#Defender buff/changes/rework

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olive moss
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Note: all of these are my opinions you could tweak
these and help me understand the right changes and buffs
I will be talking about the main path the others paths are later after the feedback I get for this one
Everything about the progress being faster might be slight buffed or improve just let me know
Everything will have 2 abilities starter and upgrade 4/5 abilities

Changes:

  1. Faster Progression (Early Game Fix)

Progression should be much faster, especially at the start. The current starter weapon is so weak that reaching level 1 feels way too hard.
Suggested hit progression:
Level 1: 1–2 hits (or even 1 hit for max enjoyment)
Level 2: 2 hits
Level 3: 3 hits
Level 4: 4 hits
Level 5 (max): 5 hits, and it stops scaling there
EXP gain should be doubled or tripled, because grinding just to unlock a weak ability feels frustrating and unrewarding.

 2. Melee Weapon Hitbox Buff

Melee weapons like swords should get a slightly larger hitbox.
If swords are going to have endlag, their hitboxes should reflect that.
The buff should be small, but noticeable.
If this change is added, the lingering hitbox on the hammer could probably be removed to keep things balanced.

3. Starter Ability at Level 1

At level 1, players should start with a basic ability that upgrades and improves over time, instead of starting with nothing.
Starter Ability Ideas

Sword
Perform a barrage of forward-moving slashes, finishing with a heavy slash
Deals good damage and knockback
Upgrades increase damage and duration

Hammer (Variant 1)
Rush forward (similar to Rage Rush, but shorter)
Swing during the rush
On hit: good–mid damage, heavy knockback, and ragdoll for 1.5 seconds

Hammer (Variant 2)
While rushing, recast the ability to slam the ground
Rocky spikes erupt in front of you
Deals mid damage, mid knockback, and ragdolls enemies

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Archer
Charge the bow briefly
Fire three massive arrows, one after another
Each arrow deals low damage, mid knockback, and slight ragdoll

Baller
Leap slightly into the air
Rain small balls down on enemies
All balls deal low damage
Finishes with one large ball, about the size of the meteor ability

  1. Upgrade 4 Abilities (Mid-Game Power Spike)
    Grinding should feel exciting, so Upgrade 4 abilities should be flashy and strong.
    (Alternate ability paths can be added later.)

Sword – Lightning Mirage Lunge
Enter a stance and charge up for 1 second
Lightning strikes around you with sound effects
Summon two mirages beside you
Lunge forward; mirages lunge at 30-degree angles
Enemies hit are frozen in place
Perform a short sheathe animation (with iframes, not too long)
Lightning strikes all frozen enemies
Deals good damage and ragdolls for 1 second
Lunge direction is fully aimable before launch

Hammer – Shockwave Slam
Charge-up animation lasts 0.8 seconds
Leap into the air and slam down
Creates a shockwave in all directions, similar to Barrier’s Barrier
Shockwave goes slightly farther than the original slam AOE
Impact and shockwave both deal damage

Rock Spike Pattern:
Spawn spikes on both X and Y sides
Then spawn one spike slightly offset
Final spike follows the original X/Y line
All spikes despawn quickly
Slam, shockwave, and spikes deal mid damage and mid ragdoll

Archer – Enhanced Barrage
Same ability as before
Bigger hitboxes
Longer duration

Baller – Falling Giants
Spawn three massive balls in the sky
Each ball is about 40–50% the size of the moon
Balls fall fast enough that backing up slightly still gets you hit
Deals great damage, heavy knockback, and ragdoll

polar raven
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Wrathful gonna crashout 🥀

olive moss
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Ah