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Suggestions

What's on your mind? What would you like to see in RUMBLE?
Ground pound, Iron feet removal, Knockback stunlock counter
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
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Structure Dash (WaveDash replacement)
A lil suggestion if a full idea hasn't been fleshed out: When you use the mechanic it will add the structures kb (Knock Back) value 1.(Z)x to your current speed and redirect where your going based on where your facing (With diminishing returns. so the order would go:) Big boulder: 1.1x wall: 1.2x cube: 1.3x ball: 1.4x Pillar: 1.6 <-(To incentivize more pillar usage) disc: nothing gained or removed (IF IT HAS EXPLODE ADD 1.1x (Other than disc ofc)) SITUATION You dash jumped near a pillar. you hit the pose and the mechanic activates. The pillar breaks and adds to your current speed and re-directs your momentum to where ever your facing. This could also be a good Escape plan if your being pinned against the wall BUT it can only be done on structures under a certain speed to prevent negating an entire attack Maybe give it, its own unique pose and have it be able to stack. but only up to 2x using the values and it uses the lowest value in it to add to your speed EX: cpEJD(X) you would gain 2x the kb of pillar to your speed ^Cube pillar explode jump dash (X= what ever pose this new thing would be) SITUATION #2 Flying on a cube and a wall both with explode. hit the (X) pose and now you got the kb value of cube x 1.7 added to your speed but your mounts are destroyed A few more to add on to it to explain more with the disc and big boulder spawn a wall next to or under a big boulder. jump then hit the (X) pose, none have explode. you gained 1.3x speed of the wall. The idea is so you cant nab a big boulder and some other random structure and get sent to space, but if you use the big boulder on its own you will still gain considerable speed as the big boulders kb is insane, or you can make a setup to launch a structure ahead of you then structure dash off of the big boulder, meet up with the 2nd structure and re direct with even more speed. And I would like it to be a new pose as to not cause issues with the Flow Stone AND also to prevent even more cheese maybe add a way as to not stop a projectile then S.D off of it. like, maybe if a structure has hit the speed where it cant be S.D on it wont be able to even after .75sec after it has been stopped
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