#Ideas for new characters + weapons - feel free to add yours

51 messages · Page 1 of 1 (latest)

sour sluice
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An unofficial post for people to add their suggestions for new characters+weapons! It hasn’t even been 1 day and I’ve seen some great suggestions.
I’ve got ideas for 6 new characters. As there’s an increasing number of players who have maxxed out their characters, it’s a no-brainer that in order to keep people playing, new characters or weapons (something like a rare magic dodgeball that can go through obstacles) will be a ‘must’ to prevent them getting bored and stop playing. New skins are not enough.

As Raja’s hopefully not the last one, only because filling the last empty spot. I’ll try to (somehow 😀) submit it to the devs, (or if you devs see it here, that’s great).

1️⃣ Playing with this character increases the chance that any randomly collected weapon becomes deadly - so bats+dodgeballs, would kill, in case of knives, you’d get a second extra one. (Ability chances would have to be set lower than for some other characters to even it out.)
2️⃣ This character has a chance of starting with one-time 3-second immunity when falling into the lava.
3️⃣ This character has a chance of starting with one time 3-second immunity if falling into the water (not pool water - the pink water).
4️⃣ and 4️⃣a These possible two characters would have a chance of being immune to the swings (1st character) OR buses (2nd one) for the whole round. This would be perfect with a special reward for placing 1st in racing games.
edit: Another version might be a time-limited ability, especially for the buses. Would last a certain amount of seconds and the countdown would start after hitting the first bus or swing.

added later:
5️⃣A new weapon - Bow&arrow - A projectile, but not deadly weapon, but let’s say it would decrease the speed of a player for x amount of seconds. And then a corresponding character for that! Imagine a bow&arrow character and all its skins!
6️⃣ This character has a chance of starting with an ability to perform much higher jumps on trampolines.

hallow glacier
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I don't like any of these, because I don't like the design space they occupy, and I'll explain why.

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#1 is automatically the best character in the game. It doesn't matter if the chance is lower, because you can simply swap your active item back and forth with an item on the ground until you get the proc. So what you've essentially created is a character that's Spud + Emmi. Spud is the deadliest character in the game on maps with bats, outside of a Front Man with a golden knife, and Emmi is the deadliest character on maps with snowballs, and maps with snowballs and maps with bats are mutually exclusive. So now you have a character with all of the perks of Spud + Emmi and none of the drawbacks.

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#2 through #4 are all variants of "when you would lose, don't". Which is counter to the design of all of the existing abilities in the game. Every current ability basically asks you, "How do you maximize the advantage you gain from this?" Whether it's starting with a bat, or a permanent knife, or a dalgona, all of them basically ask you to maximize the advantage your ability gives you and they expect you to play optimally to do so.

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Whereas abilities that only trigger when you would lose are basically a concession to the player of "haha yeah you suck, here's a freebie". Not only that, but how much use would you actually get out of them? The player who knocked you into the lava or the water has time to go get another item while you're trying to get back onto the level - if you even can. Does it feel great to get knocked into the lava, live, make it back only to be immediately hit back in with another bat? Or what if you get knocked out on Ice Fort, and can't even jump back into the level because the walls are too high? Even if your ability lets you come back and win, would you feel like you "deserved" the win if you were basically given a cheat death from your loss?

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I think there's plenty of space we haven't explored that's still viable within the existing frameworks already established. What about a character that starts with a random item? You could get a dalgona on a race map. You could get a knife on snakes and ladders. Or you could get an item that's not particularly helpful. The chance of starting with a useful item on multiple different map types is compelling, though.

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What about a character that gets a bat after using a shield? They automatically become a strong contender on Squid Game or Mingle, something that can threaten Spud with a red bat, even, since they can shield and go hit him. Yet they're overall fairly similar to Thanos in power level.

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Or a character whose shields give bonus run speed like dalgona? That becomes pretty deadly as well on some maps, as you now can't kite them, but you can still grab a shield yourself and wait their shield out.

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I don't think we should power creep the existing roster too much though, and in general I dislike designs that require you to play suboptimally (dying) in order to even trigger.

sour sluice
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@hallow glacier I initially haven’t seen your first comment to this. I do not agree with you on number 1 entirely. Here’s why:
Doing what you said in racing maps (going back and forth collecting gifts, then waiting for them to respawn, when iťs about every second and after all it’s still just a killing weapon and nothing more, and most likely thing to spawn is a bat after all - and doing this will make you lose all the good players as they will be way ahead of you, especially with a killing bat you wouldn’t even have a chance to have them in your proximity. Just bots would be around. Is that worth that one kill?
Remember, it would only be a CHANCE and a lower one than usual of a weapon becoming a killing one.
Going back/forth in every row of gifts 🎁 may make you actually lose that racing game, with how good the bots became, but if some real players decide to stay there with you and do the same thing and killing each other, then good, the game became better.
I can be going back and forth with Spud too, but if everyone’s already ahead of me, my bat would be of no use. Ditto for every other character.
It’s still just a killing weapon, so going back and forth through the whole map in each row of gifts would make your total time really bad maybe even resulting in losing the game.
In survival maps, there’s way fewer gifts 🎁 with weapons and are spaced out more.

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About 2️⃣-4️⃣, those are ultimately just ideas. The devs will ultimately have to decide where the direction of the game will go, and I think they’ve used up most ideas for weapons or characters. Your ideas are good but in the end mostly just a combination of existing items or extending their time run. Like come on, we’ve got three different characters all based on bats!
We need a change, or it will all become boring. Let’s at least make a deadly throwable available in boxes but not in survival games, just racing games or something, if anything. 😀

sour sluice
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Ideas for new characters + weapons - feel free to add yours

fallow fossil
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1 - Disagree, since that would basically be Spud on steroids. Spud is already powerful, having that character would easily break the game.

2 - A character’s trait being dependent on one map is not feasible as it would limit adjustments/rework opportunities for devs.

3 - A character’s trait being dependent on one map is not feasible as it would limit adjustments/rework opportunities for devs.

4 - The swings are so easy to avoid that having a character especially designed for protection against the swings would be pointless.

sour sluice
# fallow fossil 1 - Disagree, since that would basically be Spud on steroids. Spud is already po...
  1. Chance of getting it would be WAY lower + there’s a lot of other things that you can see above in my comment-reply to @hallow glacier . Also, who’s Nia? Exactly, Sae-byeok on steroids! 😄 because Sea-byeok only has ability for shoe, but Nia’s ability is shoe+shield at the same time.
  2. Emmi’s trait is also dependent on one map.
  3. ditto
  4. Maps like Swing Park would make it a game changer, might also be swings AND buses, whichever you manage to hit first, and then a timer starts counting down (x amount of seconds) after which you won’t be immune anymore. Bus maps and Swing Park would make it a game changer, this character would be great.
    And how about 5) + 6 that I just added? Do you like that suggestion of a weapon+character? I put it in the original post now☺️

Statement: There are many characters whose ability is ‘pointless’ like Geum-ja (starting with a dodgeball) comparing to other character. I don’t wanna sound big-headed, but some of my suggestions would be way better than her for example.
We need to make devs make changes and suggest them stuff or people will soon start to stop playing. ☺️

viral flare
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Just want more show characters tbh

fallow fossil
sour sluice
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Oh hello Hadzher 😀

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Waiting on YOUR ideas too 😉 haha

civic pollen
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Heeeyaa! I'm typing!

sour sluice
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Oh wrong channel lol / deleted the comment before yours

sour sluice
# fallow fossil 2) Emmi’s trait isn’t dependent on one map, the ice ball also spawns in RLGL map...

Okay, 2 maps then. However, it is crucial in only one map as in RLGL you just respawn after death. Geum-ja is by far the most horrible character, even Heisenberg said that and I think he might certainly agree that one of the swing/bus immunity ones would be superior to her. What’s your stance on this, Mr. @hallow glacier? But hey, it’s all about opinions in the end. 🙂
And how do you like nos 5 and 6? You haven’t responded to that. 🙂 Have a great day/night 🙂

sour sluice
civic pollen
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When you think about it. Everything about the game (the maps, the map counts, the types of items which spawn on these maps + characters, character count and the 'weight' of their abilities) fits really well together, and is quite balanced. So, every time we get a new character, a new weapon or a new map, the dynamics of the game/the balance between everything ought to change. This is something that has to be taken into account, meaning we can't just get every cool idea that we can imagine seeing in the game.

Other than that, I personally don't like the abilities you've suggested. But I am a casual player, so I don't judge them in a way that @hallow glacier has. His arguments, as well as @fallow fossil's, are strong and they make sense, because they refer to the deeper workings of the game, if that makes sense.

I think it would be cool to see 1) TRAPS in the game. Something that u can put on the ground, after stepping on which the player can get stunned or can die. It would disappear after a few seconds if not stepped on, ofc.
We could have a character that could 2) SHAKE THE GROUND around him (or sth similar), stunning players for a few seconds.
3) INVISIBILITY for a very short period of time could perhaps be considered..?

Again, I don't know if these would fit well into the game, but they just sound cool to me. I feel like it should be sth that doesn't already exist, because what you've said (being immune to lava/water for a period of time) is already granted by shields, so its nothing new.

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Another thing which @last epoch had said jokingly, 5) CURSED MIRROR could be dope as well. You remember the perspective swap glitch? It could actually be added into the game randomly to spice things up, just like the VIP twists. I genuinely enjoyed those!

dull ginkgo
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  1. Character with a higher jump with pogo
  2. An item that allows you to swap places with the target
  3. Smoke bomb item
  4. Guard uniform
  5. Item glue trap, temp slows down players
  6. Shoes for better grip on ice maps
sour sluice
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@civic pollen, those are some GREAT ideas! Although I’m sad you like none of my 4 original + 2 new ideas, your ones are really inspirational!
About the trap thing, having them pretty rare in survival games especially 3rd round would make sense to have them left there forever without disappearing. Other than that, good!

sour sluice
# dull ginkgo 1. Character with a higher jump with pogo 2. An item that allows you to swap pla...

I love number 2. That should have, in my opinion, have been done instead of the fishing rod.
Smoke bomb sounds great af!
Guard uniform - wdym by that?
5: similar to my bow an arrow idea which slows down someone, yours might be placed, my suggestion would by a projectile
6: fantastic idea
I think so far you’ve had the best ideas in here.
Which makes me wanna ask for some of @fallow fossil’s ideas. 😅 😉

dull ginkgo
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Well, guard uniform would just be a new outfit. I dig that

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Bow and arrow sounds nice too, instead of glue trap, they could introduce an item such as a bottle that would make a player bleed and slows them down until they die or use any item which kicks adrenaline in and the effect ends.
Another item could be sticky bombs that could be placed at known hideouts like the head of the doll on snow maps, they don’t kill players but throws them off

sour sluice
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That’s great, yes, the doll head idea and placing bombs on top is SUPERB.
So far you’ve been the best.
@hallow glacier , see some of the other suggestions, not my shtity ones. 😀 they’re worth reading

fallow fossil
sour sluice
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Ran out of text characters allowed, my (controversial) no. 7 character:

7️⃣ This character would have a chance of having 2 lives instead of one. This would be also used in racing games, where you’d get your extra life removed when falling in pool and jumping out immediately, touching the spikes, getting run over by bus or touching a swing.
For survival games, this would only apply to knife kills, Emmi’s rocks and Spud bats, i.e. you’d need to be stabbed twice in order to die. Spud’s special bat would also only decrease 1 life. Emmi’s rock same. Or a combination of the any of the three. However, if the rock/bat causes you to fall into lava or water, you’re automatically eliminated.

rapid zinc
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#1 would be such a boss character

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Any weapon has a 20% of being a kill weapon or a duplicate

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Get an item first

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Spam the box

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Automatic win

sour sluice
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@rapid zinc See the discussion on top about #1, mainly @hallow glacier’s arguments and my counterarguments.
And chances can be even as low as 10-15-20-25 %.
Or 10-20-30-40 %
It can all be done-changed-modified.
But there’s gonna be an enormous decrease of active players if new characters won’t come OR at least abilities for some characters higher than usual, requiring leveling up more (let’s say levels 12, 13, 14 would be skins and 15 max, requiring 7000 tokens. Chances COULD be modified, like for a legendary chance needed lvl 11 now, you’d need lvl 15 in future, as people will still become bored playing with current characters only and/or with no changes.
Introduction of a fishing rod was such a disappointment. A slowing down weapon would be much more fun. And all the other ideas from other users in here.

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And for those saying ‘This character would have an unfair advantage’, or ‘No one would use that character.’ - well they WOULD. If anything they WOULD at least play to max them up. But I can’t see the logic behind the statement that starting with a dodgeball is better than a time limited immunity to swings or buses in certain maps, after the first hit by them (or getting pushed into them).
Ability chance rates come based on how better or not they are compared to others. The game just needs to change, and significantly, or it will die out by the end of this year and only the real fans will stay.
C’mon, even season 3 is already repetitive.
We’ve got no new weapons (fishing rod is a joke and no weapon) and already many not so much used characters, that people use solely to max them out.
Spud, Front Man and Nia need competition, and changing of the game each season is crucial.
And let’s even suggest that each next season, some charachters' abilities could have their chances lowered/heightened compared to usual, prompting people to use different than usual characters.
This game is literally finished completely by some players. Plus they have thousands, or more wild tokens.
It is literally required for drastic changes to take place, maybe even for the price of changing to "freemium", so devs would get revenue+we would get changes other than just skins. Hell, they could just make some real cash-premium skins or emojis as the only real-money costing thing. And it would still earn a lot.

rapid zinc
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Okay let's say it's 10% success and 90% fail

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After 13 tries or roughly 8 seconds, it would still be a 75% success rate

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At 15%, after 10 tries or 6 seconds, it's an 80% success rate

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By 20 or 25%, the character would be unstoppable after a few seconds

rapid zinc
sour sluice
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That’s similar to Beatriz ability which is basically double Pogo.

sour sluice
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Idea no. 8️⃣:
This character gets a chance for an immunity to Spud’s red bats for the whole round. However, these red bats would still hit this character the same way a normal bat would.
Controversial idea or 8️⃣A:
A chance to get complete immunity to any bats for the duration of a whole round.
Controversial idea or 8️⃣B: A chance to get a complete immunity to regular (not red) baseball bats for a whole round.

Character 9️⃣:
This character’s ability is a chance to gain immunity to knives for the whole round (as many round 3 maps barely get any knives, the baseball-bat immunity might actually be better, but this would be a great counter-character to Front Man)

Character 🔟:
This character would gain immunity from any weapon during RLGL games, but only during red light stage. You would still be killed if you moved during red light stage.

💡IDEA:
The characters need their ability chances more varied. (Very)good, (very)great, legendary and outstanding already makes some of the CURRENT characters' significantly better than the others. As of right now, we’ve only got 6 different probability rates. For level 10-11 characters, we’ve only got 4 different probability rates.
If you’ve got everyone maxxed out, these rates are not spaced out enough to make you want to use for example Sae-byeok (shoe chance) over Nia. (dalgona chance).
If Sae-byeok’s max ability chance would be 75 %, but Nia’s would only be 45 %, it would even them out. Etc.

ℹ️:
Literally so many ideas posted by people so far, that it would be good to get AT LEAST one new character and/or weapon with each new season, so that players would not be discouraged from playing after their rank reset. A new character at the beginning or in the middle of each season would also be a great compensation to the increasing number of players that do have maxxed all their characters and by Week 2, their rank is maxxed too.

ember lintel
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#1389712283508277429

proven mural
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Too many immunity ideas. We have shields and dalgonas and that’s a lot already.

My suggestion is a weapon, or some kind of weapon booster, that can kill through shields and dalgonas.

It would be rare, and either limited to a new character, or generally available to all in boxes. It’s a super kill weapon. Maybe a gun? Or a “bloody knife” if a melee weapon is preferred.

crimson summit