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?