Enderman20 Posted October 13, 2021 Share Posted October 13, 2021 Hydroid, a forgotten warframe since Khora's 4th augment came out. The reason why it has been forgotten is that its abilities are not really useful or effective, in about 90+% of situations, and for this reason, in my opinion, it is one of the warframes that most deserves a rework. Here is my proposal. The following rework will split into 4 points for each skill. 1, current ability; 2, problems; 3, rework; 4, strengths and weaknesses of the rework. Passive Now Hydroid's melee slam attacks have a 50% chance to spawn a tentacle that lasts for 15 seconds. The tentacle senses nearby enemies within 5 meters to grab and thrash them, dealing 200 True damage per second bypassing shields and armor; captured enemies are released upon death or tentacle expiring. Up to 3 tentacles spawned by this passive may exist at once. Problems This passive is ... emh ... ineffective in both effect and manner of use. The damage it does is negligible, having to do a slam attack takes precious time, and it does not even have a 100% chance of being activated, and is limited to 3 tentacles. The cool thing about the current passive is that it is affected by the augment of the current 4th. Rework Hydroid's shields are high in liquids, which allows them to regenerate continuously, albeit at a slightly lower rate. Strengths and weaknesses : Hydroid's current passive is ... no. This gives him more stamina, as his shields are more abundant than life. Ability 1 Now Target an area and call down a barrage of liquid fury. Charge this attack to increase the lethality of the onslaught. Problems : Skill alone has no real purpose. It does not last long, the radius is not spectacular and the damage leaves much to be desired. Two positive aspects of the skill are that it can be charged to enhance it, but the effect even if it boosts it by 100% in duration and power, it is not felt, and the second point is its augment, which makes the skill useful. with nice armor stripping. Rework Throws a harpoon that can stick into an enemy or onto the ground. If the harpoon sticks into an enemy, it will inflict a lot of damage to the victim, exploding after a few tenths of seconds, inflicting further damage to the area and calling a bombardment of acid water bombs from the sky that will damage and break the armor of the enemies. If the harpoon sticks to the ground, it will become a mine that will explode when an enemy is close enough, triggering bombing. Hold the ability to see the harpoon's trajectory. Spoiler Cost : 25 Harpoon direct damage : 1.250 Harpoon explosion damage : 1.250 Harpoon explosion delay : 0.3 seconds Harpoon explosion radius : 7 meters Damage fall-off : 30% damage reduction at max range Bombardment radius : 14 meters Bombs : 18 Bomb explosion radius : 3 meters Bomb explosion damage : 625 Bomb armor stripping : 25% Mine-harpoon trigger radius : 3.5 meters Strengths and weaknesses The rework of the skill focuses more on inflicting more damage in less time, dealing damage in 3 different moments, when the harpoon hits, with the explosion and with the bombing, which lasts very little but hits several times. In the rework I preferred to incorporate the augment of the current 1st, so that it can have effective use at levels where the damage will become irrelevant. Augment For each enemy hit by the bombing, Hydroid will deal 50% more damage for the next 15 seconds. The effect is stackable up to 3 times. Augment 2 Enemies hit by the bombing will take an additional 35% damage from any source for each enemy hit by the bombing. It lasts 15 seconds. Ability 2 Now Crash through enemies in a ferocious wall of water. Problems The ability as it is is in theory very cool, because you turn into a wave to travel quickly taking enemies with you, so it's a kind of CC + mobility, but it has some problems, like the inability to steer coupled with high speed combined with warframe's not-so-open-space maps makes it ineffective in most territories. Rework Press once to summon and hold a concentrated tsunami in front of you, which will absorb all incoming bullets, and prevent enemies from getting too close. Reuse the ability to release the tsunami, which will expand and overwhelm every enemy, inflicting damage in direct proportion to the damage absorbed, taking every enemy involved with it. If slowed slightly if you move while holding back the tsunami. Spoiler Cost : 15 activation + 5/s Tsunami cone of dispersion : 180° (Cap 360°) Tsunami height : 3.5 meters Distance from which the tsunami is held from Hydroid : 1.5 meters Tsunami damage : 1.200 + all the damage absorbed Tsunami travel speed : 20 m/s Tsunami travel duration : 1 second Self speed reduction : +15% (Can go up to -45% speed reduction with enought strength) Tsunami pass trought walls and barriers Strengths and weaknesses The rework completely distorts the functionality of the ability, from CC / mobility to damage / cc / protection. The tsunami has a maximum level scatter cone of 180 °, but if you reach 200% skill range, it will go 360 ° offering total protection as long as active. The tsunami also has utility for reviving fallen allies, as it can revive while holding back the tsunami, or with enough range, it is able to protect a target from a horde of enemies, as the range increases not just the cone of dispersion, but also the distance from which the tsunami is held from Hydroid while it is holding it back. Augment When an ally is overwhelmed by the tsunami, it will be cleansed of status, and shield regeneration will immediately uninterrupted with a 90% increased rate for 9 seconds. Ability 3 Now Become a water trap and drown unsuspecting enemies. Problems My favorite skill from the Hydroid skill kit, is one of the few skills in relation to all the existing ones that can, on paper, get to inflict damage tending to infinity, as the damage dealt increases every second by a percentage, but in practice, the skill has little range, slows you down incredibly, and is hard to use at best. The ability theoretically becomes better with the augment, as it allows you to heal allies, but increases the cost per ally. Rework Creates a powerful swirl of water on the ground that makes enemy movements difficult, luring them at increasing speed towards the center. Once an enemy gets in the eye of the whirlpool, they will sink into the icy ocean depths, where air deprivation, pressure and cold will inflict damage at an increasing rate. Few are able to re-emerge to recount the experience. Spoiler Cost : 75 Radius : 15 meters Center radius : 3 meters Duration : 25 seconds Damage : 475/s + 2% total damage/s per enemy inside the abyss Strengths and weaknesses The rework makes the ability more efficient and effective, giving the ability to lure enemies to a point where they will sink as they do when they step on Hydroid's current 3a. The possibility of having multiple water whirlpools active at the same time allows you to block multiple access routes in case of defense. Augment When you or an ally are in a whirlpool, 70% of the damage will be transferred to enemies in the abyss of any whirlpool. Ability 4 Now Tap to spawn watery tentacles from all nearby surfaces to wreak havoc. Charge to increase the number of tentacles and spawn area. Use while in Undertow to have the tentacles emerge from the pool. Problems The ability has no major problems, if not the damage, on top of that, it does what it's supposed to do. (P.s. DE, why does a kraken do magnetic damage?) Rework Personally this time I would do it easy, and also increase the damage inflicted by a lot over time, perhaps with a mechanic that allows you to increase the damage, in order to make it efficient even at higher levels. Spoiler Damage buff Contact damage : 300 --> 900 Capture damage per second : 200 --> 600 + 8% enemy maximum health/s Strengths and weaknesses nah Augment No change Thanks for reading. Tell me what you think in the comments. >Have a nice day/afternoon/evening/night :D Link to comment Share on other sites More sharing options...
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