This ability buffs your various stats; 25% cost increase. (Prequisite: Crew)
Commands:
Tier
W W
S S
D D
0
Unavailable
+10% damage
Unavailable
1
-10% usetime
+15% damage
Dash 5 blocks to the right, then gain +15% movement speed
2
-15% usetime
+15% damage, +10% critical strike chance
Dash 5 blocks to the right, then gain +20% movement speed
3+
-20% usetime
+20% damage, +20% critical strike chance
Dash 5 blocks to the right, then gain +30% movement speed
A A functions identically to D D, except that you dash to the left and not to the right. This is essentially a mini-Telekinesis dash.
The effects of W W and S S apply only to the weapon you are holding, and once you trigger the other effect, then the current one is removed (you can only have damage or usetime at a time). These do not wear off, but there is a 30 second cooldown before you are able to do either option again, regardless of the selected weapon. Changes to one weapon stay on that weapon, and you are able to have one weapon with extra damage and one with less usetime, or both with damage, etc. The effects of W W and S S only apply to weapons, and not tools/armor/anything else.
All the stats here are subject to change; please let me know if anything is too strong or underpowered.
It looks and sounds bit interesting, maybe to balance some stuff out, the bonus 25% cost on everything because of choosing an ability could be higher, around 35-50%.
I’d argue yes, definitely stronger than Valiant, because with Valiant, you always are at risk if your aim is to maximize ability usage. The proposed Champion ability doesn’t, it’s just extra stat boosts to enhance play. As for stronger than Dual Wield… well, my vote also goes to yes there, because Dual Wield only has a few options to duplicate projectiles. To maximize usage out of that, again, you need to always be on the offensive, and in different ways depending on which firing mode you use. In the lategame, that’s not always possible, whereas Champion only has upsides (excluding the price increase); it has extra movement and weapon buffs, 2 things which are incredibly useful for everything and don’t rely on always being offensively minded since the buffs can be activated on demand.
The modifications are already saved, you can just edit the variable in the code (if this isn’t possible, then it just wouldn’t work). What and why would the entire zombies code have to do with this
This is hard to implement atm without TrueSSC yet because of a mouse exploit. But yeah, you are right since modifications can’t be directly applied in the inv
About the damage i can tell that is posible with Buffs and debuffs
The dash also maybe is posible if is used the shield of cthulhu boost, or the telekinesis thing. but that seem a bit weird to activate
About the dash, maybe is better to use another keys combination?, otherwise it maybe will have conflict with dash armor/accesory
The reduced usetime i don’t have idea of how it can be activated with a similar thing
Moving on…
I think it needs a penalitation bigger (not the price), since , well…, that is a lot of damage upgrade if we use a buffs and debuffs
Something like a life cost for the damage boost(Like shaman!, but only on you)
I would see it more like this (Suposing that only the damage boost is avalible, If not the case, please clarify to me and will change this)
Oh also, if the requisite is not met, it will happen nothing
Ability Level
Life cost
Active buffs
Time
0
50% of Max HP
Nebula buff T1(+15DMG)
5 Seconds
1
55% of Max HP
Feral bite(+20%DMG)
8 Seconds
2
65% of Max HP
Nebula buff T2(+30%DMG)
11 seconds
3
70% of Max HP
Feral bite and Nebula buff T1(+35%DMG)
14 seconds
It is a bit weird this, but i think that will help maybe to give an idea? (Also, In which rounds abilities get a level up?)
Also other thing that i was thinking is use defense debuffs or attack debuffs after is over the effect (The Buffs would be the same as above, but now without HP cost)
Ability Level
Debuff at end
time
0
Weak
10 seconds
1
Weak and ichor
12 seconds
2
Weak and Ichor
14 Seconds
3
Weak, ichor, and broken armor
16 Seconds
I personally don't like the idea about debuffs, since its seems less punishing for such buffs
About the dash, maybe this can work
After doing the dash, you will get the “Slow debuff”
It seems like your rework of the ability uses the Feral Bite debuff. Keep in mind that Feral Bite decreases health regeneration along with the +20% damage buff and inflicting random debuffs.
This would make the “dash” useless, since the point of it is to gain the movement speed. The 5 blocks or so you actually dash don’t matter very much.
I agree with this, but having Feral Bite (as 0re0 said, doesn’t really help) and it costing 70% of your max HP is way too much. Maybe more like 30% at most, 50% and higher is basically going to kill you, especially since you can still lose 50% on rounds 1-4.
I exagerated a little (ah yes, a little )with the costs,
Hmmm, about the feral bite, then will be only possible get the 3 tiers of nebula if im not wrong
So what about more like this?
Ability Level
Life cost
Active buffs
Time
0
25% of Max HP
Nebula buff T1(+15DMG)
5 Seconds
1
30% of Max HP
Nebula Buff T2(+30%DMG)
8 Seconds
2
35% of Max HP
Nebula buff T2(+30%DMG)
11 seconds
3
40% of Max HP
Nebula buff T3(+45%DMG)
14 seconds
About the dash…
Well, the dash the can remain intact?, i suposse that the cost increase is enought, because you can’t spam it (Considering that the 30 Second coldown is for every use of any keys combination)