SlyBoots Posted April 16, 2014 Share Posted April 16, 2014 (edited) 1) is there any reason why undertow is so damn expensive? 2) and from the devstream 26 and how scott described tidal surge i got the impression the wave would push enemies in front of the wave and pile 'em up - which would have made it somewhat unique compared to the glorified slashdash it actually is. Edited April 16, 2014 by SlyBoots Link to comment Share on other sites More sharing options...
Aka_Miso Posted April 16, 2014 Share Posted April 16, 2014 because space ninja logic mixed with de logic Link to comment Share on other sites More sharing options...
direcyphre Posted April 16, 2014 Share Posted April 16, 2014 Undertow being an AoE CC with a DoT? Not really farfetched there. Tidal Surge seemed to function very obviously like Rhino Charge, only in a wider berth. Link to comment Share on other sites More sharing options...
Meenmu Posted April 16, 2014 Share Posted April 16, 2014 Well undertow does give you immunity to be targetted, getting shot, etc. Also swallows up and damages an indefinite number of enemies, and keeps them immobilized for a rather long time. I think 75 energy is perfectly reasonable. Link to comment Share on other sites More sharing options...
The_Sharp_Demonologist Posted April 16, 2014 Share Posted April 16, 2014 Glorified Slashdash? more like funtional RHino charge Link to comment Share on other sites More sharing options...
Aka_Miso Posted April 16, 2014 Share Posted April 16, 2014 Undertow being an AoE CC with a DoT? Not really farfetched there. Tidal Surge seemed to function very obviously like Rhino Charge, only in a wider berth. but unlike pretty much all ccs you can't shoot them, you cant move, you can waste it by sliding, they can still kill your senti while you watch in horror, you cant make them walk into it, and while your invinsible your not getting shot anyways Link to comment Share on other sites More sharing options...
Guest Shibboleet Posted April 16, 2014 Share Posted April 16, 2014 When modded for duration and only streamline, it's probably the most energy efficient ability in the game (71 seconds for 52 energy). Link to comment Share on other sites More sharing options...
SlyBoots Posted April 16, 2014 Author Share Posted April 16, 2014 (edited) Tidal Surge seemed to function very obviously like Rhino Charge, only in a wider berth. Glorified Slashdash? more like funtional RHino charge please someone tell me they watched the devstream 26, they stated explicitly that tidal surge would round up targets, push em away from the pod in defense - currently all it does is knockdown - what scott said it would do would be so much better. so it is an exact copy of rhino charge or - you know - slashdash with knockdown, dunno why you needed to point that out. :/ Well undertow does give you immunity to be targetted, getting shot, etc. Also swallows up and damages an indefinite number of enemies, and keeps them immobilized for a rather long time. I think 75 energy is perfectly reasonable. fair enough i guess but you also can't shoot/use abilities and the enemies are somewhat safe from your teammates as well (think i've seen a report that bladestorm still works on 'em for instance). When modded for duration and only streamline, it's probably the most energy efficient ability in the game (71 seconds for 52 energy). 70 seconds of sitting around doing nothing and very low damage to the enemies caught within the puddle, with no possibility (except for area of effect abilities?) for your teammates to kill them faster. Edited April 16, 2014 by SlyBoots Link to comment Share on other sites More sharing options...
Guest Shibboleet Posted April 16, 2014 Share Posted April 16, 2014 70 seconds of sitting around doing nothing and very low damage to the enemies caught within the puddle, with no possibility (safe for aoe abilities?) of your teammates to kill them faster. I should have quoted your #1 in the list to be clearer. I was only stating that it is efficient in terms of energy use per second, nothing more. Link to comment Share on other sites More sharing options...
ScribbleClash Posted April 16, 2014 Share Posted April 16, 2014 IF Tidal Wave would've worked like it was told to us in the Devstream, then Undertow would be a great finisher. While the damage doesn't seem satisfying, think about that you deal it every second, no matter how long the duration. Getting it up to 60s isn't that difficult, dealing 1500 damage to all targets over it's duration (not taking into account Power Strength and the 300% on first tick). In general though, his Tempest Barrage seems like a way better damage CC, as you can still attack enemies while at it. It's pretty much situational though and I gotta say his skillset is quite good actually. Link to comment Share on other sites More sharing options...
SlyBoots Posted April 16, 2014 Author Share Posted April 16, 2014 (edited) IF Tidal Wave would've worked like it was told to us in the Devstream, then Undertow would be a great finisher. makes sense even if that still seems best suited for solo. I gotta say his skillset is quite good actually. oh, no doubt about that, he has crowd control in abundance with pretty good damage. the undertow energy cost is no deal breaker but what we got with tidal surge compared to what was said it would be? that stings. Edited April 16, 2014 by SlyBoots Link to comment Share on other sites More sharing options...
[DE]Momaw Posted April 16, 2014 Share Posted April 16, 2014 While the damage doesn't seem satisfying, think about that you deal it every second, no matter how long the duration. Getting it up to 60s isn't that difficult, dealing 1500 damage to all targets over it's duration (not taking into account Power Strength and the 300% on first tick). And think how much more damage you, and your team, could do if those targets were still being shot at. I'm sorry but this is not a game where sitting around passively-aggressively drowning people for a straight minute makes any sense. The only place this ability has any purpose whatsoever is Infested defense, where you can be assured of a large number of targets that will run into a predictable kill zone... And Tentacle Swarm will do that a lot better since it only costs 25 energy more, does WAY more damage, and leaves enemies free to be shot at by you and your team. Link to comment Share on other sites More sharing options...
ScribbleClash Posted April 16, 2014 Share Posted April 16, 2014 And think how much more damage you, and your team, could do if those targets were still being shot at. I'm sorry but this is not a game where sitting around passively-aggressively drowning people for a straight minute makes any sense. The only place this ability has any purpose whatsoever is Infested defense, where you can be assured of a large number of targets that will run into a predictable kill zone... And Tentacle Swarm will do that a lot better since it only costs 25 energy more, does WAY more damage, and leaves enemies free to be shot at by you and your team. Explosive attacks should still hit, which is exactly what you should use against infested. Yes the tentacles and Tempest Barrage(I think people aren't giving the constant knockdown enough credit) are better situational, but it doesn't mean that puddlemode is crap. Link to comment Share on other sites More sharing options...
Guest Shibboleet Posted April 16, 2014 Share Posted April 16, 2014 Explosive attacks should still hit, which is exactly what you should use against infested. Yes the tentacles and Tempest Barrage(I think people aren't giving the constant knockdown enough credit) are better situational, but it doesn't mean that puddlemode is crap. Actually I tested just now with an ogris with firestorm on, it did not damage the infested trapped in my allies undertow. Link to comment Share on other sites More sharing options...
SlyBoots Posted April 16, 2014 Author Share Posted April 16, 2014 we tested avalanche, did nothing to the drowned enemies. Link to comment Share on other sites More sharing options...
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