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.
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.
3 days ago (edited) | [YT] | 1