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Hydroid


T_erry

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Most one-handed 1 ability perform disrupting enemies while reload.

But Hydroid's 1 is start to fall when reload is done.

Tempest Barrage needs immediate knock down.

Undertow's movement speed is too slow that means little.

Lowered sight makes hard to find victim of grab.

And tentacle grab frequently fails because it pull the enemy in a straight line that easily disrupted by terrain.

Maintain movement speed and sight when submerge, lift enemy before pull them to pool of water.

Tentacle Swarm has a lot of problems.

Without charge, range is quite useless.

100 of energy cost and 15m of range must be charge-less basic form.

When tentacle is spawn it lifts enemy highly and tentacle hold enemies while it swings that makes you kill them with your weapon.

And tentacle's damage is not enough to kill enemies alone.

Well that should mean good CC but it is only works there is no ancient healer and nullifier.

Tentacles spawn up to 20 when full charge regardless range of ability itself ,each tentacle detect units in 5m,  and it's position never changes.

Limit of tentacle's number and it's close-spawn is just waste.

So I make completely different form of Tentacle swarm.

Kraken head and water-like surface effect remain until ability is end.

That water-like surface is hunting zone of kraken.

There is no initial spawn of tentacles and no tentacle remain idle.

Tentacles appear only when there is an enemy within range, and they smash once and disappear.

The maximum number of tentacles that can appear is limited, and tentacles can strike several enemies with one attack.

Smash of tentacle occur knock down to enemies.

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