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So Stasis no longer will stop ally attacks.....What's the catch?


Buzkyl
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3 hours ago, HisokaXEveryone said:

Here's the problem with the duration change: It pretty much doesn't hurt him at all once he's geared. Seriously, you can get way more energy than stasis costs by letting something shoot you just once if you've got hunter adrenaline. So their idea of reducing the duration on stasis to "prevent it from being overpowered" is a joke. That functionally does NOTHING to stop it on well-equipped players other than give them a button that they might have to press twice as often.

What this really harms are the players just starting the game who see Limbo, think he's cool, and so do the Limbo Theorem quest and unlock him as soon as they can. Which is actually just at the Europa junction on Jupiter, and BEFORE they can get access to some rather basic mods, like streamline and flow(t3 missions), and also likely before they can do an alert to get energy siphon. The energy cost for stasis is 50 at base, and the new duration will be 15 seconds. Even if you just sit in the rift for that time, you won't be able to keep stasis up, and as stasis is 100% pointless without either banish or cataclysm.... yeah, this is going to just be a painful nerf to new players who would already have issues being able to access stasis regularly.

Not really. The change is fine whether the person is a new player or not and streamline/flow is not that hard to get. By the time they get to opening the neptune junction they should have a few of those mods you mentioned. 

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1 minute ago, ShadowExodus said:

Not really. The change is fine whether the person is a new player or not and streamline/flow is not that hard to get. By the time they get to opening the neptune junction they should have a few of those mods you mentioned. 

First, not really. Those are only from t3 missions, or .01-.03 drops from certain enemies. Europa junction is in t2 territory. So they "might" have flow or streamline, but it's not guaranteed. And they might also have streamline, that thing only shows up, what? Once a month?

 

Second, even if they do have streamline, it's still going to be a pretty big energy cost change. Ok, let's use an example, a Limbo who wants to keep stasis and cataclysm up for the full duration of cataclysm. As it is now, without streamline, that's 150 energy, with, around 100 energy. After these changes it turns into 200 energy, or 140ish. So if he doesn't have flow or streamline, to keep a stasis up through a single cataclysm, he burns 200 out of 225 energy. With both, it's 140(ish) out of 560, which is, admittedly, much better, but it's still going to hurt if he doesn't have much additional energy regeneration. Either way, I just don't understand the logic behind this: The nerf only effects the lowest level players, or those who aren't using duration mods, and so probably aren't trying to use stasis in the first place. Their stated reasoning: " But, because complete time-halting for enemies within the Rift is akin to godly power, the duration of the ability has been shortened overall - from base 30 seconds to 15 seconds." doesn't really hold up at high levels of gear, as you're still going to be completely time-halting enemies within the rift, just now they're going to be able to move maybe an inch or two every 40 seconds instead of 80.

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