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Ichsuisme

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Posts posted by Ichsuisme

  1. Just a watched a video on YouTube where the content creator showed how to easily recreate a bug so that all your abilities and weapons inherit the lifesteal from the new basmu primary. I haven’t tested it myself but it seems like all you do is animation cancel the reload. The video shows this being done by immediately going into your operator; once you do that you have the lifesteal for the rest of the mission or until you die.

     

    This is definitely unintentional and should be fixed.

    • Like 1
  2. the augment mod changes awhile back were a good start, that was where you adjusted the mod for oberon’s 1 to affect him too for example. There’s still some other augment mods that need some touching up though. Can we expect a second round of augment mod changes?

    How’s the berserker mode going for melee? Is that the last piece to this melee 3.0 puzzle?


    Now that some frames are getting a second deluxe skin, has there been any effort going towards a frost skin? His prime is just a color remapping for his regular skin including those in-your-face icicle legs — also, his current deluxe is almost over the top silly. I tried to play him but I couldn’t get over how he looked.

    There was artwork by liger for a warfan not too long ago. Was that a gunsen skin or a separate weapon? I would like a second warfan.

    Was there supposed to be another kavat type being released? From the kavat contest, weren’t there two winners? Speaking of kavat, how are the statistics for vasca kavat usage?

    Will scarlet spear be introducing the command intrinsics?

    Grendle was the most recent Warframe released. I still don’t love him yet. But I could be in the minority. How are the statistics for him or is there anything in his kit you’re looking at?
     

    will corpus liches have a different gameplay loop to set them apart from the grineer liches? Will it be the same: kill a larvling, farm murmurs, farm the Parazon mods, guess the order? Or will it be different?

    • Like 1
  3. Banshee's kind of a mess. I only see or play banshee on Io when farming relics in order to nuke the room -- or in the Index for the sonar damage multiplier and enemy radar. Her skills don't have any kind of synergy as far as gameplay goes. I avoid using her in regular missions. If I were to solo with her, I'd probably go for a low range savage silence build -- low range because of how the stun works. I'd use the skiajati and Arcane trickery for a round-about way to access to invisibility.

    Trinity is still a great support and she's pretty tanky. I don't know if I've solo'ed with her, but I imagine she'd be fine for awhile depending how long you go in an endurance mission. When I want to play a supportive role though, I've been leaning more towards Ember since her rework since she can offer energy orbs, damage reduction, armor stripping, and bonus heat damage.

    • Like 1
  4. I stopped playing ash regularly because he was too easy. I can't nuke a room with him in an instant but I can kill whatever I need to with him with barely any effort -- while taking very little damage thanks to invisibility. I see no reason to change him. He has his place in the game. I would be disappointed if he were reworked. 

  5. I actually like Nyx's 1, 2, and 3 now. Her 1 scales, her two strips defenses, and her 3 was always good.

     

    Her 4th skill is where I have a problem and I think it's what's keeping her back. Her 4 requires the augment and even with the augment it's still fails to reliably protect her; while I have it on I don't ever actually feel safe and I never feel safe enough to turn it off. Once it's on, it's on for the rest of the mission. DE supposedly updated the damage math for her nullify, but it still feels really weak. Energy drain is an issue. Range is an issue. Mobility is a terrible issue. Her 4th skill needs more to it especially since that is really what's supposed to keep her alive while all the psychic chaos is going on around her.

    My suggestion would be to include the assimilate augment in the base ability, so then without the augment you could still slowly walk around at -50% speed. Consequently, her augment would then need to change. The augment should be: +50% movement speed, and the explosion damage is increased whenever a mind-controlled enemy dies, scaling off that enemy's health -- this helps endurance play-styles. The -50% range effect on the current augment should be removed. Lastly, the movement speed should not scale with power strength, but the damage should. If this ability can do a serious amount of burst damage, I might take the risk from time to time and turn it off just for that explosion.

  6. I disagree. Squishy frames have a future as long as they can avoid damage or as long as they can continue to mod for their survival.

    I honestly stopped using health, shield, and armor mods in exchange for rolling guard and I've been doing fine in all levels of missions. 3 seconds of invincibility is strong even with a cooldown -- plus now that I'm roll dodging more in order to proc the effect, I'm taking less damage in general. That's how I play my vauban and I don't die too often with him. CC-resistant and ability-resistant enemies do introduce problems but I'm not usually being flooded with those enemies. Other options like adaptation and quick thinking still also exist too. Now that more challenging content is being introduced, how we use defensive mods might need to change. When a squishy frame only has 300 shields and health to work with, +X% health or shields might not be the best option.

     

    I don't disagree with some frames needing reworks. I've participated in a few of those discussions on these forums, but I don't think all those frames on your list deserve to be on it.

    • Mag's counter pulse augment can basically prevent enemies from attacking. Plus she has two ways to restore her shields. She isn't squishy. She has access to defense.
    • Mirage's survivability comes from her 1 mostly, those clones distract a lot of bullets. her 2 is a great CC and her high damage nullifies a lot of threats. she's still squishy but that's the price of her damage output, but even still, she avoids a lot of damage. Her 4th skill is a mess and that deserves a tweak, but I wouldn't call one change a whole rework.
    • Limbo is basically invulnerable until you choose to take a risk -- if you ever even take that risk. The radial banish from his rift surge can limit how often you need to leave the rift too. 
    • Excalibur isn't a rhino or a hildryn but he's still pretty solid. If you need blind everything and still have one CC immune enemy or lich attacking you, you shouldn't be quickly overwhelmed.

     

    Hydroid is needs some work, there's a thread about him right now; other players and I have been making suggestions for him. And yes, Banshee is in a terrible spot she has nothing really going for her. Lastly, I don't play volt enough to really weigh in.

     

    To be fair, I think tanky frames with lots of defensive options do have an easier time for some of this newer content, but squishy frames still have options to address their survivability. 

    • Like 1
  7. Ivara's strong and she's in a good place. I do all my arbitration with her, and only her. Most importantly, to me at least, Ivara is one of the few frames in the game that I consistently switch between builds, depending on how I'd like to play. For example, when I take my Vauban, gara, baruuk, or whoever, I really just stick to my one-size-fits-all build; but with Ivara, I've got a range of options.

    Unless it's a capture, exterminate, or other mobile mission, I always use my dashwires. I have no issues using them. They are great. Cloak and sleep arrows are also great.

    On 2019-11-23 at 4:47 AM, TheLexiConArtist said:

     

    The Noise Arrow is the least-used arrow in Quiver, primarily due to complete non-functionality the moment a target is Alerted/Hostile. Its current usage is to (slowly) control the location of enemy units in a solo and/or pure-stealth scenario, either separating units to safely stealth-killable locations or grouping them together for easier control with single Sleep Arrows.

    Ok, we agree on this. Noise is pretty much pointless. It needs a secondary effect -- maybe enemies could show up on the map like Banshee's sonar. I don't need a game-changing buff, but I need a reason to use it. In fact, I can't remember the last time I used noise arrow.

     

    Navigator is a mess. I don't like the skill, it really does have awful controls. I know it's the key to Eidolon hunts with Ivara, but in all other missions it's just too messy to use & the flight duration is a pain, especially since it takes me awhile to actually hit anything. And if I'm going to spend the time driving a projectile around, I need it to feel worth it. I need more than raw, pointless, over-kill damage.

    Prowl is a good skill. As long as you have energy, you can stay in stealth and energy isn't super difficult to keep up. The movement restrictions are unique and I actually like them -- playing Ivara and relying on smart jumping and roll dodging as made me a better player. I would be sad to have those movement restrictions lifted, I want them to stay. You mentioned the noise issue with prowl but now that we have weapon exilus slots, prowl was buffed; although even before these exilus slots, I wasn't struggling with this. Before, I just modded for silence or used a innately silent weapon. Energy being drained on movement, receiving damage, and melee kills never felt great. Those costs should definitely be removed. Lastly, given Ivara's diverse build choice, I don't think the steal chance shouldn't be tied to power strength.

    Her Artemis bow is fine. It's strong and I like the charge level determining the angle of the shot. My one note to give is that the other exalted weapons feel stronger. The augment for this on the other hand is terrible.

    On 2019-11-23 at 4:47 AM, TheLexiConArtist said:

    --Augment: Concentrated Arrow is the name of the mod...this mod actively nerfs Artemis Bow if you fail to meet its trigger requirements (headshots) with every shot you fire.

    Like @DatDarkOne said, you nailed it here. It's a bad mod. Sleep arrow can help with head shots since enemies won't be moving, but even that takes too long to set up. I just end up frustrated and wasting my time. I can kill enemies quicker without the mod. The augment should just be a guaranteed lenz-type shot without the lenz's delay.

     

    What are the chances that DE tweaks her just a little for her prime release?

    • Like 2
  8. 20 hours ago, (NSW)SantCruz said:

    Agreed. Maybe augment can instead turn uncharged 1 into corrosive damage like now and charged give corrosive damage to Ally weapons just like volt/ember/saryn/oberon/frost 1 augments

    Yeah I like that idea. That would standardize his kit a little more.

  9. On 2019-11-24 at 3:34 PM, (NSW)SantCruz said:

    Last thing Hydroid needs is an RNG based ability. Definitely think this is a downgrade from his current 1. Since it deals no damage and offers RNG based CC vs his 1 which always knocksdown, I don't see this as useful.

    I completely agree. I think his one currently functions well. The only change I would support is that the corrosive procs from the augment should be included in the base ability, though only when it is fully charged.

     And consequently, the augment could then return the corrosive procs to normal, un-charged casts and maybe increase the rate at which armor is stripped.

  10. On 2019-11-24 at 3:06 AM, (XB1)Dissodance said:

    Would be nice and with an augment to damage the kraken head and spread damage would allow hydroid some form of DPS potential.

    -barrage augment on full charge-> great addition

    I think combining hydroids 2 and 3 would do wonders  for the character.

    I'm glad you liked the suggestions and agree with the ones you listed. Damaging the kraken head, as I understood, would be included in the base ability and the pilfering swarm augment would stay the same.

    The tidal surge into the undertow suggestion might end up being clunky. When I play hydroid, there's times when I just want to use tidal surge and don't want to go into the puddle at all. It seems like your suggestion might always end up with me in a puddle --  and I see that limiting his mobility. so I would still prefer the tap to go into the puddle / hold to tidal surge -- this way you could hold 2 and dash forward without ever going into the puddle state if you choose.

    The tidal impunity and curative undertow augments could definitely be combined into one, exactly like vauban's repelling bastille and perpetual votex augments now being one. However, if by, "Combine the augments into one skill" you mean include it on the base skill -- I think that's too strong. If you just meant combine them into one augment though -- yeah, we're on the same page. His two would then become a great support skill. I would make room for that two-for-one augment.

    As far as the drowning on land CC ability goes, I'm not really sold on it becoming his new three. It sounds too similar to his one. His one uses raining missiles to knock enemies down and now his three will use bubbles to panic enemies -- and again only in a target area? I'm still open to suggestions for a three but I'm looking for something that can help keep him alive for those times when Hydroid needs to venture outside of all his CC'ed areas. Like really: Hydroid is not tanky, he relies on his CC to survive. I suggested the impact status buff so he could continue to CC no matter where he goes and those staggers might be impactful enough (Pun Intended) to keep himself alive but not provide too much security where the whole CC is no longer important. I would've suggested straight-up damage reduction, but that is so over-done and it doesn't really fit the CC or pirate theme -- plus that might outshine the rest of his skills, DR is no joke.

    If you're not feeling the impact buff, I'm sure you're not the only one haha. So care to add to it? Or happen to have a different solution to my concern: Hydroid needs a CC that travels with him for survivability?

  11. 3 hours ago, (PS4)Ozymandias-13- said:

    I think making the tentacles do their job better should be a lot simpler than other AI adjustments needed throughout the game since the scope of their actions is much more limited.

    Yeah that makes sense. It's like how they made wukong's twin be a super aggressive version of equinox's augment. They didn't fix all the AI, they just tweaked one form of it. So, alright, if the tentacles were tweaked and they would consistently pick up multiple enemies, then no extra tentacles needed.

  12. 9 minutes ago, (PS4)Ozymandias-13- said:

    I think too many tentacles could become burdensome to you and allies. Maybe it would be better to just make the tentacles themselves better.

    • Give them a farther reach (only when grabbing, their default visual length will be the same when idol or flailing enemies around). 
    • Tentacles are actually capable of holding multiple targets at once, but don't always do it. Make them more aggressive towards enemies when not holding their maximum number of targets to make sure they're earning their keep and grabbing as many as they can.

    Ok, yes, I agree with all this. I guess I wasn't thinking of the visual impact that more tentacles would bring. My screen is usually already filled with stuff, I guess there's no reason to add to that. The reach on the tentacles is important but even more importantly, if the tentacles would reliably pick up multiple enemies, then it'd help with my problem of this skill's CC inconsistency. 

  13. Yeah, 1 should be buffed. I'm on the fence about the augment being included though. If it were to be included, then maybe that effect only kicks in when the ability is completely charged. Having CC, armor strip, and some decent damage at lower levels is a lot for his 1st skill. At least the additional energy drain might even it out. Instead, what would you all think about adding a combo window like ember now has (and like atlas has had)? It'd incentivize high efficiency builds where you can afford to cast it multiple times. Charging his 1 should pause the combo window so you can still be smart with your placement and you don't need to rush. The combo could really boost damage and duration affects the combo window which is a stat I think all hydroid builds build for.

    Speaking of stats, I agree that hydroid is stat-hungry. Some Extra base range might be enough to open some mod slots. But again, maybe the range should be tied to each fully charged ability just to require some effort. I know the charge mechanic isn't super popular but if the charged skills had greatly more noticeable effects, that might make them feel better to use. This might also reward experienced hydroid players who should know when they need to charge their abilities and when they don't need to waste their actual energy and time.

     

    I'd like to mention that while I don't want his 4 changed, I would like it buffed. The un-moddable 10-20 tentacles really isn't getting the job done. Being able to damage the kraken head will help with the damage portion of this ability, but its CC isn't consistent. For the amount of range that I have on my hydroid builds, especially when I charge his 4, there is not enough tentacles to reliably keep me safe. Enemies are still able to walk through what should be a locked down area.

    • I would suggest tying the number of tentacles to power strength but that might ruin negative strength builds which I assume is a thing -- and given how stat-hungry he is, I don't blame them; I use negative efficiency, but negative strength for this mostly cc frame isn't outrageous.
    • I would suggest giving pilfering swarm an additional effect that adds +10 tentacles and have this amount modified by power strength, but pilfering swarm is already a strong augment.
    • Is increasing the base number of tentacles too much reward for no effort in exchange?

    I'm aiming for 15-35 tentacles. And I know his 1 can help with my current issues of enemies not being CC'ed but I want to cast my 1 outside where my 4 isn't supposed to reach, I don't want it to use it just for plugging holes in my 4, right?

     

    Thoughts?

  14. 2 minutes ago, (PS4)Ozymandias-13- said:

    I'd say yes, but maybe not as high percentage as us.

    what if it all just scaled with power strength? I like my mod choices to matter and I like having builds that play differently.

    The base could be 25% of our direct damage to the kraken applied to all enemies held by tentacles; allies could have 15%. so with 200% power strength, it could be 50% and 30%. If you really wanted to, 300% power strength would get you 75% and 45% You'd have to sacrifice a lot in your build for that, but it'd be doable, and it puts each player in control of how much they want to take advantage of this.

    Tbh since hydroid's so focused on CC, I mostly lean towards range, duration, and efficiency. This would get me to throw some power strength on though.

    • Like 1
  15. 4 hours ago, (PS4)Ozymandias-13- said:

    Hydroid is one of my mains. I like your changes, but the one addition i would like on his 4 though is to be able to damage the kraken head to "anger it" and split damage between all enemies held by the tentacles, like Tornado (for the same reason).

    Oh right. Yeah we talked about this in the thread I started. This change still works for me. It would help increase consistency with damage as everything flails around. When you say split the damage, let’s say I hit the kraken’s head for 1000 and 10 enemies are in the tentacles, each one would take 100 damage? Or 1000 damage to each enemy? Or is it a percentage of the original damage, like, idk, 30% of the original to each? I don’t play zephyr much, remind me, how does tornado work?

     

    glad you like our proposed changes!

  16. 1 hour ago, WarRelic said:

    #3 is the one that needs the most addressing IMO. if it could be added to the Kraken or Tidal surge and a new 3 that'd be my vote.  

    yeah, @WarRelic, that's what this thread kind of landed on too. Undertow should be combined with tidal surge: tap 2 to go into the puddle, hold 2 to dash forward. the energy cost to use tidal surge while using undertow should be halved too -- that's the standard arrangement now for abilities like that (zephyr & revenant).

     

    the new three I suggested should be the impact proc buff explained above in order to easily stagger enemies (therefore taking less damage) and that buff could have a secondary effect. @Prosodical likes the evasion / accuracy secondary effect. I like it too; I really like the comic haha.

  17. There's a lot to respond to here. but let's start off with:

    3 hours ago, (NSW)SantCruz said:

    Yay for watery mayhem

    Yay indeed!

     

    As far as his third ability goes, I'm not sold on the radial wave that can push/pull. To begin, I'd rarely want to knock enemies away and separate them;  99% of the time, I'd want to group them up tight then kill them all together, which actually sounds fun -- but I think that's moving into Vauban's territory with his signature vortex ability. Nidus can also do it and so can khora but when I think of CC frame that pulls enemies together, I immediately think of Vauban. Although Hydroid and Vauban both fulfill crowd control needs, I'd like to differentiate them as much as possible.  And besides, there's already other grouping methods you can add to your kit: Telos Boltace, Exodia Hunt, Magus Anomaly, Void Singularity in Zenurik, and probably others I'm missing -- point is, there's ways to get that pull effect if you want to add it to your loadout without overlapping even more with another great frame.

     

    2 hours ago, Prosodical said:

    I've long thought Hydroid needs some sort of supportive ability. Hydroid could imbue himself/allies with an impact proc. Many other frames can CC and damage, or damage and support. Why not CC and support?

    I still like this impact idea. It's a CC effect that travels with Hydroid and allies, for those times when you need to [strategically] abandon your CC'ed areas but don't yet need to cast a full-on CC ability. And if his two becomes his undertow and tidal surge ability, staggering enemies might buy you that extra half second you need to pop into the "trouble puddle." Admittedly, I die with hydroid: I don't have defensive mods on all his set ups -- I live on the edge. But I think by consistently staggering enemies, leaning into that CC play-style for survivablity, that's the defense that makes sense for him & that's the way to go.

    10 hours ago, Ichsuisme said:
    15 hours ago, Prosodical said:

    Instilling an impact proc on himself/allies sounds intriguing. Might add a bit of team support, and shouldn't require babysitting, so Hydroid can focus on casting his abilities. An impact proc by itself feels lackluster, however. What might it be paired with?

    Well, ok, maybe while the buff is active, every impact proc you inflict gives 0.5% added range on your next casted ability. Range on hydroid is wicked important, it defines how useful all his CC is. Adding a secondary way to add range to his build could let people choose not to mod so heavily into range in the first place, opening up new build possibilities — but of course, they could still mod for range and try to get even bigger areas of cc now. There would need to be a cap on that bonus range though, 20%?

     

    Maybe this suggestion didn't hit the mark but I'm open to hearing others suggestions for what a secondary effect could be. I'll list some very quick brainstormed ideas for inspiration:

    1. these impact procs strip armor like shattering impact (this might begin to solve the issue with his one?)
    2. while this buff is active and you're standing inside the area of one of your CC abilities, you can't be staggered or knocked down.
    3. staggered enemies will have their fire accuracy decreased for 4s after recovering (evasion-like effect)
    4. staggered enemies will be marked, these marked enemies restore 5 energy if ever gobbled up by undertow (only 5 because it'd be easy to take advantage of -- this would also help with the energy costs of moving around in undertow.)
    5. staggered enemies will be marked, your 1 and 4 gain range on cast for every marked enemy within the targeted area. Set up = reward.

    I think that's all I can come up with on my own. Looking to hear feedback and what people might recommend.

     

    Lastly! 

    2 hours ago, Prosodical said:

    In his Hydroid thread, Ichsuisme suggested lengthening Hydroid's passive tentacle spawn time by five seconds, making the Tentacle last longer, and trigger 100% of the time on slam attacks (It's currently at 50%).

    You are correct, I did. I still stand by that change. Consistency is an issue and I don't want to rely on spamming slam attacks in battle to constantly renew the passive. However, I also suggested in this thread a different passive that kicks in when knocked down, like Inaros and Wukong since this thread is a wider-reaching rework/touch up. I already said that I die while playing him, so maybe this is based off my own needs, but it's quirky and I find that appealing.

    16 hours ago, Ichsuisme said:

    I was thinking something along the lines of Inaros. Instead of being downed then crawling around, Hydroid should be able to move around in undertow (towards teammates who will hopefully resurrect him lol). The suggested movement speed effect on the [curative undertow / tidal impunity] augment should apply. If you are resurrected by your squad, maybe a tentacle pops out from where you ended up — just as a throwback to his current passive.

    Maybe it needs a more self-sufficient aspect to it. Maybe you can revive yourself by collecting 15 enemies before the bleed-out timer expires and without running out of energy. It has the same end goal as Inaros but Inaros is tied to like health %'s and this would be focused on how quick and strategic you can place your undertow to get the necessary number of enemies sucked in. I think it should be more difficult than inaros's passive. Thoughts? Anyone else want to throw in a suggestion for a passive?

  18. If you're doing a rover hijack mission like Sorath on Europa and the rover runs you over while mercy killing a thrall, you get horribly bugged and you can't move until you completely die. Being resurrected by my sentinel didn't help.

    Also- if the rover gets taken over by the grineer enemies, the lotus dialogue says that the corpus have complete control of the rover -- but it's not the corpus in this instance because it's a lich mission.

     

  19. 2 hours ago, WarRelic said:

     

      Hide contents

    (1) add electrical or toxin proc chance to base damage.

    (2) Hydroids 2 ability ... could have a slash proc added

    (could simply be invisibility for his 3. using water to refract the light.) 

    (4). Hydroids Kraken could be nested in a pool and actively (grab) pull enemies into the water

    Passive: could be venomous Ink cloud on bullet jump. (blind and toxin proc)

     

    I like the creativity behind these suggestions. I wouldn’t have thought of a lot of these. However, I just don’t see it all coming together, personally.

    Tidal wave is water but it cuts enemies and leaves a slash proc? The ink suggestion on bullet jump is unique but why should a pirate have access to full on invisibility from his three? Speaking of his passive, toxin and blind for something I do hundreds of times in a mission is really  strong.

    the storm suggestion for his one is cool but what would that offer gameplay wise? Enemies are already knocked down but now they’ll also be stunned?

    I see hydroid as a pirate and based off all the octopus inspiration, I think you see him as the kraken. So, just saying, if you disagree with my input, it’s probably just because we see him differently, which, in the end, is totally fine.
     

    //

    did you have any input on our posts?

  20. 5 hours ago, Prosodical said:
    5 hours ago, Prosodical said:

    An impact proc by itself feels lackluster, however. What might it be paired with?

     

    Lol I guess that’s true. Well, ok, maybe while the buff is active, every impact proc you inflict gives 0.5% added range on your next casted ability. Range on hydroid is wicked important, it defines how useful all his CC is. Adding a secondary way to add range to his build could let people choose not to mod so heavily into range in the first place, opening up new build possibilities — but of course, they could still mod for range and try to get even bigger areas of cc now. There would need to be a cap on that bonus range though, 20%?

    As far as augments go, if you hit the 20% range cap, you could trigger another effect for your abilities, just as an incentive to go all the way with it. The missiles from his one rain down more often. His undertow/tidal wave costs less. His 4 gets extra summoned tentacles to now go with the additional area needing to be covered. This could actually make a pretty fun augment.

    I think it’d be fine giving the impact status portion of the ability to allies, it offers support to them, but they shouldn’t benefit from any range bonuses — giving nuke frames access to extra range would be game-breaking. For other non-nuke frames, extra range could make them just too strong lol: Nezha, wukong, Oberon, nyx, frost, etc.

    5 hours ago, Prosodical said:

    tidal wave is supposed to pull enemies along with him when used during undertow. 

    I’ve noticed that interaction doesn’t seem to work 100% of the time. This should be fixed, yes.

    • Like 1
  21. To start, I agree with the problems you identified. Corroding barrage is definitely needed to make his one feel good to use at higher levels, without the armor strip, the skill is underwhelming. I’m not sure whether that’s this skill’s fault of just armor scaling in WF, but it is an issue. Augments should have a noticeable effect on abilities but the abilities should be able to function well without them against modest leveled enemies. So his one should do more than just provide the cc as it does now.

    And yes, undertow is out of place. It’s too slow and its use is impractical. You can definitely build for it but it’s not engaging gameplay. That said, it has those panic uses and I do like having it available, it’s scaling damage is handy.


    The third thing I agree with is there’s an opportunity to combine two of his abilities so we can introduce a new ability. You suggested merging his 3&4 but I’d rather kill two birds with one stone: make his second ability: undertow, now — but let us also hold 2 in order to dash forward with tidal wave. Those two skill go together anyway. While in the undertow state, tidal wave should cost 50% less. Then, on top of this, add a movement speed buff on the augment, exactly like how ivara’s infiltrate augment increases her sneak speed; so curative undertow would now provide consistently faster movement. All of this would improve his mobility.

    I wouldn’t touch his 4th ability. It’s so classically and recognizably hydroid, I’d be sad to see it changed and it’s pretty well balanced. 

    That still leaves his three open. A radial toxin skill wouldn’t be the worst but I’ll suggest something else. Before my suggestion though, just consider vauban’s rework, his new damage ability, orbital strike, is a skill that gets a lot of complaints. Damage is good but hydroid is a CC frame, just like Vauban, so should damage really be a focus? Why not lean further into the crowd control?

    So for Hydroid’s three, maybe it’s a simple buff that makes our any of our status effects always apply an impact proc in order to stagger enemies (in turn, taking less damage). Example: I inflicted a slash proc with my weapon, an impact proc appears with it. It could be really effective and also really unique — and because staggering enemies isn’t a long-term crowd control solution, it doesn’t undermine his other CC options, it would only give him some breathing room when facing enemies outside the areas of his 1 and 4.

     

    //

    as for his passive,  I was thinking something along the lines of Inaros. Instead of being downed then crawling around, Hydroid should be able to move around in undertow for 15-20 seconds (towards teammates who will hopefully resurrect him lol). The suggested movement speed effect on the augment should apply. If you are resurrected by your squad, maybe a tentacle pops out from where you ended up — just as a throwback to his current passive.

     

    Glad I haven’t been the only one thinking about Hydroid!

     

     

    • Like 1
  22. Well, while DE is feeling generous with buffs -- hello 440% crit on heavy attacks -- this might be the time to ask for some buffs to glaive mods. If we can't get a utility slot for them, we can still make the case for better mods; glaives are great but the trade off between a standard melee weapon and throwing a glaive is starting to feel unbalanced. Mod space is a real issue since there's additional effects to mod for and in missions if you take advantage of the throwing mechanic, you can be without your melee weapon for a couple of seconds -- which always feels like forever.

     

    Give Bounce a flight speed modifier like whirlwind so you aren't waiting as long for the glaive to return.

    Give Quick Return a modifier that gives extra damage done on the way back to the player.

    Whirlwind could give you 50% cc resists while charging your throws.

    Power throw could also give an increased explosion radius.

     

    Secondary effects on the glaive-only mods could go a long way for keeping them interesting without having to sacrifice too much raw power. 

    • Like 1
  23. I've been struggling with the Orvius too. I really miss the suspension mechanic while dual wielding but the whole targeting system is off. I also posted about this in the general Old Blood feedback thread and tried to include clips of my struggles. Let's hope DE doesn't leave this for too much longer.

     

    • Like 1
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