Okay, so I want to start this by talking about why I think this needs to happen. Dos (and killstreaks as a whole) do not work as a game mechanic. You only like playing DOS if you have atleast 10 souls or more, and everyone hates fighting against DOS. It isn't even the attack power, it's the speed. Roblox servers simply can't reliably relay the position of a dos player to anyone else in time for them to properly punch first most of the time. There are rare exceptions, but it's only when the DOS somehow manages to miss.
Roblox netcode will always have it so the DOS will be closer to you on their screens, than you are on yours. That's how you get the sensation of them hitting you from meters away.
So, this is what we're going to do:
- Speed is now softcapped at 28 (doesn't stop the weird telepunch problem, but mitigates it)
- Damage and knockback reduced
- Each phase grants a phase-exclusive ability (typically long cooldowns around 15-30 seconds, but grants killing power/utility)
- Additional phases between the long stretches of the same phase for variety
I know alot of people will be dismissive about it. But I think Dos (and killstreaks as a whole) are inherently flawed roblox game tropes that aren't fun for anyone but the person steamrolling a server. If we're so concerned about preserving fun, then we'll fix DOS too. We've already nerfed most of DOS's counterpicks, then Dos needs it as well.
Ability list in comments since the post is getting too long.