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kapn655321

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  1. Well, they made him back in 2014, so at the time they were still experimenting and learning on what kinds of kits they could make, and how it would engage with the game. Why it's still a thing, is a bit of a mystery to me; it does stall enemies, and isn't unique in ragdolling enemies, but I don't think I need to tell you it's antiquated. If someone's going to dangle enemies around, they're going to do it for loot, and they're going to use Khora because her damage is competent, whereas Hydroid's is not. Ideally? No. Then again, Ash and Loki don't do it ideally compared to Ivara, yet that is not a valid reason not to improve them with the ability to recast, or at least increase duration circumstantially. Now, this is also part of me playing Hydroid since his launch:a different time, where maining a frame was viable, at least in theory. Frames weren't exactly ideal 'jobber' team-comp designs like they are now. The capacity to main frames again is something that I honestly wish they'd lean back into, at least for most frames, where some can just forego that to really flourish in one specific realm. Should a Limbo only exist to cheese the nightwave index mission? Feels a waste to me. Hydroid has always been on the cusp of being the most versatile (Movement, DoT, AoE, CC, Healing with an augment, Movement,) and he is technically capable of being a difficult stealth to play, so just a nudge in that direction, some better damage scaling (beyond Undertow), energy regen capacity, would suddenly make him the all-around frame he has always (frustratingly) nearly been. ...I yearn for it still nearly a decade later. Yeah, changing the nature of the tentacles would make that valid. I would still be a liability in people's game if the new tentacles aren't better optimized, though. ;)
  2. This would tank a lot of player's frame rate. Tentacles, like Vauban's Vortex, are oddly GPU intensive from what I can tell. ...Given how often I cast Hydroid's 1, there would be tentacles *everywhere*. Even if the frame rate weren't impacted, it'd be real easy to make the battlefield a total mess with this.. snaring targets and making them harder to shoot, I can imagine making many enemies out of teammates with this. Frankly, it would stop me from using Hydroid entirely, and he's my main, so I gotta hard-pass on this one. I'd support ending the ragdolling, and knocking enemies cleanly prone. That would be ideal. Full support there. Again, the passive, especially with the guaranteed impact? OH no. lol Absolutely not. He'd be more hated than Limbo in terms of messing up people's aim.. Everyone would be all noodlin' around and too wiggly to shoot at, it would slow and complicate kills for team mates, and likely yourself as Hydroid. Can you imagine trying to hit a crowd of enemies with Nanchaku when they spend 1/3rd of the time above your hitbox, and the rest of the time flailing in random directions? This right here is why I removed his ult for a helminth ability. the tentacles are entirely too awkward, and need to be reworked to hold things stationary, squeezing and maybe sometimes slapping against a wall or floor.. but otherwise making easier targets, rather than harder unpredictable ones. 10 meters in all directions feels like a held-function to me, but I've also thought about Tidal Surge being a cast wave instead of a movement function. Currently, I do use Tidal Surge to move around a lot, and that would take considerable getting used to, 'cause I've been doing it for.. 9 years now? That said, I'd be fine with it being a directional wave that pushed enemies away. Slash is a good damage type, but feels thematically off, unless there were some sort of sea junk in the wave. I would perhaps suggest True damage and impact, though. Blast, Cold, and Puncture would be good additions for their status effects of lowering accuracy, damage, and movement speed.. each helping to stunt the enemy response Yes. I've also thought this should be a thing.. Rather than tentacle swarm, a Kraken in the Undertow pool. The tentacle grab that you can do is extremely inconsistent for some reason.. and as much as I've played him, I have no idea why sometimes I can grab things (at steep energy cost mind you) and usually it just won't do anything. One thing to consider is that this vastly increases the range of the puddle, and there wouldn't be a way to turn off the Kraken. Why would this matter? Stealth missions. ....Yeah, I know, he's not a stealth frame, but... hear me out... Undertow is a perfectly valid stealth ability, so long as enemies don't survive falling in. LOL Dude, we share a brain cell on this one. I wrote almost exactly this in a rework concept of my own a while back. Channeled Hydroid form with higher survivability. 2 Puddles like portals. Kraken under the water. Would be pretty sweet.
  3. Caveat that Helminth abilities with energy drain should disable at 1hp, unless otherwise having break-points per 'health-gate milestone'. If overhealth would function anything in the code like over-guard, that being bugged would need to be fixed before they could implement this. Worth noting. I like the # of sand minions scaling with health! Dune feels over-tuned. For instance, it has 2 forms of CC, healing, and aggro priority, it would be a cheaper and vastly better version of Beguiling Lantern. Granted, Beguiling Lantern could use some reconsideration imo. As it stands, this would function like Zephyr's Airburst vacuum (25 energy) + Titania's Beguiling Lantern (75 energy) + Garuda's Blood Altar (50 energy), but in a "50 energy," class slot.. though, a longer/slower airburst, better lantern, and lesser blood altar, respectively. I'd personally suggest the lure aspect be on an augment. Default, I'm thinking more like Nidus' Larva.. if it doesn't engage with a target on cast, it fizzles out, while the augment could make it persistent and lure targets. Side note to state explicitly, I do hope to be able to cast this during his 3. One of my biggest problems with Inaros, is not being able to cast abilities as a dust devil. I could take or leave the dehydration prone function, considering the kit already enables blind finishers. More important, if dehydration is going to be the result of thematic exposure to a sand based attack, it should be somehow consistent across his kit. This healing return might encourage spamming it to heal back up, which doesn't quite right. Might want to consider healing %max/s per target affected, scaling with strength. I love the taunt! Would like to explicitly make that an Exilus augment. Inaros' 4 wasn't bad, though as you mention later in the post, chaining it can become a problem. Personally, less that range, I felt the problem was with duration. Always wished that had something like Cataclysmic Continuum or Eternal War, where the duration could be added onto or renewed in some way. Your suggestion here is interesting, and either would be an improvement! Final thoughts: I'd give this rework a strong 8/10. There are a few little snags and personal preference things, but overall this would be a vast improvement over his current kit. Great work to you and your friends for putting this together!
  4. In a similar vein, I would appreciate having mastery level lock visibility available in foundry. Reason being, when I'm planning on trading weapons, it's easy for me to check foundry to see which sets I have available to offer. However, I currently have to cross reference these weapons with Codex upon learning the MR of the player I intend to trade with, and that just adds an unnecessary step/delay/complication to the process.
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