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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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Swift Stone - Sprint based shiftstone
The shiftstones still have a gap of some playstyles being unfavored. Resulting in some people not being incentivized to learn them. One of them is sprint based playstyles. Why would you learn the hard to get used to sprint, if you have Flow and Stubborn for boosting the easy to learn dash? Most players completely skip sprint which is such a shame for the variety of playstyles... My suggestion: Swift Stone With the Swift Stone you get 2 small buffs on sprint: A way shorter buildup lag from starting spint. Keep your sprint while changing directions. While these buffs might sound extremely small compared to what Stubborn and Flow gives, but they have more advantages then you would think, making them good enough to be worth it in my opinion. The advantages: This makes sprint easier to learn. The way faster feedback from starting a sprint pose to getting the speed helps to realize if you did the right pose or not. It motivates the use of sprint, so more people will want to learn it. It's one of the rare Shift Stones that would be good for white belts, making early gameplay more interesting. It's easier to maintain your sprint through a corner, allowing to dodge attacks way easier. If you miss a sprint pose, it's easier to regain your sprint with the short buildup. Between 2 sprint poses it's already possible to do other moves while maintaining speed, but this timing is incredibly hard, while for dash this is incredibly easy already. With the shortening of the startup lag it's a bit easier for sprint as well. (Name suggested by Acorn.)
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