier bubble. When the nullifier arrive at the centre of the cast, the cast stop

    For pillefering swarm:
    Now pillefering swarm cause a debuff on a duration when hit by a tentacle. Enemy gives additional loot when kill while the debuff is still active (made this way to permit additional loot from enemy unafected by the grab)

    That's all, what do you guys think about it? ^^ (sorry for my poor english i'm not native ^^")

  2. To answer I will use google trad as that I will have more freedom to write. Certainly taking the part of normal infestations may be impossible both in lore than in practice. But I still believe that one way or another, using the infestation for our purposes would be possible. For example, taking over the helminth, why there would not be as with the ghoul an event that could highlight the helminth such as "corpus / grineer provides a mass invasion at a place" suddenly for avoid them attacking our ally we could move the war home with a series of quests highlighting the helminth that will give new rewards or something. After that it's just the desires of a fan who would like to have a little more content on the helminth and the mysterious hospital bed in his room and with which we can not interact.

  3. for me the infested have a good effect on the other faction because when they fight against them, they do not search to dominate the origin system. So why not take the side of the infected when the faction become too agressive? Because when we help the corpus or grineer, one faction take an advantage on the other faction. So the infestation may regulate the balance of power. (don't forget that we have also the helminth. An infested in the service of nidus, so that would be possible)

     

  4. it would be great if other npc than syndicat can be implemented. Like for exemple faction npc. 

    With a room that permit the spawn of these ncp's like an infested hive room or other type of room for other faction.

    Ah! and it would be cool if faction npc can walk outside of the room!! 

     

    (sorry for my bad english)

  5. Hello,
    I'am sorry for my bad english (i am french) but i will try to do my best to be understand.

    So i have detected a bug in eidolon plain 

    The bug is in eidolon plain with titania. When i used spellbind against enemy Dargyn, the pilot fall but the vehicle continue to attack and fly.

    Maybe because the Dragyn had a auto pilot sytem but i think not ^^ 

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