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Limbo Stasis Augment concepts


(XBOX)BARLEYDAWG
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Static Continuum:

Killing enemies in the rift increases the duration of Stasis by 2 seconds.

Notes: Basically applying the augment for Cataclysm to Stasis to improve the duration of Stasis. May need a type of kill requirement other than just in the rift such as headshot or melee kills to balance it out more. Extra time is affected by duration mods.

 

Stasis Link:

Status effects from weapons applied to enemies frozen by Stasis have a 75% chance to spread to other enemies in 8m.

Notes: Status effects can spread to enemies outside of the rift and can be applied by allies. Status effects only spread on proc and will not spread on damage tic from a status effect. Spread chance is affected by power strength mods. Spread range is affected by power range mods. Not sure if spread chance should cap at 100% or if the augment should allow multiple status procs to apply to the same enemy (ie if power strength was at 200% then each enemy within range would receive one proc with a 50% chance for a second proc as spread chance would be 150%).

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4 minutes ago, (XB1)BARLEYDAWG said:

Static Continuum:

Killing enemies in the rift increases the duration of Stasis by 2 seconds.

Notes: Basically applying the augment for Cataclysm to Stasis to improve the duration of Stasis. May need a type of kill requirement other than just in the rift such as headshot or melee kills to balance it out more. Extra time is affected by duration mods.

Limbo already has one Augment that increases the duration of one of his abilities, he doesnt need another. Also the one he already has should only apply to Kills done by Limbo alone to prevent idle-play.

8 minutes ago, (XB1)BARLEYDAWG said:

Stasis Link:

Status effects from weapons applied to enemies frozen by Stasis have a 75% chance to spread to other enemies in 8m.

Notes: Status effects can spread to enemies outside of the rift and can be applied by allies. Status effects only spread on proc and will not spread on damage tic from a status effect. Spread chance is affected by power strength mods. Spread range is affected by power range mods. Not sure if spread chance should cap at 100% or if the augment should allow multiple status procs to apply to the same enemy (ie if power strength was at 200% then each enemy within range would receive one proc with a 50% chance for a second proc as spread chance would be 150%).

That would be OP, specially allowing it to spread outside the range of Cataclysm. There is a mod that does that already in the game, its a Set mod for Kubros but still the rank of the effect depends on the number of mods the player has slotted in from the set which is more fair.

Maybe have stasis's Augment work abit like the Augment for Vauban's 3rd which expels mobs from the Bastille but instead, mobs that move into the rift that would cause it to reach its limit would instead rewind, walking backwards for a second or two so the Rift doesnt overflow.

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2 hours ago, BiancaRoughfin said:

Maybe have stasis's Augment work abit like the Augment for Vauban's 3rd which expels mobs from the Bastille but instead, mobs that move into the rift that would cause it to reach its limit would instead rewind, walking backwards for a second or two so the Rift doesnt overflow.

The rift isn't designed to overflow and can hold an infinite number of enemies, which would make an augment like Repelling Bastille redundant.

The duration for the ability was reduced by 50% when the ability to freeze tenno projectiles was removed, hindering its only stat (other than cost) which is why I suggested the first concept, which is an attempt to revert it without taking away interactivity by having time per kill a low amount. While I did mention that it is similar to the Cataclysm augment (which doesn't increase the bubble's size meaning it will still need to be recast at some point) I did offer ways to make it different as well.

The biggest issue other players have with having a Limbo in their squad is not being able to attack between the rift and material plane with weapons, which is what the second concept is attempting to address (at least going one way). The set mods for kubrows requires you to kill the enemy which has a low return as enemies get to higher levels in addition to requiring the use of a kubrow which some people don't want to use. There also nothing stopping DE from reducing the effectiveness of status procs that are spread this way.

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1 hour ago, (XB1)BARLEYDAWG said:

The rift isn't designed to overflow and can hold an infinite number of enemies

Stasis has a limited number of entities it can hold within the rift. Once the number of mobs within the rift excedes a number, Stasis stops working properly and mobs slowly start to move.

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8 hours ago, BiancaRoughfin said:

Stasis has a limited number of entities it can hold within the rift. Once the number of mobs within the rift excedes a number, Stasis stops working properly and mobs slowly start to move.

It still has a projectile count of 300 which only applies to enemy weapons; however, It does not determine the number of enemies it can hold. The limit to number of projectiles it can hold is rarely (to the point of practically never) exceeded under normal gameplay as it would require two Limbos to keep Stasis active long enough to acquire that many projectiles.

Edited by (XB1)BARLEYDAWG
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