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Potential Hydroid Rework


SirSquirrelis
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Passive:  Hydroid's ground slam and heavy attacks cause a geyser of water to erupt from the ground, knocking down nearby enemies.

Tempest Barrage:  a) Holding down 1 shows the circular area where tempest barrage will occur b) tempest barrage designates a target area for X seconds, targeting enemies near the center of this area first before moving outward.  Targets the area enemies were when the ability was cast, firing projectiles relative to the number of enemies over X seconds and dealing X damage.  The barrage knocks down all enemies hit and its impact causes a small AoE knock down.  The targeting system focuses on enemies that have yet to be knocked down first, followed by any enemies that are not knocked down, before cycling back to the first targets.  Only 1 can be fired at a time but they fire at a similar base speed to how they do now, this speed is affected by power strength.

Tidal Surge:  Remains mostly unchanged, lower power cost, lower base damage.  Damage increases based on number of enemies caught in the surge (+X% effected by strength).  Can now be cast while in Undertow.

Undertow:  Hydroid becomes untargetable (is still susceptible to AoE damage and procs but cannot be aimed at specifically) and has his movement speed reduced significantly (roughly 60% Ivara’s prowl speed)  Enemies that enter the undertow are rooted in it and are slowly pulled into it based on their health pool.  If Tidal surge is cast while in undertow, Hydroid and all enemies caught in the undertow will turn into the wave together, increasing tidal surge's damage based on number of enemies present while also dealing tidal surge's damage to them.  When tidal surge ends Hydroid will retain his puddle form.

Kraken:  a) Holding 4 shows the area around Hydroid the kraken’s tentacles will manifest, number of tentacles scales up to 12 based on warframe level.  b) Hydroid calls forth the Kraken, creating a ring of tentacles around his position.  Tentacles will target enemies similarly to Tempest Barrage (focusing on knocking down all enemies first, based on proximity, before repeating) but the tentacle slam has a decent sized aoe that also knocks down enemies.  Enemies that are knocked down/prone by Hydroid's other abilities are dealt finisher damage from the tentacles.  If this would kill an enemy the kraken pulls that enemy into the deep and feeds on it, increasing the duration of both Kraken and Tempest Barrage by X seconds effected by power duration.  If this ability is cast while Hydroid is in Undertow, all enemies caught in the Undertow are immediately dealt this finisher damage, if this does not kill them they are ejected to the outside of the tentacle ring.  Those that die apply the duration buff.  The kraken ring will follow Hydroid as long as he remains in undertow or uses tidal surge to move.  If he leaves the ring some other way, the kraken will stop following until he reenters the ring and uses Tidal Surge or Undertow.

Edited by SirSquirrelis
too much bold
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2 hours ago, SirSquirrelis said:

Tempest Barrage:  a) Holding down 1 shows the circular area where tempest barrage will occur

This is already a thing. But its not circular and more of an effect on the ground you can barely see.

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