Ground pound, Iron feet removal, Knockback stunlock counter
M
Musical-Memoirs
While there is already a post about every part of this suggestion as a separate post, I would like to suggest something that all connects it together to make a whole new mechanic with lots of possibilities. I will copy the parts into the comments of the separate suggestions as well.
Iron Feet removal
I have already seen the Bucketheads talk about a potential change in Iron Feet before. With the idea that you could walk on structures. And making the structures less breakable for flying.
I would like to say, please do!!! Only make a structure break when it is also supposed to damage you. This would make flight feel way more like an intended mechanic. Currently the structures are too fragile when mounting or changing directions in flight due to the Iron Feet mechanic.
And the ability to walk + dash + jump on structures would be really cool as well. This removes the Baby Jail exploit where you can make someone get stuck, unable to move on top of a structure. It can even result in the creation of minigames by the community. For example creating your own parkour maps.
Problem and solution
There is one concern though, that you can't break through structures at all anymore when falling down. Solution is a new versatile move that allows you to break stuff below you:
Ground Pound
, or probably best to just call it Pound
in game.Ground pound
- Create a blastwave on the ground that gives knockback around you. It does no damage, but kind of works like a weaker explode knockback, but your feet are the source of the knockback and doesn't affect the user.
- If you stand or fall on top of a structure, you break it, replacing the Iron Feet mechanic. When a structure has Explode on it, you will negate the explosion knockback.
- When done from the air you fall down 50% or maybe even 100% faster and the knockback power of the blastwave at landing on the ground is slightly increased.
- When you touch the ground you immediately stop all momentum. As you kind of ground yourself for a moment. So this can be used to cancel player knockback. This move can be done while still in knockback state from being hit if you react in time.
Countering criticized gameplay
This will make it a stunlock counter, the combos where a player juggles you in the air, while you can do nothing at all but accept your fate as you never touch the ground before you die. If walking on structures won't be a thing, then at least this will also make you able to escape a Baby Jail. And this will finally add a counter to the huge player knockback of a volatile explosions, which can frequently one shot you of the ring. But to use this to protect yourself you of course need to react in time, so it's no guaranteed way to safe yourself, so these tech still have their use, they just stop being overpowered.
Pose
Since the move is movement based, the pose should follow similar rules to dash and jump, with one hand at base pose. The other probably around the kick position. There should be a relative long cooldown on this move, making you unable to spam it, so you need to time it well.
Creative playstyles
This would be quite a versatile pose. Used for movement, breaking structures, close distance defense, player knockback recovery and it's small blast can add power to a combo for offense.
These changes will help shake up the meta. Currently explode is a bit too powerful, so the meta revolves around putting explode to almost anything. Flight is quite unreliable and dangerous, so it's almost never used in competition. And almost no one dares to fight in close range because of how overpowered stunlock kills are. These changes will give a bit more room for creative playstyles to survive. While giving a logical new option to the move set
Log In
k
klibe
actual peak i love this so much
D
Detective_Pork
The only thing i'd like would be if the "Pound" ability caused you to have iron feet. Though this is coming from a place of not knowing how something like this would feel in practice. But, how iron feet work at the moment (although somewhat inconsistent) allows for some of the most satisfying ways to close distance on your opponent while giving you an advantage for follow ups if you can manage it. But like I said, it's hard to tell unless we see something like this in practice and see what it would be like. Still gets my vote though since overall this is a pretty good suggestion.
M
Musical-Memoirs
Detective_Pork in my suggestion Iron Feet in general is removed, but the Ground Pound will replace it as a guaranteed Iron Feet.
Of course, the devs might implement such a move differently than how I suggested it.
D
Debatably
I really dislike the idea of removing iron boots. Flight is already super weak and removing another thing that makes it even slightly usable just sounds like a miserable change. I don’t think the added mobility of being able to use the mount as “ground” would compensate for this. I also don’t think I would like needing to manually trigger a ground pound move which would force the player downwards and not allow as much horizontal momentum which is the really fun part of flight. Iron boots in my opinion does not make structure feel “fragile” I think it makes you feel strong as you bash through enemy structures on the way down. Learning to not trigger iron boots is a really enjoyable part of flight and I really don’t want that removed. I also don’t think that stunlock isnt unbalanced . We almost never see it at top level play and if anything it’s more variety than the monotone pace meta rn. I think that expanding rumbles combo/stunlock system like other fighting games by adding dodges or something that would need to be predicted to continue the stunlock would be a lot more interesting than outright adding a pure stunlock counter move.
M
Musical-Memoirs
Debatably I don't know how you interpretate this as removing a feature of flight???
Iron Feet is the mechanic where falling on top of a structure breaks the structure without getting damage. The tiniest mismatch in direction of the player and the structure already triggers it. Like with slightly too late mounts or sharp turns while flying. How does that not make flight feel fragile?
You actually have way more options in flight!!! There are going to be more ways to mount without breaking the structure. You can make sharp turns, increasing your responsiveness in flight. The ability to use your mobility moves on top of a structure means you can dash of your own flight structure for a quick turn for example, where you can add a straight to for even more sideways speed. And you can land faster with a ground pound. You get way more extra options in the air, not less.
Yes, at landing you can fall on top your opponent's structures without breaking them, but that does not damage you, and you can easily move of them. And when you fall on their structures you are still in control of a flicked structure you can attack with. So it doesn't stop your attack. And if it is truly in the way, you can always ground pound.
The main reason we almost never see stunlock happen at top level is because almost no one dares to do any close distance fighting, out of fear for stunlocks. I do quite some close distance combat and can tell you when in range the first instinct of almost all good players is stunlocking you (of course those that are not great at them just the simple cube spam). I can decently survive the attempts, but that's because I prevent stunlock by staying just barely out of range with sprint mobility where you can easily sprint backwards.
And what you are saying about adding dodges is this exact move. It is not a guaranteed escape from a stunlock. Yes, the simple cube spam would be easy to escape from as long you react on time, but the more sophisticated stunlock combos that I can appreciate will start with a cube from below, but continue from the side. Any hit will remove your downwards momentum for a moment, so a ball upper to the side still continues the stunlock, but would not be protected from with a ground pound. And since a hit cancels downward momentum, if they anticipate your ground pound they can cancel it by hitting you from the side. It makes it harder to continue a stunlock, not impossible.
B
BEE-DOUGH
I would definitely like to see this as well!
Y
Your_Neighbor_Nat
If there's a relatively long cooldown on this move, do you think some way to visually indicate that it's on cooldown might be useful?
M
Musical-Memoirs
Your_Neighbor_Nat I don't think that's needed. On some moves like hold is also a longer cooldown then most moves, differences in cooldowns will be learned quite fast while using the moves.
M
Musical-Memoirs
Some of the related posts