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FoxFX

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  1. I'd like to re-iterate that the list I presented at that time were ones I felt fit the theme that Hydroid is designed around (water, pirate). I also see your stances on useless passives while (despite that Caliban's share his defensive effect with others in the party in affinity, so perhaps DE did this as a trade-off). I feel that while yes Carrier exists, but so does other Companions out there that several players prefer too such as Dethcube, the Infested Dogs, and even Kavats as strong examples. My stance on Hydroid's passive stems on my understanding on the current state of Warframe as a game: You play as very mobile space ninjas with fast-paced gun & swordplay. Thus why I made these suggestions to at least cut off the randomness from his passive, his 1st, and for the crowd control of his Tentacle Swarm. The tentacles spawned from his passive are also affected by Pilfering Swarm. That would give Hydroid access to an almost free-cost drop loot gimmick, and I can't really see DE allowing that on any Warframe. It would just be a passive that makes his 4th ability completely irrelevant to use. I respect that you wish to maintain the passive with all its faults; I can't agree with making it more likely to happen. It would overshadow use of his current 4th ability.
  2. I will be returning with some more critiques on Warframes. In the meantime, I wanted to discuss a possibility if Trinity's Link should be a toggle.
  3. LINK TO REDDIT ARTICLE <<CURRENT POSITIVES OF HYDROID>> [Overall Presence] Hydroid is often sought out for his Pilfering Augment from his 4th which helps players seek out loot they will need. This Pilfering Augment is categorized as a "Loot on Kill" Loot Ability allowing it to stack up on other Loot Abilities that are from different categories. [Tempest Barrage] Tempest Barrage has the ability to lockdown a certain area and its function also can damage and possibly pop Nullifier Crewman Bubbles. With the Corrosive Augment, it can also be a decent Armor Stripping tool. [Undertow] Serves as a useful self-defense tool for Hydroid and as a damaging trap ability. Enemies found sunken inside take increasing DoT and you can pull in newer enemies manually while toggled on. This ability also has special "synergy" with the other 3 of Hydroid's abilities to either capture more enemies or to help quicken the damage it can do, and allies can attack Undertow to make things go faster. Hydroid's Augment also makes his 3rd a support ability granting allies Health Regeneration to whoever is on Undertow. [A Crowd Control Specialist] From locking down a zone with his 1st or 4th, knocking down enemies with his 2nd, or drowning enemies underwater with his 3rd, All four of Hydroid's abilities are crowd control options which can help a player keep him alive in special situations <<CURRENT NEGATIVES OF HYDROID>> [Randomness in Half its Abilities] Useful as Crowd Control Abilities Tempest Barrage and Tentacle Swarm can be, they both still have a bit of randomness to them. (Range helps Tempest Barrage's blast radius effect of course though its base range is 5 m in all ranks). [Tidal Surge] Can be seen from a perspective as another Slash Dash-like ability that has only a special function when Undertow is toggled on. As a Mobility Ability, there are many outside options that are better to use. [Synergy with Undertow can feel a bit Forced] All of Hydroid's abilities can work with Undertow which is a rather unique ability playstyle, but it can be a bit slow and restrictive. Either deal more damage to sunken enemies with Tempest Barrage, try to move your Undertow with Tidal Surge, or just keep your Tentacle Swarm contained in the puddle. This particular synergy kinda makes Hydroid's playstyle a bit too stationary. [Charging Abilities] Hydroid also comes with charging mechanics for Tempest Barrage and Tentacle Swarm which makes him not only a bit more stationary but also a bit on the slow side too. Charging Tempest Barrage max doubles the damage, doubles Energy cost, and increases the duration of the salvo Charging Tentacle Swarm max triples the spawn radius and increases the # of tentacles spawned [Nature of Pilfering Swarm] Pilfering Swarm is a "Loot on Kill" ability which requires an enemy captured by a tentacle to be killed in order to trigger the extra loot. So in this state, players will have to deal with the ragdoll of the ability and kill the enemies before the time runs out. {Comparing to Khora's Pilfering Augment} Unlike Swarm, the chance of Khora's Pilfering Augment is lower but this is compensated with how the Crowd Control of Khora's 4th works, the enemies take double damage from attacks, and Khora can deal shared damage with Whipclaw. [Deep Tendril: Hydroid's Passive] Granted there are many melee types that can make this easier to use and the tendril spawned can be affected by Hydroid's augment, but a common community response to his passive seems to want something a little more effective. <<OVERVIEW ON SUGGESTIONS FOR HYDROID>> Hydroid's passive is something that will most likely be suggested to change for something more water themed. As for Tempest Barrage, its ability to damage Nullifier Bubbles and its Corrosive Augment makes it the ability least likely to make major changes, but removing its charge mechanic for something more contained will be something that will be suggested. With a lot of the community noting how stationary and slow Hydroid feels, there will be one suggestion which pulls Undertow's mechanics and places pieces of them into Tidal Surge and a new 4th ability with an innate Loot Ability effect. This would inevitably turn Undertow into a new ability which has an innate function with its Curative Undertow effect. Hydroid's current kit has 4 different Crowd Control abilities and I will try hard enough to maintain that template for it. <<HYDROID PASSIVE LIST OF OPTIONS {ORDERED FROM MOST TO LEAST PLAUSIBLE}>> [Pillage] Hydroid converts picked up ammunition to into ammo for current equipped weapon (low-mid percentage). [Impunity] Hydroid reduces the duration of Status Effects inflicted on him by XX%. [Liquid Body] Hydroid's water body can ignore incoming damage at a XX% chance (a reasonable max could be ~15%). [Piracy] Melee attacks from Hydroid recovers X~XX ammo and has a XX% chance to recover XX Health each hit. [Rapidity] Suggested Passive from Reddit Article Within a short time frame, damage inflicted by Hydroid is increased by X% stacking damage and resetting the duration. <<HYDROID FIRST ABILITY SUGGESTIONS : TEMPEST BARRAGE>> Tempest Barrage can now deal Impact/Slash/Puncture damage. (Completely Optional) Removing its holding-down charge mechanic, Tempest Barrage is now a Duration-Toggle which expands its salvo radius over time to its limit. However, only one Tempest Barrage can be out at a time. (Completely Optional) Reduce frequency of Tempest Barrage's salvo rate, but increases accuracy of each salvo to home in on enemies within range and increased damage. <<HYDROID SECOND ABILITY SUGGESTION: NEW TIDAL SURGE>> {Inspired by Wukong's Cloud Walker and Undertow} Hydroid enters his liquid form as the player is allowed free land movement in this state. Hydroid is invisible, invulnerable, and gains increased running speed in this state. Hydroid can move through enemies and staggers them dealing Impact Damage. Tidal Surge ends once duration is over, if Hydroid jumps, rolls, or cancels the toggle. If Tidal Surge ends, Hydroid emits an AOE water splash knocking down surrounding enemies and dealing Slash Damage. (Augment Change Suggestion) [Whirlpool Surge] Entering Tidal Surge creates a whirlpool where Hydroid activates pulling enemies to the center dealing Puncture Damage. <<HYDROID THIRD ABILITY SUGGESTION: NEW UNDERTOW>> {Inspired by Curative Undertow, Oberon's Hallowed Ground and Mag's Counter Pulse} Hydroid expands a wide wave of water stunning foes in its path. All foes hit by the wide wave have their weapons jammed and robotic enemies disabled for X-X seconds The XX m wave expands forward until it reaches XX m The wave leaves behind a square pool of water which slows down enemy movement by XX% and grants allies Health Regeneration. Lasts for XX seconds. (OPTIONAL ADDITIONS OR AUGMENT IDEAS) Enemies on Undertow take increased Elemental Damage (ex. Electric deals XXX% more) Enemies on Undertow have Status Effects inflicted last for XX- XXX% longer. Undertow's duration increases by +X seconds per enemy killed on it. <<HYDROID FOURTH ABILITY SUGGESTION: NEW TENTACLE SWARM>> {Inspired by Vauban's Minelayer [Tether Mine], Undertow, Grendel's Feast, Chroma's Guided Effigy} Hydroid summons his underwater creature which seeks out and grabs as many enemies it can in range to consume until it reaches max capacity (This ability is a Toggle Energy Drain Ability) Enemies caught in the spawn of the water beast are "sunken" inside its stomach as the creature remains visible on the field until duration ends The creature spits out enemies killed inside its stomach and all enemies remaining in the stomach after the ability has ended If there is an enemy within range, the creature extends a tentacle and drags the enemy inside its "sunken" stomach (much like Tether Mine) every few seconds Enemies inside the creature take continuous damage based of a portion of their Health Attacking the creature causes the DoT to increase (OPTIONAL ADDITIONAL EFFECTS) Like Chroma's 4th Augment, you can hold down the ability to have the underwater creature move to a new target location eating more enemies in its path (for extra Energy cost) <<CONCLUDING THOUGHTS>> To explain a bit further on these suggestions, I did not want to take away having Crowd Control available in each of Hydroid's 4 abilities, but I did not want to make him feel stationary. Hydroid is meant to be the Water-type Warframe, and it always scratched my mind how Hydroid's kit could feel fluid enough like water. The biggest change is indeed the suggested Undertow which has the Augment's healing effect as part of its base along with a weapon/robot jamming effect to it. Any other added effects (like for instance Electric Attacks on Undertow damage all enemies on it) are all fair game. The Tentacle Swarm suggestion was to make the ability feel more controllable and most of all less random than its current counterpart. Tidal Surge being free movement state and the invisibility perk could make for a decent stealth and surprise effect. I couldn't do much for Hydroid's 1st due to the defense the general community has for it. There are four different Loot Abilities Warframes currently have, and I feared that changing too much on the Pilfering Swarm Augment could have drastic consequences on how DE could remodel looting in this game. But for Hydroid, his Loot Ability requires enemies caught by the tendrils to be dead to get the extra loot. The flailing around of the current Tentacle Swarm has its issues and Khora's Pilfering Strangledome is rising up to the occasion due to its additional effects. Thus, it should be a bit more important to have Hydroid's 4th be capable of either weakening enemies enough to kill to get the benefit from the Augment. Undertow is a bit of a tricky subject to talk about Hydroid. Mostly because of how safe of an ability it is. I have even been guilty of going into Interceptions and waiting for minutes of doing nothing but letting enemies be sunken in the thing. Is the ability effective as a protective and stalling kit...yes. Do I feel it being an engaging ability...no. It doesn't help much that I also need to spend additional Energy to move around in it, but there are upsides to this watery fortress. <<QUESTIONS FOR HYDROID MAINS AND PLAYERS ALIKE>> Do you feel Hydroid's current kit is a bit too focused on Undertow? What are your thoughts on the current Tidal Surge? What are your thoughts on the current Tentacle Swarm? What are your thoughts on the current passive of Hydroid? Do you feel that Augments for Hydroid are somewhat necessary for Hydroid? Would you sacrifice the rapid salvo of Tempest Barrage for a surefire AOE Crowd Control replacement making the Corrosive Augment less frequent?
  4. CURRENT POSITIVES ON TRINITY Trinity is potentially a resource battery. Providing healing and energy recovery, she stands up top as the leading support Warframes. What she does makes her a welcoming addition to specialized content in the game (including ESO and Eidolon hunts) Trinity's Link ability serves as a great defensive tool to protect herself from damage especially when in close proximity of many enemies CURRENT NEGATIVES ON TRINITY The purpose of Well of Life/Pool of Life is completely overshadowed due to the effects of Energy Vampire/Vampire Leach and Blessing. Trinity has access to continuously restore her own Energy to grant instant large health recovery to herself and her allies with an added damage reduction within a large range. There is also the issue that Trinity needs a target to activate this ability. Trinity's Triage Passive provides a niche to how she revives her allies, yet with the presence of Operator revival tactics it becomes a bit unnoticed to some on what it can do. The passive does reduce the time it takes for Trinity to revive an ally by 1 second from the base 5 second, although it is unclear what distance Trinity needs to revive allies with this passive. Overall, it appears there exists a much better revival alternative that all Warframes have access to. Activating any of Trinity's abilities will stop her motion when activating them o the ground. This can be averted by activating these abilities mid-air, but can be a bit inconvenient doing so with abilities requiring an enemy target like Well of Life and Energy Vampire. [SUGGESTION] TRINITY "TRIAGE" PASSIVE ALTERNATIVES [Alternative #1] While reviving an ally or when being revived, Trinity creates a barrier impassible to foes and enemy attacks. The barrier scales with Trinity's Shield and {Sanctuary} Sentinel Mod. [Alternative #2] Increase range of Trinity's revival effect or grant Trinity 3 seconds to revive an ally. [COMMENTARY] WELL OF LIFE VS BLESSING; SHOULD THE TWO BE BALANCED OUT? The real question is if Trinity's Well of Life and Blessing should both be adjusted to make Well of Life a more convenient ability that won't be overshadowed by Blessing. As of now, I can see one of the few reasons some would want to keep Well of Life is due to the niche combos one could do with it for Saryn's Spore and Equinox's Maim, but the current state of the game has made it relatively easier for players to deal with threats fast enough. I had a long talk on this specific topic on this a while ago. While some thoughts were shared, two ideas I kept with me resulted in redesigning Well of Life. [SUGGESTION #1] NEW 1ST ABILITY: RITE Trinity targets an area creating a burst of light blinding enemies and divining ally weaponry with life energy. A circular AOE with a radius X meters. Enemies within the radius are staggered and blinded for X seconds Allies in the AOE's range heal themselves X Health (STR Affected) for XX seconds when hitting an enemy [1st Augment Change: Divine Rite] For the remainder of the duration, allies receive 10% bonus damage + 50% * (Current Health/Max Health) to all sources [UPSIDES FOR THIS VARIANT] Offers CC support and an offensive support with the Augment along with an optional healing support. Offensive/CC support won't overlap with Blessing's purpose, but offers an alternative which can be useful for all plays. AOE CC can be adjusted to low duration for sake of balance. The Augment creates an encouraging setup rewarding allies that manage to maintain their health to full. [DOWNSIDES FOR THIS VARIANT] Remains unsure if general community would accept changing this ability's purpose to also support offensively. There is also the removal of the increased HP gimmick for an AOE CC with some offensive support which some would find unfitting for Trinity. [SUGGESTION #2] NEW 1ST ABILITY: SANCTIFY Trinity targets an area creating a burst of blinding divine energy. A circular AOE with a radius X meters. Enemies within the radius are staggered and blinded for X seconds Allies within the radius receive a divine protective coating equal to XX% of their Max Health for X seconds absorbing incoming damage Protective coating from Sanctify negates Elemental Status Procs while there is protective coating available [1st Augment Change : Consecrate] When the duration of the protective coating ends, the affected ally bursts a X meter AOE instantly healing surrounding allies based on the remaining points of the protective coating [UPSIDES FOR THIS VARIANT] Offers defensive protection and status protection for Trinity and allies. Unlike Link which technically does prevent Status Procs only to Trinity by transferring them to linked enemies, this version is more assured with the added healing to it and shares the Status Protection to nearby allies. [DOWNSIDES FOR THIS VARIANT] This variant seems to overlap the effect of Blessing's damage reduction and Link's status redirection. This also doesn't reassure more uses for Trinity's 1st if it is designed this way. [SUGGESTION] BESIDES BLESSING, MAKE TWO OF TRINITY'S REMAINING THREE ABILITY NOT STOP HER MOVEMENT Mobility is one of the most important aspects of this game, and it is important that Support-type Warframes have enough mobility to catch up to allies and lay down their supportive techniques specially on rushing missions. While this problem is mitigated through air-casting, Trinity's mobility is stopped if she uses her abilities on the ground. I'd suggest two of Trinity's abilities receive the ability to cast their abilities without disrupting motion. My top two pics would be Link and Trinity's 1st abilities as possible best candidates. [OPTIONAL CONCEPT] HAVE LINK AFFECT THE STRENGTH OF TRINITY'S 1ST When Trinity activates her 1st ability while "linked" to an enemy, each enemy has a percentage of their Current Health drained and the duration/radius of the 1st ability increases by XX% per linked enemy upon casting.
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