tababysuper
Member
- Joined
- Jun 7, 2020
- Messages
- 31
Name: Turtle
Description: A melee kit with slightly weaker armor with the ability to tank incoming damage at the cost of its mobility and ability to attack. Be wary as it is weak to the piercing arrows of arbalists.
Cost: 250 Credits
Armor: Turtle Shell Helmet, Green Leather Tunic, Iron Leggings, Iron Boots
Items: Iron Sword, Fuse
Ability - Turtle: When crouched turtle has the unique ability to becoming immune to all incoming damage. The trade off is that while crouched the player is not able to move or attack (it is able to fuse). Turtle should also receive some kind of decrease in FOV while crouched like dwarf does. While in a crouched state turtle takes no damage from explosions, but they should cause knock back. The strength of the blast in terms of hearts it would deal is proportional to the knockback received. So a trigger blast would make a turtle move much more than a burst shot would. The one weakness of a turtle is the arbalist. The piercing arrows of an arbalists crossbow are able to pierce the shell of a turtle and deal the regular amount of damage. Turtles can not remain invincible forever. Turtles can only remain in a turtled state for 20 seconds. The XP bar should show how much time a turtle has left to tank damage. Once a turtles uncrouches the XP bar begins to tick back up again. For every second a turtles in not crouched it gains one second of time it can be invincible again which caps out at 20. So if a turtle crouches for a full 20 seconds it would tale 20 seconds to fully replenish, however it does not need to be fully replenished to be used. When a turtle is the last player on a team it should not receive bomb arming 10.
I think this kit would be very interesting in practice. For example it could allow users to be the first to rush into battle and then crouch and be safe while their team comes to their aid. It could completely tank land mines to clear a path for teammates and it would be perfect for clutch defuses both on nukes and regular bombs. If played often players could probably get very skilled and block incoming attacks by quickly crouching before uncrouching and dealing a blow of their own. The only time I see it becoming and issue is when it is the last player standing, particularly in games with a nuke because it could repeatedly insta fuse while also being invincible, for this reason it should not receive bomb arming 10 when it is the last player. It’s existence will also provide slight buffs to kits with explosive capabilities, but mostly arbalist, which kinda really sucks right now.
I toyed with the idea of adding slowness to it, because obviously turtles are slow, but I’m the end I think that would make it too similar to jugg and I want it to fit a different niche.
Description: A melee kit with slightly weaker armor with the ability to tank incoming damage at the cost of its mobility and ability to attack. Be wary as it is weak to the piercing arrows of arbalists.
Cost: 250 Credits
Armor: Turtle Shell Helmet, Green Leather Tunic, Iron Leggings, Iron Boots
Items: Iron Sword, Fuse
Ability - Turtle: When crouched turtle has the unique ability to becoming immune to all incoming damage. The trade off is that while crouched the player is not able to move or attack (it is able to fuse). Turtle should also receive some kind of decrease in FOV while crouched like dwarf does. While in a crouched state turtle takes no damage from explosions, but they should cause knock back. The strength of the blast in terms of hearts it would deal is proportional to the knockback received. So a trigger blast would make a turtle move much more than a burst shot would. The one weakness of a turtle is the arbalist. The piercing arrows of an arbalists crossbow are able to pierce the shell of a turtle and deal the regular amount of damage. Turtles can not remain invincible forever. Turtles can only remain in a turtled state for 20 seconds. The XP bar should show how much time a turtle has left to tank damage. Once a turtles uncrouches the XP bar begins to tick back up again. For every second a turtles in not crouched it gains one second of time it can be invincible again which caps out at 20. So if a turtle crouches for a full 20 seconds it would tale 20 seconds to fully replenish, however it does not need to be fully replenished to be used. When a turtle is the last player on a team it should not receive bomb arming 10.
I think this kit would be very interesting in practice. For example it could allow users to be the first to rush into battle and then crouch and be safe while their team comes to their aid. It could completely tank land mines to clear a path for teammates and it would be perfect for clutch defuses both on nukes and regular bombs. If played often players could probably get very skilled and block incoming attacks by quickly crouching before uncrouching and dealing a blow of their own. The only time I see it becoming and issue is when it is the last player standing, particularly in games with a nuke because it could repeatedly insta fuse while also being invincible, for this reason it should not receive bomb arming 10 when it is the last player. It’s existence will also provide slight buffs to kits with explosive capabilities, but mostly arbalist, which kinda really sucks right now.
I toyed with the idea of adding slowness to it, because obviously turtles are slow, but I’m the end I think that would make it too similar to jugg and I want it to fit a different niche.