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ReverseKinetix

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  1. Volt's passive is for ONE shot, it does not carry over through multiple shots, even with beam weapons. Transitor shield does nothing other than quickly fill up his passive to that extra 1,000 damage, not continuously apply it. Notes Damage absorbed is directly affected by Ability Strength. Any damage absorbed by Electric Shield will contribute to Volt's Static Discharge passive, but it cannot exceed the 1000 damage cap on the passive itself. The damage buff is noticeable on an unmodded weapon (tested it with a rank 0 braton), and does outclass the buff of Shock Trooper when used with an unmodded Volt. However, this is an example of a good augment, not a good passive. Just roll his current passive into Transitor Shield and give him an energy regen passive instead; you aren't going to be making use of his passive without the augment anyway. One augment that makes his passive situationally useable as a gimmick does not justify keeping the passive as is. Your whole argument is based around a augment, not the passive.
  2. New players 100% need energy more than weapon damage. If they were able to have energy to keep his three active, then that's free crit damage which is better than +1000 base damage that you need to actively not attack to build up for just one lousy shot. Also, you said they could get Transistor Shield, but if they knew about that augment, why not Shock Trooper instead which is like a thousand times better? Not to mention, if they know about augments and are using them to increase damage, then they probably know how to mod their weapons to the point that an extra conditional 1,000 is meaningless. Unless you want to use fishing spears on starchart for the memes, Volt's passive is pretty much worthless. Taken directly from the wiki: Traveling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus Electricity damage toward Volt's next weapon attack or ability cast. For every 1 meter traveled, 10 points of Electricity damage are added, accumulating to a maximum of 1000 bonus damage. Damage is not affected by Ability Strength. Static Discharge does not combine with single elements or elemental mods on weapons, the bonus Electricity damage type remains separate. Is not affected by damage mods (e.g. Serration) or elemental mods (e.g. Stormbringer). Is affected by Critical Hits and the combo counter of Sniper Rifles. Even with Multishot only a single hit will gain the damage bonus. Does not affect Helminth injected abilities or Shocking Speed sparks. Tell me how exactly any of that makes it worth using? Also, if you're in SP Duviri and are relying on Volt's Passive of all things to kill stuff, you don't know what you're doing. That extra 1000 bonus damage that only hits once really putting work for on steel path? Get real. The passive is niche and functionally does nothing aside from making unmodded garbage situationally usable up to star chart sedna. You aren't doing anything with the passive as it is now, and saying that it's better for new players than getting extra energy is ignorance at best and a downright lie at worse.
  3. I think the community as a whole can agree that Hydroid is in the top 3 for frames in most need of a rework. I also agree, hence the reason for making this post. However, I've delved into his kit a bit and after a short discussion with fellow Tenno bangarang35, in-game testing, and theory crafting, I've come to a realization: Hydroid is shockingly close to being a pretty good frame. Let me start with this, from what I've discovered, he really only suffers from a few problems. These problems, however, are pretty large and we as players have no easy way to fix all of them at once. So, instead of being a full kit overhaul, I think Hydroid instead needs some tweaks and a few changes to become good. I'll recap why I think these changes are necessary at the end, so skip to there and come back if you want to know my reasoning beforehand. To start with - the passive. I am of the opinion that frames don't need incredible/synergistic passives. As such, there are only two suggestions I have for his passive at current. The more streamlined version is to raise the tentacle spawn chance from 50% to 100%. It would stay as a meme/gimmick but would actually be a reliable meme. As for my other suggestion, I think it makes sense thematically to make him immune to fire procs. Nothing big, but also a nice little bonus he would get considering how devastating arson eximus, bombards, and napalms can be. Now onto the first ability, Tempest Barrage The streamlined approach: Get rid of the charge mechanic and just give the charge bonus to its base. As for a more traditional rework kind of approach: - Remove the ragdoll effect and instead have enemies knocked to the ground. We can all agree that ragdolling is funny, but from a practical standpoint, having enemies blasted away is usually more annoying than helpful. - I think it would be a nice little bonus to have the ability proc the cold status effect. A little extra slow never hurt anyone Onto the augment, Corroding Barrage was only used to strip armor. Given that corrosive no longer full strips, the augment has become a glorified primer. A necessary change that should have been done a long time ago is to make it a % based armor/defense strip. Yes, I know it's his helminth ability. However, we already have access to terrify and tharros strike. This should fill a nice middle ground between them. It would be a cheap AoE armor strip that costs a mod slot. If you can't sustain terrifies energy economy but need something with a larger area of effect than tharros strike, then this would be the perfect middle ground balanced around the fact that you need to use a mod with it. Second ability, Tidal Surge I unironically think this is the best part of Hydroid's kit. The only change(s) I would make is to give us more control over his movement instead of just being launched forward with no ability to change directions. I would also appreciate a change in animation/appearance on the ability as I feel the puny wave doesn't fit right. I think having him turn into a sort of volatile sphere of water would just suite him better. The problem child, Undertow I promised to keep this post streamlined, but this ability needs to be outright removed as it feels incredibly out of place for a game like Warframe. I don't think anyone would be upset if you scrapped it and replaced it with something modern like a grouping vortex/whirlpool type ability. If you must keep it however, then it still needs a boatload of changes as it is an ability that tiptoes a small line between game breaking or useless. As far as this post is concerned, this is the only outright rework I am suggesting. - Hydroid needs to be able to pick up loot while in undertow. I don't see any real reason to keep this restriction on the ability when it severely restricts movement and gameplay to a glorified fishing simulator. - % health damage is a very risky thing to give to the players. With armor strip and viral priming, this will kill anything in seconds as is. Considering that Hydroid would get a practically built-in armor strip that is also castable from undertow, this would be absurd. The amount of kills you would get per minute would be low, but you would be invincible while doing so (as long as the change to pick up loot while the ability is active is implemented. What I would compare it to at the moment is a pre-rework grendel that is limited in scope but far more potent. This is why I think that (if you must keep undertow for whatever reason) it needs to provide utility and support to hydroid instead of being a dps tool. On the topic of grendel, I will take inspiration from his reworked feast to make a reworked undertow. Here are the changes I would make for an "ideal" undertow. - Undertow stays as a drain ability. Hydroid can now keep the ability active while not in undertow. Hold cast to activate the ability and tap cast to enter/exit undertow. All other means of exiting undertow (such as jumping) still function as normal. Tidal surge can still be cast while in undertow. The amount of enemies Hydroid can have in undertow at once is five (grendel inspiration). Enemies can be pulled into undertow the same as usual. However, while not in undertow with the ability active, a tentacle will shoot out to pull in the closest cc'able enemy within range of the abilities range stat for no energy cost only if the cap has not been reached. While in undertow all enemies temporarily lose defenses (shield and armor). If Hydroid enters undertow, all enemies within take % health damage that increases the longer he stays in undertow (functionally similar to how it currently works). While Hydroid is not in undertow but the ability is active and enemies are within, he receives knockdown immunity and movement speed (based on strength). I think these changes would improve undertow and make it something you don't have to sit still as a puddle to use. The fourth ability, Tentacle Swarm This is Hydroid's second best ability, and as such, does not need that many tweaks. - Similar to his first ability, remove the charge cast and simply give the charge version to the basic cast. - Magnetic is a strange choice for damage, but it doesn't really matter if you give him armor strip (which you absolutely should by changing corroding barrage to actually do that). I do think that it could use higher base damage or some sort of damage over time (heat, gas, and toxin don't make sense. electric and slash could work but they also feel sort of out place, so probably stick to increasing base damage to modern warframe levels). Onto the augments: Surprise, surprise, Hydroid's augments may actually be the best thing about him at the moment (especially if you change corroding barrage to an armor strip instead of corrosive proc now that corrosive no longer full strips armor). The augments need no changes in my opinion. As for my reasonings: Passive can be changed or not. Doesn't really matter at the end of the day. Tempest Barrage does not need a charge mechanic. It needs the charge mechanic values implemented into the ability at base. The main change would be letting its augment full strip armor once again as he can no longer do that in status 2.0 thanks to changes to corrosive (ironic that one of the few changes he's gotten in recent memory was an unintentional nerf). Tidal Surge. I don't think anything needs to be said here. Giving us more control over the movement ability and changing the way it looks would just be the cherry on top. Undertow is the worst part about his kit and needs to be replaced with a pirate-like grouping ability based on a whirlpool or reworked into something more functional like how grendel's feast was changed. I tried my best to keep the current functionality of undertow the same while giving the player a way to make use of while not sitting still as a puddle. It would be a more focused DPS tool but would actually be used for its two buffs. I think making the buffs affect allies that stand on it would be interesting (maybe rolled into its augment considering that healing isn't as useful as it once was?), but that's up to DE's balancing team. Tentacle Swarm really needs to get rid of the charge mechanic and just implement the charge stats into the ability at base. Would also like modernized damage numbers. Viral priming, roar, and armor strip can only do so much with such pitiful base damage spread out over such long ticks. (us hydroid players already know how to make this ability kill on steel path through intentional game design, but please just give it more base damage and faster damage ticking to make his kit fit as a whole). Hydroid's Problems and my reasoning: Like I said at the start, he only has a few problems, but they are large enough to make him very hard to use. The lack of an armor strip makes it impossible to kill stuff through abilities alone. His third ability is outdated and far too slow for modern warframe. The fourth and first ability are in dire need of a way to quick cast without gimping the abilities' functionality. Three simple problems, two of which can seemingly be solved with a helminth subsume. Once you try solving these problems, however, you realize that you can't tackle them all at once. Natural talent is basically mandatory, and even then I'd suggest putting some yellow crystals into my boy. Corroding Barrage was unintentionally nerfed to a irrelevancy with the status rework meaning you have to use a subsume or unairu to deal reasonable damage. Lastly, his raw damage is too pitiful to kill much of anything even with armor strip in high levels. He's certainly playable, but using him to actually do stuff just because his deluxe looks cool is mega copium (that I might also be smoking). Side note If you do not intend on reworking him, then at least change corroding barrage into a functional armor strip as that would solve like half of his current problems and give super dedicated Hydroid players will get a new lease on life.
  4. Please post this in duviri bugs section as well
  5. A good rework imo though there are a few things I disagree with. First off, the first ability augment needs to be changed to % armor strip instead of corrosive procs. The passive probably needs to be changed from impact procs to something else as they are far too common for guns and melee to not be overpowered. It should be cold procs instead of impact procs for thematic reasons but impact would probably be fine if given a lower % chance to activate. As for the abilities themselves, they would make him a lot better. First ability: I don't disagree with anything here though I would like enemies to be given forced impact/cold status effects for more synergy. As for the augment, it needs to changed to force strip armor as stated before. I don't think I can overstate how big of a change that would make for hydroid and (consequently) every other frame with helminth. A relatively cheap aoe armor strip with an augment would be nice to have access to (tharros strike exists so this wouldn't do anything other than give players more options) Second ability: the original is probably the best thing about his kit at the moment. I don't think it needs changes, but do like the idea of giving it cc potential. Maybe enemies near hydroid when the ability is cast/ends get knockbacked while receiving a cold or impact proc (depending on which one his passive works with). Third ability: no problem here though I don't know how to feel about magnetic. I get the idea, but the plains water becomes magnetic at night due to eidolons. I think it would be better to have the ability do either IPS damage or cold damage. Fourth ability: functional teleportation would make him great for something like disruption and interception for obvious reasons while also still being really fun to use. however, i still have some problems with the rework. Void energy doesn't really make sense. I think corrosive (think acidic/crusty pirate like davy jones in pirates of the caribbeancari), or (thematically) cold/impact would be better. Besides that, he doesn't need to do true damage if his one armor stripes as well as if his fourth allows damage from the outside to affect pulled enemies like zephyr. Also, he should be immune to heat and cold procs and damage entirely while active, not reduced damage from IPS. Lastly, preventing cc-immune enemies from walking over the puddles will be literally game breaking. Eximus and demolysts should be able to walk over the puddles, but puddles cannot not be nullified. I feel like that is a much fairer change overall. New augment is basically cold without the damage buff, so I think it would be better to just function like cold already does. I like the idea of making all enemies receive extra electric damage, but it doesn't feel thematic. Instead, I think that enemies should receive a universal damage increase of around 25% (capped at 50% with mods) when afflicted with the status as it would make his entire kit more powerful while also providing damage buffs to the entire team. A good rework nonetheless.
  6. The author coerced me into reading this in region chat (kidding... mostly), but this is actually a really good rework idea. I especially like the idea of overhealth as it solves his current largest problem of oneshot prevention while also changing his passive to not be completely useless. Giving him more effective cc and healing while also letting him support his team is also incredible and would make him more than a glorified gun holder. Would really like to see changes made to inaros as I bought his prime access back when it released and haven't touched him much since. He's due for some changes.
  7. Increase base duration and casting speed. That's all. I'd rather have more base duration than casting speed as you can get casting speed elsewhere, but modding with such low base duration makes even 200%+ duration feel like it isn't enough. Really only need the change on her 3 and 4. The 1 is pretty outdated as is and needs to be a reworked ability, so no change is needed there. Her 2 sort of benefits from low duration as is, so again, no change needed. Keeping Link active is a major pain that requires constant micromanaging because it has low duration, can't be recast, and has a fairly long animation to cast. I'd like to have its duration and/or make it recastable. Her four could use the increased duration if you rely on the damage reduction aspect. I, however, find the casting animation to be too long when using it for reliable shield gating. With how it is right now, you often get stuck needing to cast it multiple times in quick succession as you get locked in place for the animation which means your shields are very likely to get broken during the animation or as soon as it is over. All that being said, Trinity is in a good spot as is. She is not in need of dire changes when compared to other frames. I would like to see her get some tiny changes which essentially amount to QoL buffs that make her easier to play and maintain. As much as I enjoy her kit, I find playing her to be more of a hassle than anything with how attentive I need to be with health/shields, short timers, enemies, and the objective. I'd like to see her get some changes to make balancing everything at once a little bit more manageable than it is at current.
  8. Put three forma, a secondary adapter, and the incarnon genesis on the base kunai today (you better not release kunai prime with wisp now. jk, I would love to do the grind all over again for a superior version). Overall, it's a really fun weapon to use while also being really strong. The only problem I have: why 20? 20 shots in the incarnon form is wayyyy too low for a single target weapon. Without innate punch-through (which gets wonky with the heatseeking aspect, I tested it with seeker), there is no reason to put such a short magazine size on the weapon. I tried using the magazine capacity evo to mitigate this, but that didn't work. Likewise, magazine capacity mods do not work. So you are with 20 shots in the incarnon form. I would like to see this raised to 50 and/or make magazine capacity boosting mods and the evolution affect the incarnon mode. Not entirely sure where to best post this as the duviri section(s) seemed to only be for the actual gamemodes
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