Limbus Company

Limbus Company

Thoughts on new units?
Dont see a post of it yet. but what is yalls thoughts on upcoming don and rodya Tcorp ids.

the stagger on self when running out of borrowed time has me slightly concerned.

time mortorium also seems kinda odd. delaying damage on enemy (for i assume atleast 3 turns) seems kinda bad. even if it ends up doubling the total damage.

im also worried about how much tremor don seems to consume on target. tremor count already somewhat slow to build up (outside of md) so having her consume a metric f*ckton of tremor count on enemy while not even being able to apply tremor count to her enemy seems bad

tremor chains seems solid though thats assuming you can maintain tremor on target for chains to work with how much don consumes

Don kit link (https://x.com/LimbusCompany_B/status/1805166473356161329)
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We need to see the numbers before moving to the conclusions first. If talking about the kits by themselves, I'd say they're not as bad as they seem to be:

- Borrowed Time is manually toggleable, so it's not like it'll stagger you at the absolute worst time (heh). And in return for delayed stagger, it grants a metric ton of clash power and haste. Assuming you gain 3-4, it's already a significant boost and by the time it'll wear off, enemies most likely will be in a bad enough state to make your staggered sinners a non-issue.

- Time Moratorium is a bit more niche, but it's good in fights against enemies with a lot of HP, such as abnormalities. This one is seriously dependent on the numbers, however, because it won't get above the niche level if they'll make it 3 count and not 2 like with the enemy counterparts.

- T Corp Don is... weird. Her passive is essentially watered down Kong Lu's passive, plus fragile and self-stagger from Borrowed Time seriously hurt her capabilities as a tank. This, however, is balanced by Tremor - Chain, because making enemy lose 3 clash power at 30 tremor potency, against ALL your sinners, is very good ability for a tank to have. In short, she needs testing. As for spending tremor count on the enemy... eh. I'd say it depends on the player. Even without EGO, tremor team as of now is more than capable of sustaining count, especially with Yuro Ryoshu. Besides, if PM has learned anything after the fiasco that is Sloshmael, they surely won't make her consume more than 2, maybe 3 tremor count.
They should really be "charge" units.
It makes sense, right? There's clearly something "electrical" going on there, and T units that we fought before (in the Railway and during Yi Sang's Canto) had charge.

The only reason they gain "tremor count" instead of good ol' charge is that the next .5 will probably have a lot of charge units in it, so PM didn't want to have two "charge mini-events" back to back.

Other than that - moderately excited about them.
Especially about Rodion, because Rosedya deals good damage, but doesn't clash well, while the text so far ("hit after a clash win") implies that she'd be good at clashing.

... right, PM?
You wouldn't make an id that relies on winning clashes, but can't clash well, right?
Right?!
Ultima modifica da Sailor Paladin; 25 giu 2024, ore 4:44
Messaggio originale di jobhobster:
Maybe, I don't know how efficient is tremor with new ID's. Probably better than Burn/Bleed at this point, but still kinda meh? I genuely think that poise/rapture/sinking is still miles better, just due to simplicity of them.

Rupture sucks, poise is fine but only because the units are individually strong (such as Cinqclair or Maid Ryoshu) and not because of the status itself, and sinking is good but tremor is on a similar level now.

Burn is really good, bleed is broken in md but pretty weak outside of it.
Messaggio originale di Birp:

"tremor is complicated for new players" this I kinda agree with, but like... okay? Its not like everything in the game should dumbed down to the level of a toddler casual gacha gamer.

It's like imagine if, in League of Legends, every champion was as braindead simple as Garen or Annie. Or if, in a ccg game, every deck was incredibly easy to pilot. That'd just be boring. Some things are complicated by design, and if someone is interested in it, then they can take the initiative to learn it rather than having the game dumb itself down to their level.

For Limbus, there's plenty of information online, and I say tremor is a bit complicated... but its not like you can't understand the gist of it after watching a youtube guide or something.

It's also not like tremor is unplayable w/o all the fancy colors too. At least as far as story content is concerned. And by the time a new player beats story, they aren't a new player anymore and can prob figure out tremor works on their own at this point.

I mean I guess that part is true about the not having to be dumbed down part, though I still feel like they should have at least made the variants stand out more visually instead of it just being colored tremor, like turning Tremor Decay, a variant that lowers defense based on tremor, into a combination of a tremor symbol with the defense level down for example, or Everlasting, which increases chance of tremor burst, by mashing two or three tremor burst symbols together. Some people would at least find that much easier to track than dealing with colors.

Plus I am not sure if this was ever brought up when slapping on the colors, but were all these new variants tested with colorblindness? I mean I don't deal with it myself but I feel like it could cause issues if that part wasn't tested.
Ultima modifica da Joshua Kurayami; 25 giu 2024, ore 10:30
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Data di pubblicazione: 24 giu 2024, ore 8:57
Messaggi: 34