#Spring Mechanism rework.

1 messages · Page 1 of 1 (latest)

next gulch
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Mechanism rework suggestion:

E and Q both shouldn’t be an instant spring release, there should be a part where you hold how much power you want the spring to release.

How many seconds to get to 100%?
3 seconds:

0-25% - As powerful as a default punch, spring bounce off: very weak to weak.

26-50% - As powerful as a Dos 5 punch, spring bounce off: Weak to Medium

51-75% - As powerful as a Dos 7 punch, spring bounce off: Medium to a bit High

76-100% - As powerful as a Dos 10 punch, spring bounce off: High as a AW Rabbit near-maximum jump.

Cooldown after each attack is 2.5 seconds (separate for the E and Q btw)

Why should there be a mechanism rework in the first place?:

  1. I get that there’s skill like taking shots in aim and reaction but that doesn’t excuse the advantage the player gets over a non-spring user.

  2. It’s too fast and feels WAY too op to fight, close or further-ranged and you are FINISHED.

  3. A player decent enough to handle spring nonsensically makes them deadly.

MAIN INFO: This suggestion was rushed, lots of editting will be done in the future.

swift sleet
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If u hold the punch to long it should punish you by not doing any thing while giving you a longer cool down and while charging up you should be slower

tulip flume
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like the sample to spring that the inventor gives u?

supple yarrow
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this is a buff

next gulch
tulip flume
supple yarrow
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this is just a buff, like, i don't know how to elaborate any further

#

spring shouldn't have access to knockback that strong

latent grove
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imagine holding E or Q for 1.5 seconds to do a regular bounce

supple yarrow
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it doesn't need to hold for 1.5 seconds to bounce