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Ubarruk

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Posts posted by Ubarruk

  1. You should probably have it so spores only spread if the target dies within the saryns affinity range, or youre gonna run into situations where when an enemy spawns as an enemy dies in some far off room, making an infinite cycle of things dying far off screen

     

    Edit: Note it will would still spread beyond saryns affinity range, but the spread wouldnt happen if the target dies outside of it

  2. So with the latest update Wishlist is:

    Forma, as always

    Artisan packs - Lamps \o/

    Rug collections

    Piccha planters

    Tadit planters

    Tarna planters

    Miniature Magnolia tree

    some Warframe Articula

     

    And the Maggor armour bundle~

    Oh and the Aquarium vignette

  3. ^ Title, the 'Energy Wisps' on the Thanatos scythe skin and the Thanatos Sugatra still have the blue undertone that was removed from the Nekros Irkalla skin in 22.6. These too should be removed for consistency's sake. 

    Everything on the skin, scythe, and sugatra is pure black.

    CnE7Blv.jpg

    While im mentioning things with blue undertones, the Tennogen: Naru syandana's energy flames has them too - even tho that is unrelated to my own thread's title

  4. Lets say your primed bane is giving you +50%, if your modded damage is 10K per shot, and you went to fight the relevant faction, youd do 50% more damage to them, for 15K per shot. It counts after everything else and increases it

     

    Theyre really good, albeit expensive

  5. I personally find hydroids rework super underwhelming, and slightly contradictory, like why would the tentacles tend to spawn in the pool, if the pool does more damage(eventually), and why does he need more shields, if it seems you want him to stay in the water - and why is the fish cosmetic

    What i had been bouncing in my head for a while, and was going to post but then saw his update was coming the next day , which ive adjusted a  amount accordingly, mini essay inc, spoiler for size

    Spoiler

    Hydroids Passive: Knockdowns Have a 50% chance to attact a tentacle (thats all knockdowns, not just melee slams) these would last 5 seconds, with a 1 second internal CD, just so you dont use barrage to spawn a few thousand and crash people

    Water would have to have an amount of depth rather than just 'fall in and vanish', an enemy would count as drowning if in over their head

    • All water depth affected by range
    • enemies would be able to attempt to get out of the water, success based on how deep they are
    • you would be able to see and shoot them
    • enemies who die while drowning generate 5 energy
    • water would absorb elemental damages to deal more damage - ala zephy tornado
    • gas water sounds odd, but not much odder than a corrosive tornado
    • Hydroid takes up to 50% reduced damage while standing in water, based on its radius 
    • Increased by strength, caps at 80% (gives a bit of a reason to that increased shield)
    • Scaling damage from drowning scales faster based on how deep down the enemies are, unrealistic water pressure scaling! (this is the edit)

            

    Tempest barrage: Have the damage type split between impact and viral, lets go down the road of murky dead waters

    • Blasts would create small pools of water for 5 seconds, pool would combine with each other to make a bigger pool up to a limit (the old undertow range)
    • No change to corroding barrage, the viral damage adds one layer of effective HP reduction, that adds another, is good

    Tidal surge/ Undertow: I dont realy see a good reason to have these be seperate abilities

    • Activating creates the pool of water, which hydroid falls into
    • Barrage pools would increase its radius, up to 30% more than modded
    • Jumping would bring hydroid out of the pool which would persist for a duration, say, 20 seconds base
    • Crouching in a pool of water (including those made by barrage) would sink hydroid into the water like undertow, draining energy to persist while hes in it
    • Move speed in the pool would be normal walking speed, moving past its current radius wouldnt cost additional energy, but be 40% walking speed
    • Sprinting would cause hydroid to become a wave while in and on the water, leave more water behind him, and allowing you to control the bloody thing, at an inceased cost and 30% increased spring speed, think water nezha
    • That includes water made by his 1
    • Wave speed affected by casting speed
    • Tidal surge's current augment would apply to the sprint wave
    • `The little tentacle pull(which i love btw) would now be on E, you can now use you weapons while in the pool, doing so will cause hydroid to emerge

    Tentacle swarm: Rather than faliling enemies around aimlessly the tentacles would hold enemies in place ala harrow 1, trying to crush them, hittable enemies for everyone

    • Tentacle length would be affected by range
    • Tentacle speed for attempting to grab would be affected by cast speed
    • The tentacle crush would deal increasing damage over time
    • Tentacles can move between pools of water (in the cast radius) if there are no enemies nearby
    • Tentacles will attemt to drown enemies in nearby water
    • The kraken will eat an enemy is drowning in reachable water, dealing 10% max hp damage per second, ontop of the drowning, tentacle crushing, and barrage sploding damage
    • Eaten enemies generate 10 energy, and increase tentacle swarms duration by 5 seconds
    • Shooting tentacles transfers damage to enemies they are crushing/ drowning       
    • Pilfering swarm would cause tentacles to occasionally squeeze loot out of enemies, as well as the current effect, but rather than "killed by" it would be "Killed while affected by"

    With Tidal surge and undertow combined he needs a new 4

    High Tides/Stormy seas: Creates a storm cloud like the ones when sea stories are being dramatic, heavy rains high winds, big waves, and lightning!

    • Increases the radius and depth of water, allowing more enemies to be drowned, makes it easier for the fish to eat people, also causes your little sprint wave to become a much larger tidal wave
    • Slows enemy movement speed, Periodically strikes them with lightning (to simulate strong winds, and so that it does something on its own)
    • Increases cast speed for hydroid and allies by 30%
    • Causes undertow to become a whirlpool, causing it to deal 200% increased damage, and more damage for ammo/pickups/enemies that sink into it
    • If you need the ammo it would work like ammo mutation, sunken orbs would be picked up
    • would also not affect allies ammo/ pickups, that would be super annoying
    • The kraken/fish would tend to migrate to the whirlpool, tentacles would attempt to toss enemies into the pool to be eaten
    • Healing undertow would be moved to apply to this

    The ideas here hopefully make hydroids abilities, generate energy to make him less reliant on efficiency, Be more synergistic while allowing them all to have some use on their own, Allow you to use your weapons, and his abilities, in tandem, and deal better with high level enemies - in terms of killing them, and surviving being hit

    Finally, make things affected by both the pool, and tentacles, shootable by more than aoe weapons making them less disruptive to general play    

    I dont have a good solution to him needing every stat however, and sorry for the mini-essay

  6. Something id suggest when 19.5 comes out for rivens and having them all in one "pool" is when you recieve one you get a popup that shows [Veiled riven 1] [veiled riven 2] [Veiled riven 3] (Like discover cards in hearthstone) or when you complete the challenge a choice between which riven type that then becomes a random for the chosen type.  (Also add in Positive/ Negative Values for range, radius, and accuracy (maybe dual elements as a single modifier so you could have say, corrosive and electric on one mod, and both damage types on the weapon))

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