![]() This ability is designed to create general chaos. (explosion only harms enemies inside the rift) Rift copies attack anyone, players and enemies alike, and can be killed easily, but deal increased damage to enemies inside the rift, deal decreased damage to players and explode on death. Limbo surges the rift around him in a radius, creating copies of all banished enemies hit by the surge for a duration. This it to make them easy to deal with once you get them in the rift so you don't need to spam banish just to compensate for the enemies you can't see aren't banish. Often a limbo player will spam banish to get everything inside the rift, but due to the way chain banish works it misses some enemies, banishes allies unintentionally, and all the enemies are still scattered everywhere. its designed to group them together in multiple groups, making them easier to deal with while inside the rift. This ability is intended to group up enemies. ![]() (Visual: Black tendrils similar to narmer deacons, emanate overhead from enemies, connecting one another before changing places.) The slow effect is for enemies with overguard, to give limbo something to work with when it comes to the new eximus rework, and enemies with overguard.Įnemies inside the rift are drawn together, grouping closer to one another. As energy is almost never an issue for limbo, giving it an awkwardly short duration just means the player is gonna be recasting it immediately as it wears off more often. Stasis as it normally but with increased base duration to cut down on how often players recast it. Overall, they're designed to make banishing allies unintentionally, less frequent. Currently limbo can hold 1 and unbanish all enemies, as this new 1st will be a 4-parter, holding will just cast the ability so purge rift is supposed to replace that and keep the functionality. ![]() Bubble banish is supposed to be cataclysm as it is now, maybe with shorter duration but with relatively the same range. Chain+AoE is designed to be more like banish is now, but with rift surge's banish effect added into it to close any gaps the chain might leave behind, as current chain banish so often does. Single banish is designed mostly for ally players, and to single out tougher enemies from groups to deal with them 1 on 1. Purge Rift: Limbo purges the rift, unbanishing all enemies inside the rift. (essentially just cataclysm to keep the defensive utility of limbo) (does not affect players)īubble Banish: Creates a bubble, banishing all enemies inside for a duration as the bubble shrinks. Single Banish: Banish a single enemy or ally.Ĭhain+Small AoE Banish: Banishes enemies in a chain formation, with each enemy giving off a small AoE banish effect. I also don't want to them get rid of limbo's current passive, as its a major incentive to actually use the rift and limbo's own abilities. Players are already able to roll and exit the rift, so we're already halfway there. ![]() I think the best solution here is to just give the other players the ability to enter and exit the rift at will with some sort of restriction, in this case, within radius of limbo. This is to help lessen then annoying aspects of limbo and the rift. Remove Portals limbo leaves behind when rollingĪll players can enter/exit the rift by rolling when in 30m of limbo. There are likely more problems other people have with limbo, but these are the most obvious ones i can think of, and the ones i will be trying to address with my rework. Banished enemies are often scattered everywhere, being harder to deal with then when they weren't banished, and further making it difficult to distinguish them from enemies that are not in the rift. Limbo can often banish allies without even intending to, further adding to his bad reputation. Eximus units and overguard completely ignores stasis, heavily devaluing it. Almost all of limbo's abilities operate the same way on a fundamental level, getting enemies inside the rift, with only stasis actually doing anything with the rift itself. Enemies inside the rift can be difficult to distinguish from enemies that are not while in shadowed areas due to the visual effect. The rift interferes with other players, interrupting their gameplay and generally being annoying to deal with. ![]()
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