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Suggestions

What's on your mind? What would you like to see in RUMBLE?
#1 The second jump/airdash (On the current state of the rumble meta)
I believe RUMBLE has the potential to be the best VR experience on the market, the developers have done an amazing job at it so far and I am really excited to see where the game will go in the future! I compiled my view on the current meta and how we can create a more healthy (competitive) scene that can be well retained. Please discuss these standpoints and let me know also if you have any ideas on tackling issues you see with the current state of the game! This post is part of a set of 6 posts where I talk about the current meta ===================================================== #1: The second jump/airdash: https://rumble.canny.io/suggestions/p/1-the-second-jump-airdash-on-the-current-state-of-the-rumble-meta #2: Knockback: https://rumble.canny.io/suggestions/p/2-knockback-on-the-current-state-of-the-rumble-meta #3: Volatile stone: https://rumble.canny.io/suggestions/p/3-volatile-stone-on-the-current-state-of-the-rumble-meta #4: Stubborn stone: https://rumble.canny.io/suggestions/p/4-stubborn-stone-on-the-current-state-of-the-rumble-meta #5: Guard Stone: https://rumble.canny.io/suggestions/p/5-guard-stone-on-the-current-state-of-the-rumble-meta #6: Client/host balancing: https://rumble.canny.io/suggestions/p/6-client-host-balancing-on-the-current-state-of-the-rumble-meta ===================================================== 1 The second jump/airdash I believe this should be in the basic kit, with flow stone adding something more interesting like a "higher" jump or "further" airdash a lot of playstyles benefit in fun and complexity from this, making this possible without a stone will benefit the health of the game greatly and stimulate much more playerbase wide experimentation. Especially with that the jump move in its entirety is a death sentence without flow stone or advanced movement techniques like bumping/flying, which bars jumping from new players in a way I believe is undesireable (ask any player with 50 + hours of play time).
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#2 Knockback (On the current state of the rumble meta)
This post is part of a set of 6 posts where I talk about the current meta: ===================================================== #1: The second jump/airdash: https://rumble.canny.io/suggestions/p/1-the-second-jump-airdash-on-the-current-state-of-the-rumble-meta #2: Knockback: https://rumble.canny.io/suggestions/p/2-knockback-on-the-current-state-of-the-rumble-meta #3: Volatile stone: https://rumble.canny.io/suggestions/p/3-volatile-stone-on-the-current-state-of-the-rumble-meta #4: Stubborn stone: https://rumble.canny.io/suggestions/p/4-stubborn-stone-on-the-current-state-of-the-rumble-meta #5: Guard Stone: https://rumble.canny.io/suggestions/p/5-guard-stone-on-the-current-state-of-the-rumble-meta #6: Client/host balancing: https://rumble.canny.io/suggestions/p/6-client-host-balancing-on-the-current-state-of-the-rumble-meta ===================================================== 2 Knockback With how knockback works right now there are a lot of janky interactions (especially on ring) that make for a frustrating experience i.e: players getting flung from one side of the arena to all the way on the other side off the platform just because a disc or punch happened at the same time as they get hit by a structure To adress the problems with knockback I have 2 (3 with the volatile post in #3 ) suggestions: getting hit by a structure should override knockback, not add to it (if a structure breaks on a player, only knockback from the structure will be applied after freeze frames) knockback from hitting structures or spawning a disc should not add to knockback from getting hit by a structure (mainly applicable for delayed activation of poses on client)
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#4 Stubborn stone (On the current state of the rumble meta)
This post is part of a set of 6 posts where I talk about the current meta: ===================================================== #1: The second jump/airdash: https://rumble.canny.io/suggestions/p/1-the-second-jump-airdash-on-the-current-state-of-the-rumble-meta #2: Knockback: https://rumble.canny.io/suggestions/p/2-knockback-on-the-current-state-of-the-rumble-meta #3: Volatile stone: https://rumble.canny.io/suggestions/p/3-volatile-stone-on-the-current-state-of-the-rumble-meta #4: Stubborn stone: https://rumble.canny.io/suggestions/p/4-stubborn-stone-on-the-current-state-of-the-rumble-meta #5: Guard Stone: https://rumble.canny.io/suggestions/p/5-guard-stone-on-the-current-state-of-the-rumble-meta #6: Client/host balancing: https://rumble.canny.io/suggestions/p/6-client-host-balancing-on-the-current-state-of-the-rumble-meta ===================================================== 4 Stubborn stone Currently one of the biggest problems with the meta in my view is the way the stubborn stone works. Just like how Volatile is able to create an unreasonable amount of chaos and take players' control over their movement away, Stubborn turns this upside down and is able to basically turn off the mechanics of hitstun and knockback (in which you cannot spawn anything), removing most if not all real drawbacks from getting hit. As a cost for the super power of getting a free ticket for unimpeded movement and being invincible to getting combo'd: you take 1 extra damage instead of the knockback and hitstun. Just kidding, what I meant was that you also take 1 damage less. This is why the playstyle "equip stubborn + dash -> do moves during dash -> dash do moves during dash -> rinse repeat" is currently dominating the meta. Without windup or pose dedication (being generally unable to do other poses while moving) this approach is strongly encouraged at the moment and leaves sprint in the dust on all fronts, whereas the sprint tradeoff "do I move around OR do I spawn/apply modifiers?" seems much more balanced for the gameplay loop. some changes I think would solve the problem with this shiftstone: should not have as big an active window, it should be a skill/read based activation where there is a small window that lets you punch through a structure (e.g knockback negation could be on the second pose being active, making it so you have to choose between having the stubborn effect or spawning structures) Should not also ignore explosion knockback, if your movement becomes fully interuptable in all ways, it's just a "pose dash for single player mode" without an equivalent for sprint (see e.g https://rumble.canny.io/suggestions/p/swift-stone-sprint-based-shiftstone ) there is a bit of a "utility" vacuum where people are incentivised to never learn how to incorporate sprint in their playstyle since instant-max-speed-knockback-resistent-damage-lowering-almost-full-uptime-while-you-can-spawn-structures-during-the-movement will always be the better movement option In any case, being able to "turn off" the hitstun (unable to spawn) and knockback (unable to control position) mechanics perpetually and all-encompassingly for yourself with a shiftstone I feel is detrimental to the gameloop where "positioning" strategically is considered important.
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#5 Guard Stone (On the current state of the rumble meta)
This post is part of a set of 6 posts where I talk about the current meta: ===================================================== #1: The second jump/airdash: https://rumble.canny.io/suggestions/p/1-the-second-jump-airdash-on-the-current-state-of-the-rumble-meta #2: Knockback: https://rumble.canny.io/suggestions/p/2-knockback-on-the-current-state-of-the-rumble-meta #3: Volatile stone: https://rumble.canny.io/suggestions/p/3-volatile-stone-on-the-current-state-of-the-rumble-meta #4: Stubborn stone: https://rumble.canny.io/suggestions/p/4-stubborn-stone-on-the-current-state-of-the-rumble-meta #5: Guard Stone: https://rumble.canny.io/suggestions/p/5-guard-stone-on-the-current-state-of-the-rumble-meta #6: Client/host balancing: https://rumble.canny.io/suggestions/p/6-client-host-balancing-on-the-current-state-of-the-rumble-meta ===================================================== 5 Guard Stone Guard stone is a really cool idea and I would like to see it being competitively viable. Before this can be the case however, I think some changes will really be necessary I think shiftstones adding an entire new pose can be slightly confusing and creates bigger asymmetries in playstyles that players have access to. In a discussion with Nat we found a nice solution to this: I think a standard "Brace" pose (same pose as guard) should be added to the base kit that makes you take 1 less damage (again, since this is a very intentional pose, its balanced in the sense that you will always have to choose between this defensive option OR playing proactively). ) Then the guard shiftstone can "enhance" this move by adding an overshield with additional effects: instead of letting you take 1 damage less, having guard block all damage but the shield has its own health pool if not giving the shield its own health pool: adding some timing mechanic that blocks more damage when timing the entering or leaving the pose with the structure hitting it. I think this would be way more interesting (there could also be more mechanical interactions like the size depending on its hp, with the hp regenerating over time as long as it never reaches 0) This would especially also encourage more high paced usage of guard and transitioning between it and playing offensively rather than just having it up for a longer time.
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