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FrostyUdon

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Everything posted by FrostyUdon

  1. 1.) I apologize if this is incorrect information and for my awful grammar. From what I recall when the corrosive status effect was changed before to what it is now. I thought it was purposely capped at 80% armor reduction because bonus damage from corrosive versus armored enemies only worked if the target still had some armor left(?). So wouldn't hydroid's new passive which allows corrosive status effects to reach 100% armor reduction then make his corrosive damage output actually weaker against those targets? 2.) Although I did not care that much for the Undertow puddle except for when using it to heal myself. When it was mentioned on the Dev stream that there was a small experiment about making it a ranged ability, this did intrigue me. Here are just a few thoughts on how it could work perhaps, but I know it'd probably be too much work to actually implement. If we could get a ranged puddle ability I think it could be assigned on his 2 Tidal Surge. Press 2 for the movement Tidal Surge wave or Hold 2 for a Undertow puddle placed at the location the player is aiming at. I think the issue about enemies not walking into the puddle without the player inside it could be fixed by having something similar to Octavia's 1 Resonator in the center. Thematically it would be like a Siren calling in enemies toward the puddle to drown them. The issue of other players not liking hidden enemies inside the puddle, it probably could be handled similar to Yareli's 1 Sea Snares. Instead of sucking enemies under the puddle, enemies would by slowed entering the puddle and then immobilized using water globs over their heads to drown them. It would still look as if a Siren lured them in to drown them with water but would keep the enemies visible for all. This effect could maybe even increase headshot damage against enemies. One could say Hydroid already has similar functionality on his 4 Tentacle Swarm with the kraken holding/immobilizing enemies up in the rework. So maybe this kind of puddle wouldn't be needed, but there are cases of other CC frames having multiple Crowd Controlling AOE abilities regardless of them being a bit similar. Vauban has 2 CC abilities with Bastille having immobilize/armor strip while Vortex sucks everything together for better grouping. The difference between Hydroids Puddle and Kraken, could be that the Puddle is for setting up higher damage while Tentacle Swarm has its use for loot farming/wider radius. So I think having 2 AOE CC abilities on Hydroid would be acceptable. 3.) Plunder. I think it's cool we get a new ability. It might be more pirate-like if this ability also caused enemies to drop more than just armor. Maybe it could have a single time chance of enemies dropping a few extra credits/ammo as well. I'm a little concerned looking at Hydroid's stats especially his Prime. He seems to lean more toward shields than a health/armor tank. Even in the example gifs. of his reworked abilities he's being modded for shields instead of his health. Unless his base health is raised up with maybe his shields lowered to balance the change, I don't see a lot of help coming from the Armor Plunder will provide. Since we started getting Overguard use on some frames. I wonder if Hydroid getting Overguard when using Plunder instead of armor would work better with his low health pool. It's understandable though if DE maybe doesn't want to overuse Overguard on too many frames to keep it a special feature. 4.) Might be a little nice if while in the Tentacle Swarm pool area, the player receive a small movement speed while aiming buff. Looking at the gif. example the tentacles seem to be pretty spread out so a little movement speed would be nice while aiming/moving around between targets. I'm really looking forward to the entire upcoming update, and to see how Hydroid plays out.
  2. What better way to show off some fashion frame than using the brand-new mirror we got in Duviri. The helmet shape of the Wisp Dex Skin always gave me warrior nun vibes.
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