The changes:
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Significantly reduce the movement speed increase per soul.
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Cap the damage increase per soul at a moderate level.
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Slightly reduce the max health increase for each phase, having 200 max hp at 100 souls rather than 260, as an arbitrary example, potentially have health regen scale alongside it.
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Disallow DOS from using the mushroom / cannon at later stages.
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Implement scaling activated abilities which provide:
- Mobility; potentially in the form of dashes similar to Combo's Q, with the number of charges increasing with souls, and potentially becoming more akin to Teleportation's E, or Plasma's R at late phases.
- AOE damage / some form of defence; potentially in the form of a slam / stomp with a large windup akin to Rage's E, potentially becoming more like Berserker's Q at late phases.
These could have different quirks / traits on a phase by phase basis, or simply scale in damage / area / effectiveness in some way as souls are gained, but serve primarily to replace the stat increases of current DOS.
Why??? Why would this be good??
In theory, tying DOS' attributes to abilities makes fighting the ability both fairer and more fun, as crucially, the ability's strengths are now tied to cooldowns which punish misuse significantly more than passive stat increases and opens up opportunities for the DOS to be attacked in which damage can be dealt and not merely shrugged off, unlike its current state. It additionally makes DOS more than just a stat stick, making it more in line with the game's namesake of Ability Wars, and similar to defender mastery in that it becomes very strong, but not to the degree of making servers more or less unplayable. Banning usage of the mushroom is simply to stop repeatedly bouncing off of it and returning to it to cheese fights with your still strong mobility. Banning alchemist is to prevent trivialising the earlier stages and making the later stages too powerful.