Fix Limbus Company Status Effects need to be changed a bit issue
Fix Limbus Company Status Effects Need to Be Changed a Bit
Limbus Company has a variety of status effects that can turn the outcome of battles in favor of players. However, some of these effects need to be changed to work differently or fixed as they do not work as they should. In this article, we will discuss the issues in the status effects and suggest how they can be improved.
Paralysis Make It Trigger for the First Coins Flipped
Paralysis is one of the most annoying status effects in Limbus Company. The problem with Paralysis is that it does not trigger for the first coins flipped, which can be frustrating for players. It would be easier and more strategic if it burnt Paralysis stacks on the first coins after landing. If the foe wins multiple clashes, the Paralysis should kick in after the player has already lost their clashes. This change would make Paralysis more useful and efficient.
Kurokumo Ryoushu’s Focus Strike applies 3 Paralysis. However, the effect should cause the next 3 coins to be paralysed and not take effect whenever then game rolls it. Additionally, the Paralysis effect should last longer than only the turn it lands on. If the skill inflicts 3 Paralysis, it should mean it inflicts 3 Paralysis during this turn and the next few turns, just like in League of Legends (LoR). This would make slow Paralyzers more effective and not get shafted for the turn they Paralyze.
Tremor and Tremor Bursting Fix the Bugs
Tremor and Tremor Bursting are cool new synergies that should be effective. However, these status effects are buggy and do not work consistently. For instance, LCB Heathcliff’s Tremor Burst just doesn’t Burst the Tremor straight up. There is no visual indication that the Tremor Burst works, like how Bleed has spurts of blood and Burn has flame effects. Therefore, players cannot tell if the Tremor effect is being triggered or not.
To make Tremor Burst more efficient, it should be able to cause stagger whenever it works. Tremor Bursting should also move the threshold above the target’s HP, so they stagger always. Additionally, if the player stacks plenty of Tremor on one enemy, the current design does not allow for them to target non-abnormal enemies. If the character with Tremor burst skill attacks another enemy (with the player being unable to target who exactly), all of the stacks disappear the next turn.
Change Status Effects to Last Multiple Turns
Another change that needs to be made is that status effects should last more than one turn. Currently, players aren’t able to combo effects properly, as they can’t target non-abnormal enemies. Therefore, the stacks disappear the next turn. The design for this is horrible, and players need a way to manage the duration of these effects.
If status effects like Tremor, Bleed, or Burn, can last multiple turns, it would make players more strategic in their gameplay. They would be able to combine these effects for more significant damage and stagger. Additionally, players could have more control over how long the status effects last and which enemies they target.
In conclusion, Limbus Company’s status effects need to change a bit to be more effective and efficient. This change not only improves current gameplay but also makes the game more immersive for players. By making Paralysis trigger for the first coins flipped, improving the Tremor and Tremor Bursting bugs, and changing the status effects to last multiple turns, Limbus Company would be more exciting to play. These changes would also allow for more strategy development and enhance the gameplay experience.
– Fix Limbus Company Status Effects Need to Be Changed a Bit
– Paralysis Make It Trigger for the First Coins Flipped
– Tremor and Tremor Bursting Fix the Bugs
– Change Status Effects to Last Multiple Turns
– Paralysis should trigger for the first coins flipped
– Long-duration Paralysis should inflict Paralysis during this turn and the next few turns
– Tremor Burst should be able to cause stagger whenever it works
– Tremor bursting should move the threshold above the target’s HP
– Status effects like Tremor, Bleed, or Burn should last multiple turns
| Status Effects |Current Design| Suggested Change|
| ————– | ———— | ————— |
| Paralysis |Does not trigger for the first coins flipped |Burn Paralysis stacks on the first coins after landing |
| Tremor Burst and Tremor Effect |Does not give a visual indication that it worked|Give visual indication; make it cause stagger whenever it works; move threshold above target’s HP|
| Status effects like Tremor, Bleed, or Burn |Currently only last for one turn |Last for multiple turns|
Keywords in Bold
Limbus Company, Dungeons crawling RPG, status effects, gameplay, Paralysis, Tremor Bursting, bugs, stagger, Bleed, Burn, strategy development.