Hey, I was just playing around with a few friends and we came up with a potential hydroid rework while leveling stuff, and I wanted to submit it here before I put it in the warframe feedback channel properly so I can make a more concrete and definitive suggestion.
the idea came from the youtuber tiburos' idea of a grappler frame while he was discussing Grendel.
My idea of hydroid would be incorporating a "close-and-personal" fighting style that benefits hydroid's "pirate" theme, while retaining the crowd control aspect of his gear set. and that idea is 2 major skill changes, ones I think will benefit the character for the better, as well as just making him far more fun to play, and another major-ish change that I believe the community would agree with.
I think the best way to present this idea is just to list out the respective abilities for you all to look over and provide constructive criticism on. please understand, my goal, as well as yours, is to IMPROVE hydroid for the better, not simply say one version is better than the other, or to outright dismiss anything. please be respectful when offering advice or feedback, and please point out exactly what you feel needs improvement, change, or preservation.
Before you read, Id just like to state: the way hydroid works, in my eyes, is that he achieves crowd control via knockdown or similar effects. if you don't agree, simply tell me. I'm open to ideas on how hydoid works.
ABILITY 1: Tempest Barrage; The same ability as before, but with a increased amount of projectiles .the amount of projectiles could be adjusted with either power strength or duration. this ability's use is for using knockback to stop any combatants from engaging you via knocking them down, pushing them, or possibly killing them. while its not a ability supposed to cause damage, it can provide a area with a decent amount of coverage for a time where hydroid or any teammate can move and attack ragdolled enemies. I also wanted to keep the helminth system intact so a change to hydroid wont effect other players who don't play as him, but still like his infusion skill.
ABILITY 2: Harpoon; Replacing the tidal surge ability, hydroid will throw a harpoon with a distance based on ability range, that- hit its a target (that should not be classified as super heavy, such as a infested behemoth, nox, etc. [or maybe it should?]) hydroid will utilize said enemy as a flail, dealing damage at medium to short range, slamming them into the ground up to 3 times if the ability is recasted repeatedly if the harpoon is still "tethered", dealing damage based on either enemy level or maximum enemy health, applying either knockdown or levitation on area. this ability should be used as a larger group CC + attack, allowing teammates to close in and slaughter stragglers or still disrupted enemies. I chose to replace the tidal surge ability completely as it did not serve as a effective CC skill if you didn't have a wall to crash into. its a good movement skill, but hydroid isn't about movement.
ABILITY 3: Hook; Replacing the undertow pool ability, hydroid manifests a hook and lunges forwards and grabs a enemy or enemies with a semi circular swing of his hook. after obtaining a enemy or 3, hydroid throws them forward as a water-infused projectile, dealing damage based on enemy health or level. the projectile itself shall also provide the knockdown or knockback effect, possibly reducing enemy speed. this skill is about providing the grappler aspect in a far more direct form than the harpoon skill, as well as to play into Digital Extremes' "pirate" theme they love to have for hydroid, despite what some players think. speaking of his theme, as well to address the undertow ability....
ABILITY 4: Tentacle Swarm; Tap to spawn watery tentacles from all nearby surfaces to wreak havoc, as before, but in this version of the ability, after putting down a field of tentacles, while standing in a field, holding the cast key allows hydroid to BECOME the kraken, spawning more tentacles, and combining the previous undertow ability to target and drag (or smash) enemies manually with extra range for doing so, at the downside of either reduced movement or the inability to move, and the inability to obtain energy via orbs, Zenurik dash, or energy restores. As before, it should deal damage scaling off enemy health or level. as with the undertow ability, the player will not take damage as long as the ability is in effect. hold the cast key again to disable the kraken mode manually. Agree with me saying ultimates should feel like ULTIMATES. the undertow ability is unique by giving hydroid the ability to outright not take damage, and disable a medium to large group of enemies for a while, and to cause damage to them. however, its boring. simply standing around waiting to consume hapless enemies or slowly making your way to them is not exciting, at all. combining it with tentacle swarm however, would combine it with the kraken. most people identify hydroid not as a "pirate", but the "kraken", so why not feed into that, at least a little bit? besides, as a child, who hasn't pretended they were a sea monster in the bathtub when playing with their toys? there's also the game side of things, duration, strength, everything would be considered when preforming this ability to the fullest. for the player, its a high cost- high reward type of action the player can choose to take. as for the loss of movement and power generation? its a balancing act considering you dont take damage as the kraken and are able to deal damage. also if teammates are able to just feed you energy to the point where you can stay in the form indefinitely, it would become boring and a dominate strategy, allowing hydroid to simply occupy a large area permanently, controlling enemies with constant tentacle torture. lets not make another frame that just trivializes the game. cough, Octavia, cough.