Talk:Hydroid/@comment-129.78.56.164-20161101225047/@comment-27117868-20161102143034

It would improve him, but it would only be a band-aid fix, as it doesn't fix everything that's wrong with the ability itself. "Oh your kit is shit? Here have some more shit as compensation."

So what's wrong with Tentacle Swarm?:

- TERRIBLE damage (max 2800ish magnetic spawn dmg and 598 periodic finisher), although this is acceptable as it is a CC focused ability.

- Unreliable hit detection, especially with a bad host.

- Team unfriendly CC, as the tentacles flop the enemies around.

- Poor scaling, even if you increase range (max spawn radius of 50 meters), it just makes the ability more unreliable, as the tentacles are spread out.

- Can only disable 12 targets at a time, as only 12 tentacles can be spawned.

The only real advantages to Tentacle Swarm over anything else is Pilfering Swarm, which is only useful for farming and the disable duration, as it's = to ability duration. Now let's compare this to a good CC frame, like Frost and his Avalanche:

- Decent damage (max 4710 initial dmg, 100 % armour reduc and 1256 death explo).

- Always hits as he just freezes people instead of spawning entities that might hit them.

- Very team friendly CC as it makes affected targets static target dummies (with reduced armour!).

- Great scaling, with range going up to 37.5, that being the effective range as opposed to Hydroid's 50 meter pretty much pointless range is it spreads the tentacles too much.

- Unlimited amount of targets.

- Practical freeze duration of 14,5 sec, with a max of 22ish.

A little lower duration, but infinite targets in a larger effective range that become easier to kill, and then it even does more damage to boot.

See the difference? How much better Frost's kit is for CC? So, in conclusion, allowing more tentacle swarms will only be a band-aid fix to the real problem, which is the ability itself is terrible.