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A Hydroid Re-Work Idea


nicolajtheking2

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Now that there is a new water based warframe in the works, and we have sevagoth as the new pirate warframe, hydroid is getting more and more "obsolete" hence why i made this topic, here i will voice MY idea on how to bring hydroid more up-to-date.

The general idea is to make him more focused on being an actual danger to his enemies, instead of a mild annoyance.

 

1. his passive needs a change, from having a ~50% chance of spawning a tentacle that has the same amount of usability as the STUG but with magnetic damage, let's change that into hydroid summoning a crew member (akin to how Davy jones's crew can move with him, in POTC) this will give the semi-fragile hydroid a timed ally (a beefed up specter with unique looks and possibly weapons) that will persist roughly as long as the default tentacle.

2. his first ability needs to be changed, it's damage is sub-par and lacks scaling with higher level enemies, being able to call in a bombardment is a cool idea, but it is circumstantial at best, therefore let us change it to something a bit more practical, such as: adding scaling damage, increase the range, change it's damage type to something more useful than impact a-kin to how chroma can now change element on-the-fly, (magnetic, radiation, viral, blast, etc.) in essence it stays the same but is made into a more versatile ability, and the changes makes it a viable ability outside of ragdolling enemies.

3. his second ability needs a complete overhaul, changing into a wall of water that deals primarily impact damage is less useful than it sounds, so let's change that into something more useful, instead of becoming a wall of water, how about: hydroid will make a puddle of water he will sink into, allowing him and any summoned crew members to "teleport" to an aimed location, upon arriving at the target location, an explosion of tentacles and other sea-life will herald the arrival of hydroid, doing mixed types of damage (excluding the tentacles as they are bound to hydroids chosen element, see 2 for more details) in a medium sized area.

3. his third ability would be replaced with a completely new ability, this new ability will allow hydroid to "summon" his crew, while getting damage reduction and increased movement speed, the ability will be based on duration with the crew getting more speed and damage reduction the longer they persist, while hydroid will get a % based increase based on ability strength, when the crew leaves (duration ends) they will leave medium-large puddles of water that will persist for a short duration (around 10-20 seconds) and shoot out tentacles that will grab an amount of enemies proportionate to how many crew members that were summoned, let's say 1 enemy per crew member (1 crew member=1 enemy, 2 crew members= 2 enemies per puddle and so on), the damage the enemies take is bound to hydroids chosen element.
(crew damage will be corrosive/toxin based)

4. his fourth ability is decent as-is, but could be improved, such as: when the ability is cast, hydroid and his crew gain life steal (life steal is affected by ability strength) along with the tentacles of all his abilities getting more range and and status chance up to a cap of +70% status chance, along with giving hydroid and his allies an elemental buff to their weapons, based on the element used when activating the ability.

 

For railjack i have a unique idea, just for hydroid, when boarding a crew ship there will be a chance that some of the enemies will change into hydroids crew, this will (probably) give hydroid the advantage he needs.

 

The general idea is to make hydroid more like this: 

 

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Now that there is a new water based warframe in the works, and we have sevagoth as the new pirate warframe, hydroid is getting more and more "obsolete" hence why i made this topic, here i will voice MY idea on how to bring hydroid more up-to-date.

The general idea is to make him more focused on being an actual danger to his enemies, instead of a mild annoyance.

 

1. his passive needs a change, from having a ~50% chance of spawning a tentacle that has the same amount of usability as the STUG but with magnetic damage, let's change that into hydroid summoning a crew member (akin to how Davy jones's crew can move with him, in POTC) this will give the semi-fragile hydroid a timed ally (a beefed up specter with unique looks and possibly weapons) that will persist roughly as long as the default tentacle.

2. his first ability needs to be changed, it's damage is sub-par and lacks scaling with higher level enemies, being able to call in a bombardment is a cool idea, but it is circumstantial at best, therefore let us change it to something a bit more practical, such as: adding scaling damage, increase the range, change it's damage type to something more useful than impact a-kin to how chroma can now change element on-the-fly, (magnetic, radiation, viral, blast, etc.) in essence it stays the same but is made into a more versatile ability, and the changes makes it a viable ability outside of ragdolling enemies.

3. his second ability needs a complete overhaul, changing into a wall of water that deals primarily impact damage is less useful than it sounds, so let's change that into something more useful, instead of becoming a wall of water, how about: hydroid will make a puddle of water he will sink into, allowing him and any summoned crew members to "teleport" to an aimed location, upon arriving at the target location, an explosion of tentacles and other sea-life will herald the arrival of hydroid, doing mixed types of damage (excluding the tentacles as they are bound to hydroids chosen element, see 2 for more details) in a medium sized area.

3. his third ability would be replaced with a completely new ability, this new ability will allow hydroid to "summon" his crew, while getting damage reduction and increased movement speed, the ability will be based on duration with the crew getting more speed and damage reduction the longer they persist, while hydroid will get a % based increase based on ability strength, when the crew leaves (duration ends) they will leave medium-large puddles of water that will persist for a short duration (around 10-20 seconds) and shoot out tentacles that will grab an amount of enemies proportionate to how many crew members that were summoned, let's say 1 enemy per crew member (1 crew member=1 enemy, 2 crew members= 2 enemies per puddle and so on), the damage the enemies take is bound to hydroids chosen element.
(crew damage will be corrosive/toxin based)

4. his fourth ability is decent as-is, but could be improved, such as: when the ability is cast, hydroid and his crew gain life steal (life steal is affected by ability strength) along with the tentacles of all his abilities getting more range and and status chance up to a cap of +70% status chance, along with giving hydroid and his allies an elemental buff to their weapons, based on the element used when activating the ability.

 

For railjack i have a unique idea, just for hydroid, when boarding a crew ship there will be a chance that some of the enemies will change into hydroids crew, this will (probably) give hydroid the advantage he needs.

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For starters Sevagoth is not a pirate by any means. Him being the pilot of some ghost space ship does not qualify him as a pirate. Just cause it looks like some future Flying Space Dutchman, does not make him a pirate. There is absolutely nothing about his appearance nor his ability kit that makes him a pirate. 
 

Next, just because there is another water based frame coming, doesn’t mean we should change the current one. There are dozens of elemental abilities. Why should we be forced to stick to only 4? We shouldn’t. Creating multiple frames of the same element/attribute, especially with the new Helminth system, it gives us way more to choose from. 
 

Now onto the subject itself. For the most part they need to add more to the abilities. Such as:

1). Enemies hit by his abilities become more vulnerable to ice and electricity. Basically increases status chance and elemental damage for ice and electricity. Even for other warframe abilities.

2). His abilities definitely need increase damage in general. They don’t kill fast enough and just mostly good for stalling. 
 

When it comes to unique additions this is what I think should be added:

Ability 1 - enemies hit suffer knock down. They basically get knocked down. Maybe similar to Zephyr’s tornados, if they pass through Volt Shield they gain an electric buff. If they pass through Frost’s snowglobe, they turn into ice balls that deal increased impact and ice damage. 
 

Ability 2 - turn into a continuous tap ability where tapping continues to send him flying and each time it deals more damage. 
 

Ability 3 - percentage damage increase. For starters enemies are being drowned. Humans can barely hold their breaths. These guys should not be able to last super long. If anything the longer they remain in the pool, the more damage they start to take regardless of how tough the enemy level may be. Should be an ability that does percentage damage. So all enemies regardless of level would meet the same fate.
 

Ability 4 - not only does it need a buff but also enemies killed while caught in the tentacles should have the resource drop buff applied to them. I’ve noticed that killing enemies caught by the tentacles don’t drop extra resources. With such a weak ability, people not have the time. Enemies should be able to take damage and drop additional resources by other sources. And the tentacles need better accuracy. Maybe turn it into a channel ability where you channel more and more energy to boost its range and its damage. Maybe a little duration. 


All 4 abilities should be able to carry some additional elements. Like shooting corrosive damage into his abilities will cause the water to become like acid. Fire and blast obviously could not be added. But ice and electricity should be amplified. Basically if the damage is only 100 by itself, then when used with his abilities, it would be like 150. Corrosive, radiation, and toxic would be simply added. Gas and magnetic I’m not so sure. 
 

But his abilities definitely need a buff. Maybe more synergy should be added. Like using his fourth while in pool form should allow him to bring the tentacles anywhere with his tidal surge. 

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