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4/1/2023 3:53:58 PM
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Comprehensive Stasis Rework

Stasis felt like a breath of fresh air when it came out in 2020. It was the long awaited return to the classic D1 subclass customization system, and with Fragments added on top it surpassed D1. The concept of Elemental verbs and adjectives was such a great introduction to the game, but it was clear with the Void rework in 2022 that Stasis was left behind. Stasis has next to no internal synergy aside from Slow leading to Freeze and Shatter. There are no self buffs in Stasis like there are with Void, Solar, Arc, and Strand. Even three of the Aspects are relics of the past, forgotten when Void Breaches and Solar Sprites were introduced with Lightfall to be on par with Ionic Traces. The first key section to address with Stasis is the lack of self buffing. Stasis was given a pseudo self buff with Whisper of Rime giving access to an Overshield. It was good at the time, but when Void Overshields were introduced with their internal Void synergy and a % damage reduction attached it was clear that Stasis Overshield was going to be a relic of a bygone era. I propose a rework to how Stasis Shards function. In addition to granting the small amount of melee recharge I think that Stasis Shards should start building up stacks of a buff called Stasis Encasement. Similar to how Woven Mail grants damage reduction, Stasis Encasement would do the same. Each Stasis Shard would add a % stack to your character with multiple tiers of DR thresholds. Similar to how Stasis Crystals and Frozen enemies shatter and deal damage in an AOE, taking damage while Stasis Encasement is active will deal AOE damage around you as the Stasis Encasement breaks off. I have considered possible functions where stacking Stasis Encasement up to X100 would Freeze you in place but give 99-100% DR, requiring you to break free in order to move while also dealing a massive amount of AOE damage around you in addition to Slowing nearby targets. It's hard to tell if that would be too overpowered or too disruptive to the flow of gameplay without testing it. This would also be correlated to the Whisper of Chains Fragment where standing near a Frozen enemy or Stasis Crystal grants damage reduction. The second change that should be made would be a dramatic buff to the Frozen status on enemies. Strand offers us the Suspend debuff that lasts a significant amount of time when built out while also offering the convenience of holding the target still for weapon damage. Stasis Freeze, on the other hand, does not have that luxury. In exchange, Stasis gets the damage from Shatter, but it also frees the target from their Frozen status. A good buff for Frozen would be to have multiple tiers and dramatically extend the time enemies stay Frozen in PvE. Giving multiple thresholds for breaking Frozen enemies would put Stasis on par with Strand's Crowd Control capabilities (when not looking at the nonsense that is Weaver's Trance infinite Suspend). Another good change for the Frozen status would be to not allow enemies to thaw until the source of their Frozen status is gone. Coldsnap grenades and Iceflare Bolts would begin the timer immediately, however being in a Duskfield Grenade or being encased by a Stasis Crystal wouldn't start the thaw timer until the Duskfield or Crystal has expired. The third set of changes that should be made to Stasis would be for the Aspects and Fragments. Tectonic Harvest, Grim Harvest, and Glacial Harvest should all be fundamentally reworked to be completely different (I don't have any ideas for what they would do as that would be handled with a comprehensive Aspect wave that should be given to Light and Strand as well to give more build variety as there are really only 1-2 builds per subclass). The Stasis Shard generation should be tied in with Fragments just as Void Breaches and Solar Sprites are. Stasis Shards should be added to the Whisper of Bonds, Whisper of Refraction, and Whisper of Shards Fragments since they all directly correlate to the Harvest Aspects. The fourth set of changes I would like to see are, of course, the obvious additional Supers, Melee, and Grenade abilities. There definitely doesn't need to be as many Stasis grenades as the Light subclasses have as that would be an absurd thing to expect, however I think that there is definitely room to add some greater variety and access to Subclass verbs through Grenades and melee abilities. We currently have Grenades based around Freeze, Slow, and Crystal, but we don't have a grenade based around Shatter. Similar to how Strand has a functional grenade like the Grapple, I think having a "sticky" Shockwave Grenade that emits a Shattering pulse 3 times would be good. The Shatter doesn't deal very much damage, but would snap and latch to Frozen enemies or Stasis Crystals and emit Shattering pulses in a VERY large AOE allowing for Aspects like Iceflare Bolts to chain to another target and re-shatter before it is finished. As this grenade isn't tied to damage or movement, I think it would be perfectly fine to give it at least 2 charges similar to how Broodweaver and Berserker's melee has 3 charges. Additional melee abilities would be nice to have an innate Shatter option on Shadebinders since they only have access to Shatter through their Super whereas Revenants and Behemoths both have neutral game Shatter options. Supers would also be a greater challenge, though I think keeping in-line with the current alternate Super pattern would be smart: one roaming Super and one single-cast Super. Behemoths and Shadebinders getting a single-cast Super while Revenants get a roaming Super. Other than general bug fixes with Stasis I can see this being a good way to put Stasis back on par with the other Subclasses. It would give Stasis access to a more interesting and useful self buff while also making Freeze a much more valuable tool akin to Suspend.

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