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AzulMage

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Posts posted by AzulMage

  1. So we have frames with no Shields and only health and energy. We just got a frame with no energy and only Shields and health. The next logical step is a frame with zero health, all Shields and energy

     

    /s

  2. Hydroid is my main, and I love the frame but dude is mediocre at best. I'm not really sure if DE even looks at these posts for ideas on changes anyway but figured I'd give my 2 cents.

     

    Passive: This needs to proc 100% of the time on slam attacks, which with the melee 3.0 changes to slam attacks will make it nice. I'm not sure why it isn't already 100%. It's not like localized CC would make him at ALL OP in a game where Saryn can explode and entire room, Nidus can't die, and Mesa can be Mesa.

    1st Ability: This is one of those abilities where I feel his augment should have been built into the standard ability. The damage falls off fast at higher levels so it's not great for that. In terms of CC, Knocking down enemies is great as is the fact that multiple instances can be created. The main issue is that the ability does not last long enough for the CC to be as effective and multiple instances obviously costs more energy. So why not add the corrosive procs to start or increase duration (why not both?).

     

    2nd Ability: I'm not even sure.Outside of using it while in Undertow I just don't use this at all. Perhaps better control to the point where we can steer. One thing that would be awesome is instead of becoming a wave of water if instead he created a slower wave and rode on top of it like it's his ship. From there, wave can be steered. Is still knocks people down but now he can shoot from it while riding. If he jumps off, wave continues moving forward like a water projectile while he can act as normal.

     

    3rd Ability: I like this ability as is. If I'm being greedy, augment can be built in. Being able to heal himself and others from the get go adds utility to this frame and more healers isn't a bad thing.

     

    4th Ability: Always had mixed feelings on this. Love that it deals true damage and covers a good area but things go downhill from there. As a CC it has four flaws in my eyes. The first is that on initial cast, this ability launches enemies into the stratosphere. While hilarious and meme worthy, it pretty much is the opposite of CC and should be removed. Secondly, the tentacles wildly flail enemies once they are grabbed which makes synergy with shooting them or having teammates attack them accurately non-existent. Pretty much every Hydroid posts alludes to this and it should be changes to tentacles hold enemies in place and deals damage from there. Third, this ability would be SO much better of multiple instances could be created. Ideally 4 but even just 2 would make this a lot more useful. Lastly, while it deals true damage the damage just does not scale and killing with it is damn near impossible in later content. It could be argued that if this is a CC ability then damage should not be the focus, but to that I say "why not both?" Or otherwise all other changes can be made besides damage increase and I would still be happy.

     

     

    So any thoughts? He also has ridiculous casting times and there is no reason to not cast charged versions to the point that charged should be standard and he should not have the mechanic to begin with (no one likes charge abilities) but I really don't think DE gets that. Still love the frame though.

  3. 3 hours ago, (PS4)Vexx757 said:

    My bad. I meant decrease the charge time and with the 2nd & 3rd ability synergy fix, I meant it currently doesn't drag enemies and it needs to be fixed to where it does.

    Ah that makes more sense. In that case I agree with the changes you said. As for his 2, they need to make changes in general to make it more useful. Barely see a reason to use it outside of when I'm in his 3

  4. When you say increase the charge time for Hydroid's 1 and 2, do you mean ability duration? Because if you mean cast charge time then that is a massive Nerf as both of those abilities already have long cast time and when you charge them to cast the stronger versionsthe cast time is way longer. Also,why would you want his 2 and 3 not to drag opponents? Especially his 3 should in order to keep damaging whatever is caught in it. If I am reading your post correctly, you are nerfing a frame that at best is mediocre (I still main him though). It also definitely makes him less fun to not trap those enemies in his 2 or 3.

  5. 9 minutes ago, Drivrius said:

    I believe that for this whole season all challenges in the pool are set in stone, so everyone who gives feedback should not expect to see any changes to challenges for the duration of "The Wolf of Saturn six".

     

    I mean we have this line in the opening thread "We will be applying what we have learned to Nightwave Series 2"

     

    The only thing they may or may not do is add a week or 2 at the end of this event.

     

    With that in mind we probably shouldn't be here next week, when another "complete with a friend or clanmate" mission will likely appear, asking why it wasn't removed or reworked yet.

     

    This is basically a test run, we'll face all the challenges in the current pool, just don't expect any fixes for the next *does quick math*: 2 and half months!? Ouch...

    Sure, makes sense. There was no way to give feedback before implementing the system for us to consume so we can provide feedback so it had to be done like this to an extent. In that sense, they are asking at a good time. Very few things in life come together well in their very first iteration. We all should have expected some issues. The issue isn't giving criticism, that's part of the point, but I've read a few posts here where people seem to be demonizing the team simply for going through expected growing pains. 

    • Like 1
  6. Thanks for making this thread. I'm relatively new to the game (as you can tell from being a switch player) but for the most part I like the system. I've actually tried eidolon hunt because of it, and while I was not successful it was great to try something new and learn everything the game has to offer.

    Personally, I don't think you will ever find something that everyone likes. It is totally fine for there to be challenges that not everyone wants to do because they don't enjoy that content while others will do those. Not everything need to be done in this type of game 

     

    Also,for those saying that "it's too late to give feedback,it's been one WHOLE week"... What are you talking about? 1 week is a perfectly acceptable time to ask for feedback. Enough time for us to really get a sense of the system and enough time to get the weekly reset to see other kinds of challenges. Chill out, DE is being great about seeing what we want. No need to be nasty, most developers wouldn't care to ask or listen.

  7. 12 minutes ago, (PS4)ForNoPurpose said:

    Allow me to repeat my opinion.

    Why cant wisp be a male frame with perfect chest/abs/ass and still have these sexy animations? There is not single "athletic" female frame with a slender and muscular bodytype amd hildryn is about to really be the only "not typically attractive" female where male frames are almost universally diverse. Only a few male frames have the level of "model figure" that a majority of female frames have.

    Ignoring the obvious sexism of this is the lack of artistic diversity. And yes its hardly a warframe exclusive issue.

    I want a sexy male frame. We have enough sexy females.

     

    10 minutes ago, (XB1)Cubic Clem said:

    Amen 😂

    Well, between Nezha's deluxe frame and Atlas'upcoming deluxe frame (dat boy got glutes! 10/10 doesn't skip squats!) we do seem to be getting male frames with sexy assets. Maybe there will be more. Here is hoping lol. 

  8. 13 minutes ago, Deathnor said:

     

    but thats just my thoughts on puddle prime. a lot of potential that just doesnt quite have the ability to live up to it for a variety of reasons.

    As much as I like Hydroid, and I will continue to main him, I do agree with several of your points. He seems like he is just SO close to being a good if not great frame but all his abilities need some tweaks in order to properly achieve that. Some of your ideas do sound good. Just not sure DE would take the time to rework a frame that isn't exactly in a terrible position, just a meh position. That said, I do find the game-play with him fun. I think I have always gravitated to the slightly flawed characters in games because I have to think more about my play-style and what I need to do in order to have some modicum of success.

  9. 2 minutes ago, (PS4)Riko_113 said:

    It's not 100% effective, but I usually run to people with missing health when possible and then soak their pants with my puddle to force my healing goodness on them...It heals a good chunk per second so you usually don't need to keep them in it for more than a tick or two.

    Works best with stationary objectives obviously since your allies won't be moving as much, but he excels at those types of missions anyway since he can produce multiple duration based area denials/cc.

    I too, run towards people and soak their pants in healing goodness. In Warframe of course

  10. I use Hydroid essentially as my main, and I actually like his 3. Good for the "Oh S#&$ I am surrounded and going to die" to hide, heal (with the augment which I think you absolutely should have and would argue should be built in rather than an augment), and to just trap and damage a bunch of enemies. I use it a ton along with his 1 and 4. In fact, I am surprised you find his 2 good as I barely ever use it outside of being in Undertow. His 2 is either too fast or slow depending on build, can't be steered, and just seems there are better options you have in terms of his other abilities or weapons in any situation that calls for his 2. Plus, nothing sweeter than jumping over a a high armor/health enemy, undertowing right over their head so you land under them and trap them, then shooting your 1 with augment (which again, I feel that augment should be built in because why else use the 1?) in to the puddle to degrade armor and watch the damage ramp up even more. 

    But hey, not every frame's playstyle fits everybody. Chroma is a really good frame, top tier from what I keep reading, but I find his playstyle boring as hell. Somehow I enjoy being a puddle more haha 

    • Like 1
  11. I have not gotten Vauban yet (damn alert system to get him is never in my favor when I am on) but have been wanting to use him and have seen many videos explaining his abilities and why they are lackluster at present time, so take my idea with a grain of salt. Since he is an engineer, I thought maybe one of his abilities (likely replacing his 1 or 2 since they seem to be the ones people find most useless) could borrow from Final Fantasy 14's Machinist. In that game, the Machinist can summon one of two types of flying mobile automated turrets. One of them is focused on single target damage and the other is focused on AOE damage. Additionally, at any point the Machinist can sacrifice those turrets and manually destroy them, each granting a different buff to the party whose strength is dependent one how much health the turret has left at the time of being sacrificed. 

    For Vauban, instead of those two his new ability could cycle between 3 types of Sentinels to summon that does not take a pet slot (similar to Khora with Venari). The first can focus on offense, attacking enemies with strong damage that can be modded. When sacrificed, it restores health to the party proportional to how much health it had left when Vauban chooses to detonate it. The second Sentinel could be crowd control, stunning all enemies that approach it's line of sight. When sacrificed, it restores energy to the party proportional to health left. The last one is focused on defense and has high armor and shields drawing aggro from all enemies so they attack it instead of the party or something/someone being defended in a mission. When sacrificed, it provides overshields to the party proportional to the health it has left. 

    Not sure if that would work in-game but it would fit in with his engineer motif and gives him variety with support options. Of course there should be recast cooldowns or something so he can't just spam all those buffs.

    Let me know what you think.  

    • Like 1
  12. I chose Hydroid because I tend to like water elementals in games. I play him even though he has a reputation of being mediocre at best (outside of his farming augment which I find extremely niche at best). Personally, I think his 2 seriously needs a rework. I basically never use it.  

    My idea would be that instead of becoming a water wave, he instead creates a ridable water wave and moves forward. From there, you have two options: 1) ride and steer the wave for mobility, it's faster than running but you can actually turn it and maybe even shoot enemies while on it or cast 1 and/or 4. Obviously ,any enemy you run over takes damage and is dragged. 2) At any point you can jump off the wave and it's will continue to move forward in the direction you left it until it hits a wall while dragging and damaging enemies. 

    I think that gives him more of a Water pirate motif as he can be "Captain" of a ship made of water.

    As for built in augments, I think his 3 augment would be the best to be built in. Gives him plenty of utility from the start and it's makes sense with a water theme to have healing from the get go.

    The passive could may have the same idea of spawning a single tentacle up to 3 times but instead of having a chance to proc on a slam attack, instead it can proc on being hit by a melee attack or something. Additionally, all mods that are on his 4 should affect the spawned tentacle from his passive, not just the augment.

    I do have other ideas but I think those are really the ones I would like to see most.

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