The First Descendant

The First Descendant

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Artemis Aug 3, 2024 @ 10:56pm
State of the game: Buffs and Debuffs.
I really want to address the state of buffs and debuffs in game. This is a long one so apologies to the TLDR crowd.

The debuff system needs to be expanded upon in the game, firstly all debuffs are too short and impractical for re-application (e.g. Nazeistra's Devotion), and secondly buffs are not expansive enough across all characters and duration doesn't stack up to regular game standards.

I'll address debuffs first; The amount of debuffs in game are insufficient, not enough characters inflict them and the synergy they could add to teams if added to underperforming characters cannot be understated.

Right now we have pre-dominatly DoT debuffs, most of which are marginally effective, most are not worth utilising over just plain raw damage. This needs to change, we need more mods that extend buff/debuff durations, and to expand the way current debuffs work. Below is a short revision I think would improve the debuff system.

Chill - Reduces movement speed, slows attack, and on colossi can reduce enrage timer. Converting it to a tick ratio so that chill builds stacks, then when reaching a threshold removes a portion of Enrage on a boss, and temporarily freezes it's gain.

Burn - Damage over time, but also reduces a targets attack power by 20%.

Poison - Damage over time, but also reduces a targets defence power by 20%

Electrocution - Stuns normal mobs, interrupts enemy abilities, and on Colossi can reduce accuracy by 20%.

Bleed - Damage over time, A new debuff that can applied by characters like Gley, when reaching a sanguination tick threshold, you do a bleed explosion proc that releases healing orbs for party members to collect.

When applying DoT there should be more characters that can apply them:

Jayber - His turrets should apply attack and defense shred, applying debuffs to compensate for lack of dps. Empowering the turrets will also add secondary effects like Dispel or a defence ability.

Eisemo - His sticky mines should apply Burn and Bleed. When using Transcendant Mods add defence shred on his detonate all mines ability.

Luna - Add an Offkey Transcendant mod, that changes some of her tracks to cause debuffs on enemies instead of buffs on allies. Add Stun, Knockdown, Bleed, def/attack Shred.

Yujin - Add Defence Shred to his Proliferating Transcendant for Colossi. Add a new transcendant mod called Malpractice, that turns one of his heals into an AoE bleed attack.

Kyle - Just add attack break on his void charge.

Just as some examples.

For Buffs, field effects should effect players as well, and buff durations need to be increased.

New Buffs - And all attack and defence buffs start with a 20-30s duration.

Amped - Lightning/Sound based skills apply skill cooldown boost and skill crit chance increase.

Regen - Obviously Hp regen

Some characters could have the following changes:

Valby - Her water field with supply moisture should apply to all allies.

Blair - Make his fire fields boost attack for all allies.

Viessa - Frost Roads increase defence of allies standing within it.

Freyna - Poison fields apply health regen.

Bunny/Luna - Lightning Emission applies the Amped effect to allies which decreases skill cooldown, and increases skill crit chance.

Ajax/Kyle - Defence buffs for allies

Basically any status field effect should have an inverse buff to allies to increase more synergistic gameplay and promote more diversity in teams.

For weapons, Base buff/debuff durations should be increased to a minimum 20-30s duration to make them more viable, and increased duration based on how many unlocks on the weapon.

Colossi Specific Changes - One of the biggest issues I see with colossi and the mechanics is that there is no real way to gain an advantage within the fight, no expansive mechanics to engage players. One shot mechanics are not mechanics, they are lazy, and boring. I would prefer we have activities we need to do within a colossi arena that contributes to lowering a colossi's def or attack, or triggers a damage spike. e.g. powering a cannon to fire at a colossis that knocks it down, or cancels enraged. Secondly Colossi need to be actively weakened based on the parts broken in the fight.

Leg Armor - Permanent 5% defence down/ Mobility Reduction 5%.
Shoulder Armor - Permanent 5% defence down/ Accuracy Reduction 5%
Torso Heart - Permanent 10% defence down/ Knockdown
Eye Slots - Permanent Accuracy down 5%/ 15% enrage bar reduction

Knockdowns reduce Enrage bar by 25%

Disabling Enrage Energy Pylon doubles knockdown duration.

I think as a future roadmap change an entire rework of the debuff/buff system could really improve the gameplay loop for colossi, especially since we have mega dungeons coming, and new colossi slated for release.
Last edited by Artemis; Aug 4, 2024 @ 12:11am
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Showing 1-10 of 10 comments
thorin.hannahs Aug 3, 2024 @ 11:27pm 
What is Ajax's Void Charge? His Leap or his Expulsion? Both of which have animation interrupts for elites and mobs.

Ajax also has a transcendent mod that gives allies a DEF buff and a shield restore. Does it work as intended? Probably not but then a lot of mods in this game are worded in such a way that is confusing or just don't seem to work.

You want to give Ajax something? Give him a transcendent mod that gives Hyper Cube an area purification so puddles can be dealt with and make the enhanced version stop the weird top down attacks from getting through. That seems like plenty.
vishuspuss Aug 3, 2024 @ 11:46pm 
i really want more debuff mods on weapons.

curses, amps, etc. and allow me to stack a couple on the same weapon, dont make them all gold mods
Artemis Aug 4, 2024 @ 12:13am 
Originally posted by thorin.hannahs:
What is Ajax's Void Charge? His Leap or his Expulsion? Both of which have animation interrupts for elites and mobs.

Ajax also has a transcendent mod that gives allies a DEF buff and a shield restore. Does it work as intended? Probably not but then a lot of mods in this game are worded in such a way that is confusing or just don't seem to work.

You want to give Ajax something? Give him a transcendent mod that gives Hyper Cube an area purification so puddles can be dealt with and make the enhanced version stop the weird top down attacks from getting through. That seems like plenty.

My bad, I corrected, I meant Kyle. Ajax has a transcendant for it, but a debuff clear would be good, alot of characters don't have cleansing skills or mods.
Artemis Aug 4, 2024 @ 12:14am 
Originally posted by vishuspuss:
i really want more debuff mods on weapons.

curses, amps, etc. and allow me to stack a couple on the same weapon, dont make them all gold mods

Definitely, there are a few that shred certain defences based on hits, like Clarvoyance etc, but the debuff duration is so short it makes it unviable to swap to your dps weapons, its like Nazeistra's, it's great, but if you wanted to hot swap you lose the debuff too quickly, it's really only good in heavy dps groups and skill use.
jvjd Aug 4, 2024 @ 12:18am 
Almost ever descendant needs to be buffed.
Most unique also need to be buffed as they are being over taken by rares
Sterling Aug 4, 2024 @ 12:46am 
You also can't refresh DoT debuffs on enemies, so if you're using some attack off cooldown, like Freyna's or Lepic's 1, and the attack can come out before the DoT is done, the DoT doesn't go back to full duration nor adds the duration of the one you just applied, meaning you need to somehow be timing the DoTs to be matching the ability's cooldown and it's just kind of a hassle if you just want to spam ♥♥♥♥ at the enemy.
Len Aug 4, 2024 @ 12:57am 
imagine not liking a fully built ultimate valby's 400k DoT that drops into 20k on actual content that matters lmao.
Artemis Aug 4, 2024 @ 1:00am 
Originally posted by Sterling:
You also can't refresh DoT debuffs on enemies, so if you're using some attack off cooldown, like Freyna's or Lepic's 1, and the attack can come out before the DoT is done, the DoT doesn't go back to full duration nor adds the duration of the one you just applied, meaning you need to somehow be timing the DoTs to be matching the ability's cooldown and it's just kind of a hassle if you just want to spam ♥♥♥♥ at the enemy.

The non stacking debuffs are pretty garbaggio, even if its say a capped duration, but refreshed when re-applied, would be infinitely better than what we have now.
does anyone know if freyna's 0 room trauma counts as a debuff i was looking through mods and found the Ult mod Decimator which gives up to a 50% skill power buff for enemies killed with debuffs applied which if 0 room trauma counts as a debuff that would be a gigantic power boost for any freyna build
Yuki Mar 23 @ 9:58am 
This thread was quite old before the recent post, so we're locking it to prevent confusion.
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Date Posted: Aug 3, 2024 @ 10:56pm
Posts: 10