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Chains of Harrow: Update 21.4.0


[DE]Megan
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2 minutes ago, Tacritan said:

And thats it? You call THIS a rework? :facepalm: More tentacles and movement during the puddle for energy cost? Guess I had my hopes too high.

At least they made the puddle damage increase with time....

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7 minutes ago, [DE]Megan said:

Fixed the "forget what you're doing and kill everyone" objective randomly kicking in during Invasion missions (the faction you're supporting probably isn't going to be happy about paying you to kill their own troops...) as per: https://forums.warframe.com/topic/825733-invasion-capture-turned-exterminate-made-all-enemies-into-capture-targets/

That's not only a problem in Invasions, but in almost every mission type... I know that gets ignored again but... just wanted to point that out, again.

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16 minutes ago, [DE]Megan said:

Tentacle Swarm:

  • Hold onto your ships, Tentacle Swarm has received a new look straight from the depths of the sea! Can you summon the Kraken?
  • Tentacle Swarm can be charged to get more tentacles over a larger area for more Energy.
  • Hydroid tentacles will now seek out nearby enemies and attempt to slam on top of them rather than just always flailing randomly and hoping they hit something.
  • Tentacle Swarm will protrude from Hydroid’s Undertow if active when cast

Can we get an animation change to a "Coil and Constrict" instead of "Madly Flailing". The Mad Flail was funny and technology appropriate for its time, but as enemies get into higher level and their Aura start making other units highly resistant to certain forms of damage (looking at you Healer and Toxic Ancients, and various Eximums), it becomes increasingly important to be able to eliminate those enemies quickly and selectively.

The mad flailing of Tentacle Swarm actively hinders this, keeping Hydroid in a "not team player" category when it comes to CC options. Almost all other CC frames and options leave enemies in vulnerable states that allow teammates easier shots/attacks. No so much Tentacle Swarm.

Maybe if it Flailed about for 4 seconds (with increased damage), then calmed down and Coiled up. That would be an appropriate compromise "looking cool" and a practical team supporting CC.

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