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FoxFX

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Posts posted by FoxFX

  1. INTERACTIBLES IN RISK OF VOID

    https://vignette.wikia.nocookie.net/warframe/images/4/4b/Void_Fissure.png/revision/latest/scale-to-width-down/340?cb=20160708195052

    [VOID GATES]

    Appearing as a more warped version of Void Fissures, these gateways will allow players to move to the next stage. Finding their location is of most importance as difficulty ramps up the longer you take in this mission type

     

    [VOID LOCATOR]

    An Interactive Object that can allow players to locate the stage's Void Gate for a cost of Void Sources. Can also locate other Purifiers.

     

    [PURIFIERS]

    Comes in three rarities [Common, Established, Prime] and can contain one charge of use. Convert required Corrupted Sources to turn them into Void Source Power Ups.

     

    [CONVERTERS]

    Comes in three rarities [Common, Established, Prime] and displays a specific Void Source Power Up you can exchange from a currently equipped Void Source Power Up of the same rarity.

     

    [CORRUPTED SHRINES]

    Activating these shrines spawn more enemies. Defeating all of the spawned enemies offers the entire team bonus Corrupted Sources.

     

    [FORTUNE SHRINES]

    Activate these shrines to have a chance to offer a Void Source Power Up at the cost of Corrupted Sources.

     

    [SACRIFICE SHRINE]

    Activating this shrine sacrifices the Warframe's Health for Corrupted Sources.

  2. DIFFICULTY SCALING IN LACUNA

    Similar to how Survival works in Warframe, difficulty rises as the game progresses in time. However, there are many differences Risk of Rain scales it difficulty and how Warframe's Survival mode does. Of course with Lacuna, I will try to mesh the difficulty scaling in this content to share the fairness Warframe's difficulty has and the difficult Risk of Rain provides.

    Bar.jpg?version=d388068d3305400389ebdbd6

    In Risk of Rain, the bottom bar indicates the difficulty of runs and stages. As the bar progresses, the name of the difficulty changes until it reaches its last difficulty which is endless. Every time you complete a stage, the difficulty bar jumps and the difficulty bar increases faster over time.

    Advancing a new Stage or advancing a new Difficulty Name ranks up the enemies in the game. This also affects the spawn rate of enemies and the number of enemies that can appear at max. Each ramping difficulty also expects enemies that spawn outside of certain designated maps to appear like bosses.

    Difficulty ramping also ramps up the cost of unlocking chests to collect power-ups. Also, the amount of players on the runs affects the difficulty. Enemy XP/Gold rewards scale as the difficulty ramps up.

    In-Depth Details of Risk of Rain Difficulty

     

    HOW TO DIFFER RISK OF VOID FROM RISK OF RAIN

    For Lacuna, the cost of collecting power ups could be stagnant or ramp up.

    Warframe's Survival enemy spawn mechanics could fit into Lacuna, though the major difference will be that players will have to locate the Void Gate to proceed to the next stage and take on the Apostle Boss that will spawn.

    The time taken and the Difficulty Names can totally be different as well. We could even use lines from Corrupted Vor to indicate which stage difficulty the game is currently under.

     

  3. http://i1.ytimg.com/vi/nWnsNgOmMrs/maxresdefault.jpg

    INTRODUCTION

     

    “For every key...there is a door. Beyond that door is a truth. Behind that door lies a relic hidden in these Towers, a divine treasure of the Void. Forsaken, lost, and in waiting. It is incomplete...bellowing the fissures in pain. But I have the last piece to complete it, and with its power I will let all see the truth of the Void.”

    - Corrupted Vor

     

    The Void Tileset was one that has a special place in Warframe long ago, but the Void Relic update changed everything about it. To add some appeal to the Void, I have decided on a special Mission Node concept inspired by the mechanics of the indie game: Risk of Rain/Risk of Rain 2.

     

    Lacuna

    "Corrupted Vor has raised a faction of corrupted "apostles" to venture into the depths of the Void Towers and their Void Gates.  The deeper you venture, the stronger the enemies become. Your best option is to collect Void Sources to further improve your combat prowess and find the next Void Gate to reach closer to stopping Vor's plot to corrupt the entire galaxy."

     

    Gameplay Overview

    • Up to 4 Operators can join as a squad

    • Collect Corrupted Sources in combat against Corrupted foes and use Purifiers to transmute them into a Void Source

      • Void Source offers special buffs ranging from Common Void Source improving Weapon strength to Prime Void Sources upgrading Warframe Ranks or offering special buff powers. [Each Void Source offers 4 choices of a special power up you can obtain]

    • Theorycraft and test out a variety of Warframe + Void Source combinations

    • Fight against hordes of enemies and find the location of the Void Gate to progress through the next Tower.

    • NEW Corrupted Apostle Bosses - Face off against Grineer and Corpus individuals killed and reanimated through Corrupted Vor's Void Key as bosses and as random encounters as you prolong your run in Lacuna.

     

    The Apostles

    Spoiler

     

    "See beside me, Tenno: Corpus and Grineer brethren alike. All came to these sacred halls with glutenous intent. Slain by my hand and revived through the Janus Key. They follow my gospel, my mission, and our destiny. The Apostles of the Void."

    Killed by the hands of Corrupted Vor and resurrected as shells of their former selves through his Void Key, the Apostles are Vor's selected congregation of Corpus and Grineer who will appear throughout Lacuna to stop you from interfering with Vor's plot to convert all of the Star Map into Corrupted. After discovering and activating the Void Gate to the next stage, they will arrive to destroy you. The Void Gate must be 100% charged and the Apostle defeated in order to progress tot he next stage.

     

     

    Void Sources

    Spoiler

     

    The Void empowers Vor and his Apostles, as they can also empower your Warframe in unpredictable ways. Corrupted enemies in Lacuna will drop Corrupted Sources which you will need to purify them into Void Sources with the Void Tower's Purifiers. Purifiers comes in various rarities [Common, Established, Prime] and different amounts of Corrupted Sources required to convert them to a Void Source.

    [Void Sources can stack bonuses Linearly or Hyperbolic]

    Common Purifiers

    • 75% chance to choose one of 4 Common Void Sources
    • 20% chance to choose one of 4 Established Void Sources
    • 5% chance to choose one of 4 Prime Void Sources
    • Cheapest Purifier

    Established Purifiers

    • 70% chance to choose one of 4 Established Void Sources
    • 30% chance to choose one of 4 Prime Void Sources

    Prime Purifiers

    • 100% chance to choose 4 Prime Void Sources
    • Most expensive Purifer

     

    {WIP LIST OF SOURCES}

    [COMMON VOID SOURCES]

    • Source of Armor Plate : +X Armor

    • Source of Opportunity: Deal XX% more damage to enemies above 80% of their Health

    • Source of Stalwart : +X% Knockdown Resistance

    • Source of Rejuvenation : Gain a X second Health Regen after picking up a Health Orb

    • Source of Fast Hands : +XX% Secondary Weapon Reload Speed

    [ESTABLISHED VOID SOURCES]

    • Established Source of Retreat: X% chance to turn invisible upon receiving Health Damage

    • Established Source of War: +X Melee Combo Duration

    • Established Source of Vitality : Gain +10% Max Health per Stack

    • Established Source of Execution : Instantly kill Eximus Enemies if they fall below or equal to XX% of their Health [Hyperbolic]

    • Established Source of Purification : +X% Damage to Corrupted

    [PRIME VOID SOURCES]

    • Prime Source of Assault : X% chance on hit to fire a homing Void Projectile dealing XXX% damage of your Primary Weapon Attack

    • Prime Source of Surge: Killing 6 enemies causes a XX m AOE Electric blast dealing XXX% damage of your Warframe's Health to surrounding enemies

    • Prime Source of The Sword : X% chance per stack for Multi-Strike [Multi-hit on Melee Weapons]

    • Prime Source of Life : +1 Auto-Revive

    • Prime Source of Collective : +X meters of vacuum collecting Corrupted Sources

     

    ALTERNATIVES TO SOURCES BUFFS

    Spoiler

     

    If the current Sources buffs are not a viable alternative, I have been looking up a way to make "Stage-Turned" Sources that lasts a set amount of stages. Their buffs and their effects are also based on their rarity and will have some more possible effects the current Sources couldn't have.

    {WIP LIST}

    • COMMON VOID SOURCES [LASTS FOR 3 - 4 STAGES]
      • Source of Armor Plate : +XXX% Armor for 3-4 Stages
      • Source of Opportunity: Deal XX% more damage to enemies above 80% of their Health for 3-4 Stages
      • Source of Marksmanship: +XXX% Primary Weapon Damage for 3-4 Stages
    • ESTABLISHED VOID SOURCES [LASTS FOR 3 - 5 STAGES]
      • Established Source of Vitality : + X.X Health Regeneration for 3-5 Stages
      • Established Source of Precision: +XXX% Headshot Damage for 3-5 Stages
      • Established Source of Execution: Eximus Enemies health below XX% Health are instantly killed
    • PRIME VOID SOURCES [LASTS 4-5 STAGES, SOME ARE PERMANENT]
      • Prime Void Source of Overload: +XXX% Multistrike [Multishot for Melee Weapons] for 4-5 Stages
      • Prime Void Source of Surge: Killing 6 enemies bursts a 10 m Electric AOE dealing XXX% of Health as damage for 4-5 Stages
      • Prime Void Source of Power: +XXX% Power Strength for 4-5 Stages

     

     

     

    INTERACTIBLES IN RISK OF VOID

    Spoiler

     

    https://vignette.wikia.nocookie.net/warframe/images/4/4b/Void_Fissure.png/revision/latest/scale-to-width-down/340?cb=20160708195052

    [VOID GATES]

    Appearing as a more warped version of Void Fissures, these gateways will allow players to move to the next stage. Finding their location is of most importance as difficulty ramps up the longer you take in this mission type

     

    [VOID LOCATOR]

    An Interactive Object that can allow players to locate the stage's Void Gate for a cost of Void Sources. Can also locate other Purifiers.

     

    [PURIFIERS]

    Comes in three rarities [Common, Established, Prime] and can contain one charge of use. Convert required Corrupted Sources to turn them into Void Source Power Ups.

     

    [CONVERTERS]

    Comes in three rarities [Common, Established, Prime] and displays a specific Void Source Power Up you can exchange from a currently equipped Void Source Power Up of the same rarity.

     

    [CORRUPTED SHRINES]

    Activating these shrines spawn more enemies. Defeating all of the spawned enemies offers the entire team bonus Corrupted Sources.

     

    [FORTUNE SHRINES]

    Activate these shrines to have a chance to offer a Void Source Power Up at the cost of Corrupted Sources.

     

    [SACRIFICE SHRINE]

    Activating this shrine sacrifices the Warframe's Health for Corrupted Sources.

     

     

    DIFFICULTY SCALING IN LACUNA

    Spoiler

     

    Similar to how Survival works in Warframe, difficulty rises as the game progresses in time. However, there are many differences Risk of Rain scales it difficulty and how Warframe's Survival mode does. Of course with Lacuna, I will try to mesh the difficulty scaling in this content to share the fairness Warframe's difficulty has and the difficult Risk of Rain provides.

    Bar.jpg?version=d388068d3305400389ebdbd6

    In Risk of Rain, the bottom bar indicates the difficulty of runs and stages. As the bar progresses, the name of the difficulty changes until it reaches its last difficulty which is endless. Every time you complete a stage, the difficulty bar jumps and the difficulty bar increases faster over time.

    Advancing a new Stage or advancing a new Difficulty Name ranks up the enemies in the game. This also affects the spawn rate of enemies and the number of enemies that can appear at max. Each ramping difficulty also expects enemies that spawn outside of certain designated maps to appear like bosses.

    Difficulty ramping also ramps up the cost of unlocking chests to collect power-ups. Also, the amount of players on the runs affects the difficulty. Enemy XP/Gold rewards scale as the difficulty ramps up.

    In-Depth Details of Risk of Rain Difficulty

     

     

    HOW TO DIFFER RISK OF VOID FROM RISK OF RAIN

    Spoiler

     

    For Lacuna, the cost of collecting power ups could be stagnant or ramp up.

    Warframe's Survival enemy spawn mechanics could fit into Lacuna, though the major difference will be that players will have to locate the Void Gate to proceed to the next stage and take on the Apostle Boss that will spawn.

    The time taken and the Difficulty Names can totally be different as well. We could even use lines from Corrupted Vor to indicate which stage difficulty the game is currently under.

     

     

    • Like 1
  4. Been a lot of Zephyr rework posts made, but I have done one before and will have to leave it to the more vocal BirdFramePrime to handle that notion.

    On 2020-03-13 at 8:34 PM, (NSW)SantCruz said:

    Not at all. I see what he has to offer but think he is a few tweaks from being a solid frame. Except for his 2 I actually like his abilities. That doesn't mean I can't see where they are at fault and there are definitely spots there. I don't think love for something means you can't criticize or see where improvement is necessary. Hell, I'm advocating for Hydroid to stay a CC frame in a game that continues to make CC less viable with every new enemy introduced. 

    This a post about changes to Hydroid so of course I would only discuss what I do not like about him. Overall every other frame (except Hildryn) is boring to me. I do think it's interesting that you have such a distaste for tentacle swarm while I enjoy it outside of the things I mentioned. To me, that ability defines him more than his 1 or 2 for me, yet you clearly prefer those. I wouldn't accuse you of disliking him as a whole just because you think his 4 needs to be replaced and change what in my mind creates his identity. If I didn't care about Hydroid overall I would not be putting this energy into a post the devs will certainly not look at or care to take suggestions from. 

    I feel when it comes to Hydroid, I felt that his theme of being the "Water Manipulator" to be what should define him most. Water is fluid and adaptable, has no true shape, it has the power to sustain as it also has the power to kill. There are some things I see in the current Hydroid that seems to fit that feel, but I personally feel improvements especially with how evolving the game is should be warranted in the future.

  5. 12 hours ago, YagoXiten said:

    It still doesn't make much sense, though. Hydroid's best abilities are Tempest Barrage and Undertow. Corroding Barrage is still good though (sadly) less powerful now. And the ability isn't dependent upon the augment the way some other abilities are. If the goal of revisiting Hydroid is to improve him, why would you significantly change his best abilities? It's like replacing Frost's Snow Globe. Maybe you could make something fun and better capture his ice theme, but it wouldn't be Frost and it wouldn't be fair to the people that enjoy him for what he is.

     

    So in your case: you don't want to lose the Undertow + Tempest Barrage combo?

    I want to keep in mind this article was made weeks ago and that was before the recent Mainline Update. I had discussed and asked around a lot of other players through live chat on their current thoughts on Hydroid. I will eventually update the OP in due time.

  6. I was trying to make a suggestion to change Hydroid's Tempest Barrage into something else entirely at first...

    BUT

    From some discussions I had, a LOT of players did not want Tempest Barrage to change due to the Augment [Corrosive Barrage]. Things are now a bit different with the Damage-type changes, and there can be room to settle how the ability works now. But I wanted to try to keep Tempest Barrage to avoid any backlash on the possible removal of the Corrosive Augment.

  7. 6 hours ago, kapn655321 said:


    I did, but are we talking about a Wukong Cloudwalker type duration, or an Undertow type duration?
    It sounds like just letting the puddle move Way faster, which is currently very expensive.. and cloudwalker as an example may well be too short a standard for stealthing with Hydroid.

    In that regard it could be either. I used the Wukong Cloudwalker as an example of the free movement the ability could have (albeit on the floor like how Tidal Surge/Undertow currently performs).

    With Cloudwalker, Wukong has the ability to not only move on the floor but also to elevate himself to higher heights. With the Hydroid variant being stuck on the floor, and IF the duration could play out like Cloudwalker, it could have a higher duration.

    Another ability that has that duration-stealth is Wisp's Will-O-Wisp which has at base double the duration of CloudWalker.

    But if it would be a a more fairer Duration-type deal: I would be thinking more about how [DE] changed Nezha's Firewalker and its Duration changes (max base 30s). This due to how the suggested Tidal Surge creates a water blast at the end of its duration similar to how Nezha's Firewalker Augment: Pyrocastic Flow creates a blast once the ability ends. The duration in that form could be slightly less than Nezha's due to the invisibility/invulnerability, but could still be manageable.

    Overall, it would be all up to what fits the bill.

  8. On 2020-02-29 at 12:33 AM, doominator10 said:

    As a guy who only plays Hydroid to afk in a corner for Polymer Bundles or Argon Crystals, I do like these changes.  

    I'm not sure if this was already mentioned, but perhaps for simplicity's sake, his 4 would just summon his creature that just instantly slams it's tentacles down all around him, knocking down all enemies almost instantly. Think a REALLY low duration Rhino stomp. Charging it could make it slam multiple times, spaced out so that enemies get up, then are slammed back down. Enemies that die while knocked down (or that are just affected), drop more loot. Hold 4, creature comes out, does a short roar, everything around it is on the ground for a second. Creature slams again. 1 more time. All impact damage of course. \  \  o  /  /  *pomf*

    I don't think he should be invisible in his 2. He'd still be a pile of water right? Just moving very fast. No need to make him a cloud.

    I only suggested the invisibility due to the current Undertow making Hydroid invisible. As for Tentacle Swarm, the big problem I found with any suggestions for it is how its Pilfering Augment works and how changing Tentacle Swarm to be something besides a "capture" ability could mess with looting in the long run.

  9. On 2020-02-19 at 7:01 AM, (PS4)Ozymandias-13- said:

    I didn't realize this was posted by FoxFX until after reading this whole thing😅. Not surprisingly, I love it.

    Hydroid is one of my mains, and as much as I love him these are all changes that fix issues I've had with hit kit.

    Passive - Honestly, any of those are a good upgrade. My personal preference would be for [Impunity] or [Liquid Body] for the theme and function, but I'm happy with whatever. It's not necessarily that his current one is useless, but it really does not fit into his natural gameplay. Slam attacks aren't especially common as far as melee goes, then the chance makes it even worse to spawn when it's useful. I do use Zenistar with him so my stance causes periodic slam attacks that can trigger it, but not reliably. 

     

    Tempest Barrage - When spamming this ability it can be very effective for quick cc with little aiming, but I had always wanted it to be a more lasting area control ability so making it a 1-at-a-time toggle ability would be awesome. Splitting up the damage types is also a big must, I hope DE has learned by now that single damage abilities and weapons with any of the non-meta damage types is generally a letdown unless it has high base numbers.

    Tidal Surge - Adding greater movement control would be amazing for this ability. With my build I can shoot across decent distances, but unless it's a clear path and a straight shot, or if I need to get through enemies blocking the hallway, I don't use this ability often.

    Undertow - I "like" his current undertow, only because it is very powerful in certain situations and I tend to use it often in brief spurts for charging his abilities so I would miss it when it's gone. But I'm also aware those specific situations are not common enough to warrant locking him up. Your suggestions make it a lot more functional, and bring back his healing capability (I was sad to lose space for my Curative Undertow augment when I changed my build around a while back).

    Tentacle Swarm - This suggestion I absolutely love. I've suggested several variations of a rework of this ability over the years, but in many of them I've mentioned adding the ability to attack the Kraken to boost the damage. I've also suggested adding an Undertow pool at it's location to pull enemies too, but I like the idea of him eating them even more (+1). The things I hadn't considered were making it a toggle and giving it a paid movement options. I love it.

     

    Great rework! I'm still waiting on DE to use your Limbo rework too. 😕 

    Thanks again for the support.

  10. On 2020-02-19 at 3:28 PM, Shaburanigud said:

    I especially love the idea with your 2 and 4.

    But I must admit, attacking your own pet might seem a bit...weird.
    Wouldn't it be better if it builds around more on synergies between abilities?

    Like since his 3 is now making large pools of water, it be nice if the Kraken could reach out and move around freely where water is present. Thus increasing its range and mobility
    This could apply to his 1 and 2 as well. Hydroid will move faster 2 where water is present, as well as deal more dmg with his 1, 2 & 4.

    His 1 is basically pouring water, so it might be nice if adding more water to your 3 & 4 will increase their effectiveness as well

    So what i suggest is a new passive and mechanics upon your already improved ones:

    Flood(Passive):
    Hydroid's abilities now floods surrounding tiles with water. His abilities effectiveness will increase as more tiles are flooded.
    - Flooded tiles will be flooded for a duration of 15 seconds before it goes down a level.
    - Enemies affected by deeper waters will have reduced movement speed.
    - Duration is effected by mods. Slow is not effected by mods.
    Indication of more water can be simply done by color.
    - Puddles: Transparent with shimmers. 15% slow
    - Shallow Waters: Transparent Light Blue. 30% slow
    - River: Blue. 45% slow
    - Seas: Dark Blue/Cobalt. 60% slow
    - Deep Seas: Pitch Black. 75% slow

    Tempest Barrage(1):
    Increase Flood level within affected area by 1. If it hits a tile which has not been flooded, it begins with Puddles(1). (Area equal to the abilities range and is effected by mods)

    Tidal Surge(2):
    Floods wherever Hydroid currently is by 3, Increase Flood level by 1 where he has been. If he leaves a place that has not been flooded, it begins with Shallow Waters(2).

    Undertow(3):
    Increase Flood level by 2. If he casts it on a place that has not been flooded, it begins with River(3)
    Undertow will activate all water levels to gain special effects based on their Flood level.
    - Puddles: Enemies attack speed is slowed by 20%, take 10% more dmg from Hydroids other abilities
    - Shallow Waters: Enemies attack speed is slowed 40%, take 20% more dmg from Hydroids other abilities
    - River: Enemies are half submerged, taking tick dmg per sec. Enemies attack speed is slowed by 60%, take 30% more dmg from Hydroids other abilities
    - Seas: Enemies are submerged, drowning to death. take 40% more dmg from Hydroids other abilities. Hydroid regains energy while standing on this tile. (10% per sec)
    - Deep Seas: Enemies are completely submerged, drowning to death even faster. Take 50% more dmg from Hydroids other abilites, Hydroid regains energy and life while standing here(10% sec). Your summoned Kraken will pull any enemy toward this tile who comes too close to these tiles.

    Swarming Tentacles(4):
    Tiles affected by your summoned Kraken will always be flooded as Deep Seas. Your Kraken's trail will increase Flood level by 2. 
    If he leave a place that has not been flooded, it begins with Shallow Waters(2)
    Will freely move around tiles that are Deep seas. Moving your Kraken to Deep Seas tiles will not cost any extra energy.
    Your Kraken can pull enemies toward the Deep seas and submerge them while your Undertow(3) is on.
    Your Kraken will thrash harder on enemies while he is showered by Tempest Barrage, increasing Damage by an extra 15%.

     

    I think this added Flooding mechanic would actually make him more water/deep sea themed then ever, and would go great with your rework.
    Not to mention it would be visually appealing flooding a whole room and see your enemies drowned to death while your Kraken feasts on your enemies.
    A watery grave indeed.

    How do you think?

     

    Attacking the pet does feel a bit weird I have to admit. Perhaps this could be rectified somehow in due time.

    I tried to suggest these changes to that ideas for synergy can be left to anyone's interpretation and imagination. All of those that you made are possible options.

    Having a flood passive like you have suggested could be seen as a bit powerful for a passive especially for the 70% slowdown, but I would like to see how other people will respond to this idea a bit more. I could add your post to the OP to see if this is something you want to be highlighted if you wish.

  11. 7 hours ago, (NSW)SantCruz said:

    I just wonder if they will work on him at all. DE seems overwhelmed now with liches and railjack. I remember after the initial ember and vauban reworks, they made a few changes on a later update promising there would be more updates for them moving forward. We haven't seen that at all and it's seems they forgot due to other concerns. 

    Plus, Hydroid gets little love and it seems like you have to really fight tooth and nail for them to look at any frame's kit. Maybe we can get lucky and they look at Hydroid when it's deluxe comes out. But I feel even if they do, they will add changes that do little if anything to actually improve him. 

    You are correct. Digital Extremes has their hands full with other work, but the time will come when Hydroid will be discussed further on in the future. His Deluxe Skin's release could be a time where things may pick up about him.

    When ti comes to threads I have made like these ones, I generally don't mind if [DE] never sees nor if they do see them. I am mostly interested in what you and the general community thinks about Hydroid and his future in the game.

    • Like 2
  12. 150?cb=20170418210208

    ADDING MORE PRESENCE TO THE WATER CREATURE OF TENTACLE SWARM

    Ever since the latest rework done to Hydroid, a lot of players had grown more interest on the possibilities of the creature that spawn from Tentacle Swarm. At the current state of Hydroid, all the ability does in terms of this creature is have it briefly show up before it quickly descends down to the depths.

    When it comes to reworking/redesigning Warframes, the mechanical functions aren't the only vital change needed. The visual effects and appearance of abilities are just as important, and I believe Hydroid's 4th ability should have this creature be an important aspect for redesigning the visual effects of a new Tentacle Swarm.

    The best example of visual redesign can be seen with Ember. While her 4th ability compared to her previous variant have different functions, the visuals her 4th has deeply sells the impact the ability has in the game and provides an excellent feedback on highlighting who Ember truly is. Hydroid could use that "impact" as well in the future.

    In my suggestion for Hydroid's new 4th, I tried to make the creature play a role in having it be a hungry monstrosity from the deep sea under the control of Hydroid as it continuously seeks out and grabs preys with its tendrils and drags them into its jaws. The other visual effects I have been thinking of adding to it can include:

    • Having the creature's animation depict as if it is continuously chomping down any enemy inside its mouth while in sync with the DoT the new Tentacle Swarm will do.
    • Showing water splashes for each "chomp" the creature makes.
    • Add in an ending animation when Tentacle Swarm's duration ends which could either be letting the creature make one more chomp or have it change into a geyser of water showing that it just spits out the consumed enemies.

    Once again, it just all comes down to how Hydroid should feel. Getting the mechanics to be updated for the content to come, but also making the visuals of refurbished abilities to feel great.

    • Like 1
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