a normal youtuber who is not yet consistent. I do Roblox mainly but sometimes I do some other games. my goofy ahh will NOT stop procrastinating on posting videos. Anyways, you'll probably not like my videos cuz they are horrendous, terrible, awful, horrible, low-quality, and not great. But at least I'm trying right? (no 🗣️🗣️🔥🔥🔥💯💯💯)
To end it off I'm gonna say:
Thanks for recognizing me and be curious about my channel even if it blew ur excitement out the window. Thank you for seeing one or more of my videos because I'm a person who likes getting a little attention in the internet. Too much attention and I'll pop like a bubble.
Ight that's the end of it, bye
JustSmallYT
another one
Engineer Synergy - Revolver and Bonus Pad
Revolver now shoots a beam of pure engineering, becoming a hit scan with a 0.75 second wind up with a 40 stud range. Landing a shot on the killer will make them a bit slow for half a second, landing a shot on your sentry will heal it by 50%, and landing a shot on a teammate's Bonus Pad will extend its timer by 5 seconds. This makes Revolver's cooldown 5 seconds longer but requires no charge or reloading.
Missing Revolver will shorten it's endlag by 0.6 seconds.
Revolver has a special interaction when landing a shot against Killdroid, successfully landing a shot on Killdroid will make their camera shake around horizontally for 0.5 seconds, making any shot slightly inaccurate even in Flight (the tracking system will bug out). It also has a second special interaction when landing a shot on a killbot, successfully landing a shot on a killbot will make it temporarily disabled for 0.8 seconds, thus making it unable to explode or trigger.
Bonus Pad will be replaced with a Sentry that slows down killers whilst dealing 1 damage per bullet, firing a bullet every 0.5 seconds. Placing it down will be 1.5 seconds slower than original indicated by the hammer clangs being slowed. The Sentry will spawn with 25 HP with a range of 15 studs and becomes highlighted once a civilian is near it, the Sentry also acts like a destructible prop which means that it can't destroy a projectile unless it has enough HP to tank it. Only 2 sentries can be present during a round. This makes Bonus Pad's cooldown 10 seconds longer.
The Sentry also has a special interaction, using Bonus Pad whilst near a sentry will upgrade the Sentry instead of putting down a Bonus Pad or another Sentry. The upgrade will extend it's max hp by 5 and gains 5 studs longer range with a max of 3 upgrades on one Sentry. This makes the Bonus Pad's cooldown used to upgrade the Sentry to be 20 seconds shorter.
expected results:
- "bro these sentries are so annoying"
- ENGINEER GAMING (multiple engineers)
- Mild annoyance
- Balanced?
- Fun to mess around with
- Counter to Killdroid if done right
- Awesome TF2 reference
17 hours ago (edited) | [YT] | 0
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JustSmallYT
got bored, gon make custom DOD synergies that I'd like to see ingame.
Guest 1337 Synergy - Block and Punch (or vice versa)
Block's window to deflect an attack lasts 0.3 seconds longer and if successfully landed, the user will be given an option to run away or use Block again to stun the killer.
Running away will make Block's cooldown 4 seconds shorter than original and it keeps the benefits of the original Block (speed, ability lock, and 10 hp). Using it again will make the user perform a strong left with a 0.2 second wind up and stun the killer if hit, dealing 35 damage whilst making Block's cooldown 5 seconds longer than original.
Missing Block will extend the original endlag by 0.3 seconds and set the cooldown to the original cooldown.
Punch will get a shorter hitbox (2 studs shorter) and 0.5 second wind up. It now gives you a boost forward and if landed, pushes the killer back by 10 studs instead of stunning them which also slows them for half a second, dealing 25 damage. Punch's cooldown is 10 seconds shorter as a result.
Missing Punch will extend the original endlag by 0.15 seconds.
Punch will have a special interaction where if it hits a projectile, it will parry the projectile to the direction the user is facing, hitting the killer with said projectile will make the killer get pushed back by 10 studs and is dealt the same damage as the projectile would do to a civilian.
predicted outcomes (memories) with these changes:
- Failing Block will make you eat 3 m1's from a Pursuer
- Failing Punch might make you eat 3 m1's from a Pursuer
- You can save more of your teammates by saving your stun in Block
- Funny push off cliffs and edges moments
- Aura farming
- Fun to play
- Balanced?
- High risk, kind of high reward.
18 hours ago (edited) | [YT] | 1
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JustSmallYT
Part 3 bc im so skibidi
Igaguri:
- He's just a normal guy. An ordinary player. But in reality, he's actually the greatest soccer player in the entire multiverse.
Ability 1:
FOUL
- Charge into a nearby enemy with zero startup and landing a successful hit will ragdoll both of you on the ground while the ball gets sent upwards in a random direction for anyone to grab. You can use this move even though the enemy doesn't have possession of the ball but if they do, they can dribble through it which Ankle Breaks. The requirements are to look at the enemy, make sure they're within range, and hope you hit them.
Ability 2:
GUARD
- I ain't got much on him ima be honest. Using Guard requires you to be near an enemy and keep close to that enemy within a certain range. Guard essentially makes the enemy 10% more slower if they have the ball, blocks incoming passes and delivers it back to a teammate, and knocks off any attempt to kick or pass. Guard will temporarily disable the enemy for a minute until they get out of your range in some way. Some abilities can bypass Guard like Perfect Pass, Hiori's Curved Pass or Pass (after Ice Dribble), Kurona's One-Two, and Planet Hotline.
AWAKENING
Ability 1:
FOUL
- Same as before but now it passes to a teammate instead of flinging it upwards.
Ability 2:
GUARD
- Same as before but abilities can't bypass it anymore.
Ability 3:
MONK'S WILL
- Activate this ability and use Guard or Foul to either block a shot or do an unstoppable steal. If you use Guard, you have 18 seconds to stop wherever the ball is going and pass it to a teammate, basically becoming the better version of Golden Defense. If you use Foul, you will steal the ball from an enemy or even if the ball is near the enemy and it cannot be dribbled through but requires you to be near the enemy. You're given time until your awakening runs out to choose which ability you're going to use. Using Foul or Guard does not put them on a cd btw.
SUPER AWAKENING!!1 (1% chance to get)
Ability 1:
Ref, crush his ego.
- the referee spawns and kicks an enemy out of the match entirely. Infinite uses + no cd
Ability 2:
Dazzling Monk
- it's like infinite dribbles but it ankle breaks everyone no matter where they are. Even the GK gets their ankles broken, doesn't matter if it's AI or not. You also shine bright as the sun while you cool walk the entire time. Infinite uses + no cd + inf duration (as long as you have the ball)
Ability 3:
Bow Before Me! Igaguri!
- makes everyone come to you and they bow, praise, and worship you before carrying the ball to the Goal and giving you 10 morbillion goals while you sit there, aura farming in your gold epic throne that everyone built for you. This automatically ends the game because the scoreboard couldn't handle so much aura.
IgaGOATri is real and you must believe it.
8 months ago (edited) | [YT] | 0
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JustSmallYT
Part 2 cuz I'm bored again.
Chigiri:
- Fast boi. nothin much.
Ability 1:
SPEEDSTER
- this is chigiri
Ability 2:
ACCELERATE
- Now instead of being one use and it doubles as a steal, it's a double use to replace blast and the steal comes from the second use. Use it once and you get a boost, use it twice and you get a steal as well as a boost. It has a 0.5 second gap between uses and a slight wind up that's reactable if you're locked in.
AWAKENING
Ability 1:
SPEEDSTER
- Same as before
Ability 2:
ACCELERATE
- Only a buff where both Accelerate uses can steal.
Ability 3:
GEAR SHIFT
- Requires for Speedster to be active to use. This ability will serve to buff Speedster by increasing its speed after each use whilst also increasing its duration. Gear Shift can be used 4 times, each time increasing the speed by 4.5% and duration by 1.25 seconds which all stacks (limit of 18% speed boost and 5s+ duration). To prevent becoming Flash in 0.1 seconds, each use will put the ability on a 2 second cd and the Gear Shift speed buff will end in 3 seconds which can make you miss out on extra speed, but landing all 4 uses will extend this to 4.5 seconds so you can actually feel the speed.
8 months ago | [YT] | 0
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JustSmallYT
I'm gonna try to reimagine Blue Lock: Rivals styles and how'd they work because I'm kinda bored rn.
Isagi:
- Isagi is not great in terms of one-on-one or individual skills for that matter. Using only his brain and a single kick to devour his enemies and maybe even his teammates, so I'm starting off with this idea in mind to make his abilities encourage a strategic playstyle.
Ability 1:
DIRECT SHOT
- Self-explanatory. The only difference is that it doesn't take 10 business days to fire a shot and has more versatility for direction to have a little more freedom in aiming Direct Shot.
Ability 2:
LINK-UP PLAY
- Works like Planet Hotline where you pair up with somebody for 50 seconds, pass it back to back, and essentially try to break the enemies position with an effective play. You and your teammate will only be using the normal pass button or the kick button, it'll record on who had the ball most recently and if it's you or your teammate, it'll check if you received it or not. Once after doing a successful pass, you and your teammate will gain a 5% speed boost for 5 seconds that can stack up till 15% (it'll give a pity of 10 seconds to pass to stack after receiving one). So three passes and you're 15% faster than the normal speed. Once Link-Up Play is over, it'll reset any speed boost you had.
AWAKENING:
Ability 1:
DIRECT SHOT/MY DIRECT SHOT!
- Same as before but once you activate Metavision, your Direct Shot will turn into MY DIRECT SHOT! which is the cooler and better Direct Shot.
Ability 2:
LINK-UP PLAY
- Same as before but it gets buffed to having a 25% speed boost limit.
(Awk) Ability 3:
METAVISION
- Activate this ability and you'll be able to see the ball's trajectory, see everyone's style, their abilities cd, an icon will indicate where an enemy or friend is located at, a grid-like field vfx, and every enemy will emit a red glow on the field while your teammates emit a green glow instead. Basically you become all-knowing and with this, strategic plays will become light work. Using Metavision will also drain your stamina a bit faster towards where a full stamina bar can only go for half the field before running out and regaining stamina requires you to stay still. Metavision will be active for 90 seconds before it's over.
This should be all. prolly gon make some more cuz Chrollo can't balance his game 🔥🔥🔥
8 months ago (edited) | [YT] | 0
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JustSmallYT
Did you know?
My profile picture is an image from Windows XP Default Wallpaper called Bliss. The image originated from a Landscape Photographer named Charles O'Rear who captured the image at 1996 in Sonoma County, California, near Napa Valley. The person used this image specifically to capture the simplicity, reliability, and user-friendliness of the Windows XP System, thus, creating the legacy that his image had. Surprisingly enough, the image was never edited in some way, it was just Charles' camera which was a Mamiya RZ67 with a Fujifilm Velvia film that made the image look saturated. Unfortunately, the place that made this image possible has now lost it's luscious green grass that it once had.
1 year ago | [YT] | 1
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JustSmallYT
skibidi
1 year ago | [YT] | 0
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