Talk:Hydroid (Warframe)/@comment-71.68.5.54-20141113113052/@comment-67.5.170.149-20141126110049

>No scaling

I'm pretty sure the fact that every move of his knocks down/disables enemies is an infinitely useful ability. Compare his 1st ability to someone like Ash or Nova's 1, and you'll find that creating a field of constant knockdowns for a period of time is infinitely more useful than just a spammable damage dealing projectile.

While I am a huge fan of hydroid, I will admit that when it comes to objectives and helping support others, he falls completely flat. Creating zones of CC is useless compared to say Nyx's chaos that can cover the whole room, or a frost bubble over an objective. In that sense, yes, his usefulness does fall off, but for solo play, survival, and capture (or any moe that doesn;t have a killable objective to defend), he is absolutely golden. I can stay alive far longer as my Hydroid than even, ironically, Valkyr's.

To say none of his abilities scale is to say that they are left behind in usefulness fast as you go up in level with enemies, which I believe is false. To discredit him for contributing poorly to team based objectives is to overlook what he actually shines at: self preservation, and the ability to overcome hordes of enemies levels far above what one can normally handle. Building him for efficiency makes him much more sustainable in the long run than nearly any other caster. Because all of his moves cause sustained knockdowns, they free him the immediate choice of fight or flight, and at a much lower cost than most other frames can.

I guess you could argue that other frames that contribute to teamplay can do some of the things he does just as well, if not better, and you could say that other frames have better solo survivability than him if not better, but if you want a frame that can achieve a bit of both at the cost of needing higher skill to do it, then Hydroid is by far the best choice.