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What if Nidus was updated to remove usage of power range mods, instead the base range was buffed.


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i had an idea to change 1 system with Nidus's kit, by removing the need for range mods, and instead, all his powers would have an innate larger radius.

Rupture the ground with a damaging fungal growth that steals energy from each enemy it strikes. For every five enemies hit, the Infestation mutates, multiplying its destructive force.    Strength:150 / 160 / 175 / 200 (DmgPunctureSmall64.png Puncture damage)
Range:10 / 11 / 13 / 16 m (Changed to 10 / 20/ 30 / 40 m)
Misc:4 m (fungal growth width)
25% (energy refund rate per hit)

Spawn an Infested pod that erupts with tendrils, latches onto nearby enemies and pulls them in. Enemies killed while held have a chance of generating a Mutation stack.    Strength:N/A
Duration:4 / 5 / 6 / 7 s
Range:8 / 9 / 10 / 12 m (grab radius)  (Changed to 10 / 15/ 20 / 25 m)
5.33 / 6 / 6.67 / 8 m
(grab radius for subsumed version)
Misc:50 % (Mutation stack chance)
3 s (unaffected targets release delay)

Parasitic Link
Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.

Mutation Stacks Cost: 1

Strength:10% / 15% / 20% / 25% (strength bonus)
20% / 30% / 40% / 50% (damage redirection)
Duration:30 / 35 / 45 / 60 s
Range:24 / 28 / 34 / 40 m (ally link) (Changed to 50 / 60 / 70 / 80 m)
10 / 13 / 16 / 20 m (enemy link) (Changed to 25 / 30 / 35 / 40 m)


Gluttonous maggots swarm nearby enemies, feasting until they burst with Infestation. The maggots benefit from Mutation and each enemy consumed adds to the Mutation stack.

Mutation Stacks Cost: 3

Strength:100 / 110 / 125 / 150 (explosion DmgBlastSmall64.png Blast damage)
10 / 13 / 16 / 20 (health regen per second)
Duration:25 / 30 / 35 / 40 s
Range:4 m (explosion radius) (Changed to 12 m)
Misc:8 m (ability diameter) (Changed to 10 m)
9 (number of maggots)
1000 (maggot health)
10 (maggot DmgToxinSmall64.png Toxin damage)


My Idea is that, All 4 of Nidus's abilities no longer draw off of Range power  mods at all, and instead it could allow for a wider build design

there is no longer a reliance on range mods, and as well he could use something like narrow minded within hampering his kit.


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Whoah. No offense, but these range changes are kind of... hm.

I think it's expected that if a player wants to mod for such incredible range, they're going to be specialising for range. If at the higher levels that's not a viable option, it just means a player needs to start making do with what they have; lower-level allows for crazy customisation, higher-level limits the pallette and we gotta start thinking a little more

Edited by (NSW)Greybones
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cmon brother, you know nidus is already one of the best endurance frame, range thing you talking about.. what are you going to do with that? 4th is only needed for your hp regen, and if you using its augment. i don't think any nidus player use it for CC. 

then increasing the duration with mods, lot of duration is a huge negative to nidus, because its larva will stay active until the duration runs and you know how it will link some enemy which you cant even see or aim sometimes, so now you have to wait until your duration dies. 

i think nidus is already good, just hope his first would get some decent augment, unless its already in game i dont recall any such augment

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