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Classes and abilities

Abraham Brookes edited this page Aug 5, 2021 · 21 revisions

Goals:

  • Classes feel more unique, player feels like when they pick one it has more of an impact on their play style than we have right now
  • Raise the skill cap a bit by creating counterplay around cooldowns

All classes have:

  • the same slowmo ability (below)
  • one class-specific passive
  • one class-specific ability on G

Note: Grenades will no longer be available to any class other than Nitrophiliac under this system. Nitrophiliacs can't pick up each others grenades.

Note: Golden Damage in the descriptions below are basically critical hits.

Slow Motion: (C) 20s cooldown. 2 seconds of slow motion.

Marksman

  • Passive: Improved weapon accuracy, reduced recoil, faster reload.
  • Activation: Golden Guns Until the bar is depleted, the player's firearms are golden. They deal Golden Damage shots and don't need to reload.
  • Ability: Plan D (G) 8s cooldown. Player whips out a little derringer and shoots it for a lot of damage.

Bouncer

  • Passive: Increased brawl damage and rate of fire, reduced brawl immobilization
  • Activation: Golden Fists Until the bar is depleted, the player's fists are golden. Brawl attacks deal Golden Damage.
  • Ability: Super Punch (G) 8s cooldown. The player surges forward, punching and dealing damage to any enemies in their path. It's like Vi's Q but without the charge.

Reflexes

  • Passive: The player moves faster and their bullets travel faster while in slowmo.
  • Activation: Golden Time When in slow motion, the player's firearms and fists are golden. All damage dealt during slow motion is Golden Damage. Slow Motion lasts 1 second longer.
  • Ability: A dash?

Athlete

  • Passive: Player receives iframes during dives.
  • Activation: Golden Feet The player dives farther, run speed is increased, slide speed is increased, and has +2 wall flips per stunt.
  • Ability: A new stunt?
  • Double jump?
  • Zero accuracy penalty on movement?

Nitrophiliac

  • Passive: Gaining style with grenade damage reduces the timer on Grenade.
  • Activation: Golden Grenade Your next grenade deals Golden Damage.
  • Active: Grenade (G) 2 charges, 10s recharge. Throw a grenade.

Ability brainstorm

Let's list all the abilities we can think of that would have gameplay affects.

One thing we are assuming here is that all players have the same amount of health - making that a variable could have big implications.

Passive abilities

  • Faster run speed
  • Longer dive float
  • Longer slide time
  • Higher jump
  • Extra dive
  • Faster reload
  • Never have to reload
  • Less recoil
  • Higher bullet damage
  • More health
  • Higher brawl damage
  • Faster brawl rate
  • Faster shoot rate
  • More boost from nades
  • Less damage from nades
  • More nades

Activated abilities

  • Total nade invulnerability for n time
  • Full heal
  • Mad fire rate increase
  • Pull out a special gun for one clip (machine gun, bazooka)
  • Super slow
  • Falcon PAWNCH
  • Go invisible
  • Super duper ninja stars
  • Throw a bladed boomerang or smth
  • Airstrike/broken arrow
  • Latch on to someone and fling over to them
  • Aoe damage
  • Damage along a line

Things to avoid

  • Stuns
  • Random crits
  • Anything that interrupts an enemy players movement

Maybe we just have 5 classes but multiple characters per class, each with a little flavour. So, multiple characters could be in the SlowMo class and have super slowmo, but one character sets slowmo traps and another has faster bullets during slowmo. Two characters in the brawler class both get increased brawl damage but one has Falcon punch the other has fists of fury for fifteen seconds.