I’ma be fr, NOTHING about the Krampus ability is actually Krampus. The only thing yall got remotely right is getting sucked into a sack, but even then realistically he’d drag you to hell instead of slam you back down.
Firstly, it’d be fitting for him to have some visual tweaks.
Examples:
He’ll be slightly bigger than other players (Krampus is pretty big)
He’ll have horns on his head.
He’ll have a cloak that has chains coming from it, dragging on the ground.
Next, I think it’d be better if he was just.. reworked. It doesn’t have to be TOO much like normal Krampus, since.. cmon, he beats kids with branches normally.
To make him feel a little more actually sinister, I even made my own rework idea example that strives a little far from normal krampus, though it actually feels like him instead of just a naughty elf (like the ability feels right now)
Passive: You hold a sickle. Hitting someone with this gives them the poison effect for 5 seconds, and also disables natural health regen along with the poison - but when the poison runs out, they can’t be poisoned again for another ~5-10 seconds.
E: You throw your sack 15-20 studs towards your cursor, connected to a chain - knocking people back and dealing 20 damage. All sack abilities are disabled (and have their cooldowns paused) during this. When it lands, you start to slowly reel it back.
Q: Swing your sack upwards, knocking up anyone in-range up (much like Reaper Q).
R: You swift swing your sack sideways, capturing anyone that is poisoned in your sack. If the captured player punches 5 times, they break out the sack and knock the Krampus user back, stunning them temporarily. Using R again whilst someone is in the sack slams them on the ground, dealing 25 damage.
You can also use your E when someone is in the sack, and they’ll actually get thrown along with the sack, falling out and taking 35 damage + stun when the sack lands. Same goes for Q.