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  1. Yesterday
  2. Novo conceito de máquina: RCX-Revan Um veiculo de transporte focado em mobilidade e esquiva. Possui 600 de HP e sendo um pouco menor que a Little Monster no modo SUV. Não teria muito dano, exigiria muito dedo e auxílio de um suporte, mas traria novas mecânicas e padrões de movimento ao game. Pode ser simplificado para iniciantes, e está aberto a sugestões. Como na imagem o carro terá eixos articuláveis que se estendem para dar dano, empurrar ou ganhar aceleração. Seu piloto será um cyborg aclopado dentro do veiculo. Veste uma armadura com algumas partes deformadas/derretidas junta as partes do carro e com tubos e fios saindo de seu corpo se conectando ao carro. Seu rosto parcialmente coberto por um capacete, ficando apenas uma parte e um olho à mostra, para deixar claro que ele ainda é um humano. HABILIDADES PASSIVA: Quando colidir com uma parede , a máquina inverte a sua tração. MODO EXTENDIDO (Ele seria um pouco mais rápido nesse modo, mas com dificuldade em fazer curvas) Q -DAZED Carro gira agressivamente a esquerda (45°) (2 cargas) (Sobre seu próprio eixo) W - WALKING METAMORPHOSIS Modificador de veículo E - CONFUSION Gira agressivamente pra direita (45°)(2 cargas)(Sobre seu próprio eixo) R - HOLD ME BACK Troca tração - dando um pequeno dash pra trás, liberando + 1 dash(R) e +2 cargas (Q/E) MODO SUV (Menor velocidade, mas recebe um pouco de escudo ao alternar para esse modo) Q - DOGS EATS DOGS Extende suas rodas pra dar dando e empurrar inimigos(Frente /trás) W - WALKING METAMORPHOSIS Modificador de veículo E - WHEN THE BRAKE BREAKS Dash/Nitro (Extende suas rodas dianteiras e ganha aceleração) R - STAIRWAY TO HEAVEN Expande suas rodas e as puxa saltando, caindo na direção contrária a qual saltou LORE Após perder seus pais, em um misterioso acidente quando criança, Revan, é enviado à um orfanato do Secto do Metal. Sob criação rígida e militar, ao crescer, se torna um exímio soldado, mas perde suas esperanças no Secto ao ver desastres e crimes sendo ignorados enquanto a população sofre. Cansado de seguir ordens, Revan se alia a um grupo de resistência e trabalha infiltrado no departamento de Artificier, ganhando sua confiança e roubando armas recém desenvolvidas por ela. Revan, assim, vira um famoso contrabandista de armas no submundo, mas é descoberto por Artificier e capturado em seu último e maior plano. O veículo de perseguição e destruição RCX-0000, foi inicialmente desenvolvido para ser controlado remotamente com auxílio de uma IA. Mas ao contemplar tamanho poderio destrutivo , Revan, rouba o protótipo, e pensando ser a arma final leva aos cientistas da resistência. Mas, Artificier, já ciente dos planos, não instalou armas no veículo e adicionou um pequeno rastreador fazendo Revan delatar a localização da resistência. O Secto prontamente aniquilou a resistência, e Revan foi capturado após sofrer um acidente com o veículo RCX. A beira da morte e preso nas ferragens do veículo, Artificier, mescla a consciência de Revan, junto à IA do carro e substitui partes do seu corpo, o transformando num ciborgue embutido ao veículo. E assim, nasce RCX-Revan. Com sua mente quebrada, e cheia de ódio, Revan, agora corre nas arenas, com esperança de um dia voltar ao seu corpo original ou pelo menos não ter que dividir um com uma IA. Soundtracks seria um metal com sons hi tec e suas falas começariam com ele falando normal, mas no final a voz dele bugava com uma de robo. Como se a IA interferisse no seu comportamento e gerasse uma dupla personalidade. Zardonic - Bass Metal (Mix) - YouTube Seria muito legal se os sons das skills fosse tipo os desse filme famoso que mostra no video kkk Ja que seria o carro se transformando ou batendo em outros. (43) Transformers sound effects - YouTube Pick : Target identifieerrghh Kill: Target destrooyghh Low Life: Run and surviveerghhh Especial weapon: Confirm and ready! Win quote: Updated defeat definitions Lose quote: Stupid IA, leave me alone. OBS: Não consegui pensar muito em frases, me ajudem. Ainda estou editando o post e organizando, depois colocarei versões em inglês também.
  3. Last week
  4. New machine concept: Sour Note. Description: A transporter who gains Shield or repair whenever her health is below 50%. Pilot's appearance: She would be a possum zoomorph in a classical music outfit with some colorful twists. Machine's appearance: It would be like the old Metal Herald vehicle but as a Plymouth Fury. Lore: An uptight scornful zoomorph who's a famous musician from the City of Manfall is visited by MH who grants her with the sect of metal's power so she could enter the arena to uphold the sect's name. Abilities: Passive: Sinergy flow. Whenever SN's health is below 50% she gains either Shield or repair which lasts for 5%. Q: Trombone shot 2 trombones appear on both sides of the speaker on top of her machine which shoot out musical notes that damage enemies and repair her by 15%. W: Musical guard. Shields in the form of piano keys appear on both sides of the vehicle that reflect enemies' projectiles back at them. E: Flow of the Rhythm. SN accelerates forward leaving a trail of musical lines on the ground which notes from Q can be fired on increasing the damage of the trail but can be destroyed with weapons like Killer J's passive. R: Metal Orchestra. SN sings a disrupting song which is a damaging area dealing high damage to enemies around her and repairing her by 25%.
  5. Names: Dax and D. Metal Role: Transporter / Support Graphic Concept: A car made by parts of scraps of other cars, with a blower in the hood and no windshield. Basically Dax is the one who directs and D. Metal provides all the support in the rear of the car, in order to go further. The direction of the car is made by whoever takes the transporter and the support launches the skills from the car, taking control when necessary. (Um carro feito por partes de restos de outros carros, com um blower no capô e sem pára-brisa. Basicamente Dax é quem dirige e D. Metal presta todo o suporte na traseira do carro, afim irem mais longes. A direção do carro é feita por quem pegar o trasportador e o suporte lança as habilidades á partir do carro, assumindo o controle quando necessário.) Lore: Dax is a man of very few words, who learned survive in a extreme situation on board of his car, met D. Metal in a expedition after one situation of dangerous. (Dax é um homem de poucas palavras, que aprendeu a sobreviver em uma situação extrema a bordo de seu carro, conheceu D. Metal em uma expedição após uma situação de perigo.) D. Metal little is known about him, but he is known for his ability to survive. Able to fold sand, he uses his skills and knowledge to keep himself alive and help Dax, who appeared at a crucial moment in his life. (D. Metal pouco se sabe sobre ele, mas é conhecido pela capacidade de sobrevivência. Capaz de dobrar areia, usa suas habilidades e conhecimento para se manter vivo e ajudar Dax, que apareceu em um momento crucial de sua vida.) Passive (Transporter) - Spy Rearview When in possession of the bomb, a very small percentage of D. Metal's abilities also replenish his ultimate. (Quando em posse da bomba, uma porcentagem muito pequena das habilidades de D. Metal também recarregam sua ultimate.) Passive (Support) - Survivor Instinct D. Metal's great ability to survive different situations leaves him immune to disarming effects, like silence or loss of control. (A grande capacidade de sobrevivência de D. Metal a diversas situações o deixam imune a efeitos desarmadores, feito silencio ou perda de controle.) 1st Skill (T) - Flare Dax shoot a flare in front of the car in a medium distance, in case of miss the target, the light stay in the road for a short time, when the target be hit by the flare, a luminous light apear in a small area and blinding the targets. ((Dax dispara um sinalizador na frente do carro a uma distância média, em caso de erro ao alvo, a luz permanece na estrada por um curto período de tempo, quando o alvo é atingido pelo sinalizador, uma luz luminosa aparece em uma área pequena, cegando os alvos.) 1st Skill (S) - Sand Spear D. Metal creates a spear made by sand and launch to any direction taking damage, by the time the player hold the button, more distance is increased. (D. Metal cria uma lança feita de areia e lança em qualquer direção, causando danos; quanto mais o jogador segura o botão, maior a distância.) 2nd Skill (T) - Shotgun Dax shoots in a cone area with his shotgun causing damage, enemies hitted briefly lose control of their machines. (Dax atira em uma área cônica com sua shotgun causando dano, inimigos atingidos perdem brevemente o controle de suas máquinas.) 2nd Skill (S) - Boomerepair D. Metal throws his boomerang in a straight line in any direction, causing damage on the way, and on the return repair the affected allies. If an enemy is hit, the bumenrag comes back with an aura, increasing the hit area. When the boomerang returns to D. Metal it heals Dax in a small amount, if it hits at least one opponent or ally doubles the amount of primary healing and if it hits at least one opponent and at least one ally this initial cure is tripled. (D. Metal atira seu bumerangue em linha reta para qualquer direção, causando dano na ida, e na volta repara os aliados atingidos. Caso um inimigo seja atingido o bumerangue volta com uma aura, aumentando a área de acerto. Quando o bumerangue retorna a D. Metal ele cura Dax em um pequena quantidade, caso atinja pelo menos um adversário ou aliado dobra a quantidade de cura primaria e caso atinja pelo menos um adversário e pelo menos um aliado essa cura inicial é triplicada.) 3rd Skill (T) - Gas Dax gains acceleration and increases her mass. (Dax ganha aceleração e aumenta sua massa.) 3rd Skill (S) - Mirage When you activate Dax's next third ability, it makes it invisible and advances, while D. Metal takes control of a sand copy of Dax's car for a period of time. Both are targetable, if D. Metal receives fatal damage the copy disappears before the skill period and Dax is visible again. (Quando ativa a próxima terceira habilidade do Dax faz com que ele fique invisível e avance, enquanto que D. Metal assume o controle de uma cópia feita de areia do carro do Dax por um período de tempo. Ambos ficam alvejáveis, caso D. Metal receba dano fatal a copia some antes do período da habilidade e Dax volta a ficar visível.) Ultimate (T) - Take a Lose Control When activating Dax gains a small amount of shield and for a short time if he receives fatal damage, D. Metal assumes the direction of the car for 2 seconds, maintaining possession of the bomb and only being able to make passes. (Ao ativar Dax ganha um pequena quantia de escudo e por pouco tempo se caso ele receba dano fatal, D. Metal assume a direção do carro por 2 segundos, mantendo a posse da bomba e apenas podendo fazer passes.) Ultimate (S) - Sand Hand D. Metal sends a sand hand to a specific area, repairing the closest ally, the near ally can be Dax. (D. Metal envia uma mão de areia para uma área específica, reparando o aliado mais próximo, o aliado próximo pode ser Dax.) Grateful for the attention! *If you are not understanding much about the concept presented and want to understand it better, you can check the link/video below:
  6. New machine concept: Quickstop. Description: An interceptor that uses speed to his offence. Pilot's appearance: He would be a race car driver with flames on his suit. Machine's appearance: It would be a stock car (As pictured below.) But with a huge wing and have blue flames on it. Lore: A famous racer from the Metal City Speedway goes to the arena after hearing about Black Lotus and decides to challenge him. Abilities: Passive: Burning Rubber. With every activation of weapon E he gets a speed boost for each. Q: Boomerang blast. Shoots a boomerang out which deals damage and comes back to him. Multiple boomerangs can be fired but when all of them are used up the cooldown starts. W: Spoiler Blade. Quickstop's spoiler extends out the sides slicing enemies and dealing damage. E: Adrenaline Rush. Quickstop accelerates at immense speed leaving a trail of burnt rubber. R: Victory Lap. A finish line appears in front of Quickstop which lasts for 7s when he crosses it enemies take high damage but when he fails to he takes damage himself.
  7. Name: Eternal Rest Role: Interceptor Graphic contept: Concept: An interceptor specialized in ensuring kills. (Um interceptador especializado em garantir abates.) Lore: Some picture Charon, the ferryman of death, as a scary being wearing a ragged cloak on a terrifying chariot. Little do they know, he's way more classy. He wears a sharp tux and tries to make the ride to the other side as comfortable as possible on his limo. Even so, some still refuse to go and he has no choice but to go after them and drag them by force. That's what he's doing at the arena, searching for a certain Windrider who's so obsessed about her "vegeance" that she forgot to pass away. (Alguns imaginam Caronte, o barqueiro da morte, como um ser assustador vestindo um capuz esfarrapado numa balsa tenebrosa. Mal sabem que ele é, na verdade, bem mais estiloso. Usa um terno requintado e tenta fazer com que a viagem para o outro lado seja tão confortável quanto possível em sua limusine. Ainda assim, alguns se recusam a ir e não lhe deixam escolha a não ser arrastá-los à força. É isso o que ele foi fazer na arena, procurando por uma certa Windrider, tão obcecada com sua vingança que se esquecera de morrer.) HP: 600 Mobility lvl: 3/6 Passive: Death Mark Eternal Rest's weapons release ghosts. A ghost gets atracted by an enemy that passes too close by it and gets absorbed by them, cursing them. In summary, the curse works by stretching the time it takes for a machine to autorepair. Here's how it works: Every machine has a curse bar (invisible until they get cursed) which acts as an extension of the autorepair bar; The curse bar is as big as the machine's autorepair bar (if it takes 5s for the machine to autorepair, the curse bar will also have a maximum extension of 5s); Each ghost fills a portion of the curse bar (let's say 0,5s, which would be 10% of a 5s bar); The curse bar empties itself just like the autorepair bar fills itself, stopping if the machine takes damage; The autorepair bar doesn't fill itself until the curse bar is completely empty; If the target gets cursed, but not damaged, the autorepair bar doesn't get reset, but simple pauses it's charging until the curse is gone; If the curse bar gets completely full, the target gets Death Marked until the curse gets depleted, radiating a purple aura; Death Marked machines are unnable to receive repair from any sources and to be cursed any further. Also, being hit by Soul Harvest while Death Marked will result in instakill. (As armas de Eternal Rest liberam fantasmas. Um fantasma é atraído e absorvido por um inimigo que passe muito perto dele, amaldiçoando-o. Em suma, a maldição prolonga o tempo que o alvo leva para se autorreparar. Eis como funciona: Toda máquina tem uma barra de maldição (invisível até ela ser amaldiçoada), que age como uma extensão da barra de autorreparo; A barra de maldição é do tamanho da barra de autorreparo do alvo (se leva 5s para aquela máquina se autorreparar, a barra de maldição também terá uma extensão máxima de 5s); Cada fantasma enche uma porção da barra de maldição (digamos 0,5s, que seria 10% de uma barra de 5s); A barra de maldição de esvazia da mesma forma que a barra do autorreparo se enche, pausando sempre que a máquina recebe dano; A barra de autorreparo não se enche até que a barra de maldição esteja completamente vazia; Caso o alvo seja amaldiçoado, mas não danificado, a barra de autorreparo não reinicia, mas simplesmente pausa seu carregamento até que a maldição suma; Caso a barra de maldição se encha por completo, o alvo fica Marcado para a Morte até que a maldição se esgote, irradiando uma aura roxa; Máquinas Marcadas para a Morte não podem receber reparo de qualquer fonte nem maldição adicional. Além disso, ser atingido por Soul Harvest enquanto estiver Marcado para a Morte resulta em instakill.) Q: Soul Harvest Eternal Rest swings a scythe (coming out of nowhere) ahead of him, dealing low damage to every enemy within a short range and shooting out several ghosts on a half-moon shape with medium range forward. The ghosts slow down midway and stay put for 1s at the end of their reach before vanishing. (Eternal Rest brande uma foice (que surge do nada) à frente, causando um baixo dano a todo inimigo em curto alcance e disparando alguns fantasmas em meia-lua com médio alcance à frente. Os fantasmas perdem velocidade no caminho e ficam parados por 1s no fim de sua trajetória antes de sumir.) W: Chauffeur of Death Eternal Rest shoots a kama attached to chains with medium-short range forward. It deals low damage to the first enemy hit. The W key may be kept pressed down in order to keep the kama attached to the target (if it hits one). In this case, Eternal Rest loses mass and gets pulled by the target. The chain breaks just like the bomb connection does, with force applied on both ends. The chain doesn't go over walls: It wraps itself around them. When the W key gets released, the kama gets pulled back. When this happens, the target receives a small pull and every ghost on a wide area around them gets slowly drawn to them, gaining speed over time. Chauffeur of Death's cooldown only starts counting after the W key gets released. (Eternal Rest dispara um kama preso a correntes com médio-curto alcance à frente. Ela causa um pequeno dano ao primeiro inimigo atingido. A tecla W pode ser mantida pressionada para deixar o kama preso no alvo (caso acerte algum). Neste caso, Eternal Rest perde massa e passa a ser puxado pelo alvo. A corrente se quebra da mesma forma que a conexão da bomba, com força aplicada em ambos os lados. A corrente não atravessa paredes, mas se enrosca ao seu redor. Quando a tecla W é solta, o kama é puxado de volta. Quando isso ocorre, o alvo recebe um pequeno puxão e todo fantasma numa grande área ao seu redor começa a voar em sua direção lentamente, ganhando velocidade com o tempo. O cooldown de Chauffeur of Death só começa a contar quando a tecla W é solta.) E: Ferry Fare Eternal Rest rushes ahead, leaving a fissure on the ground on his wake from where a number of ghosts emerge and very slowly wander around for 2,5s before vanishing. (Eternal Rest acelera à frente, deixando uma fenda no chão em seu rastro, da qual emergem alguns fantasmas que muito lentamente vagam sobre a área por 2,5s antes de sumir.) R: The Grim Reaper All currently cursed enemies become instantly Death Marked. Meanwhile, Eternal Rest transforms into the Grim Reaper himself, riding a terrible chariot pulled by dead horses, staying like that until all Death Marks expire. While in this form: His hitbox is larger than usual, but his mobility gets enhanced; None of his weapons release ghosts; Soul Harvest has triple range and it's cooldown is halved; Chauffeur of Death is disabled; Ferry Fare lasts longer. (Todos os inimigos que estiverem amaldiçoados são instantaneamente Marcados para a Morte. Enquanto isso, Eternal Rest se transforma na própria Morte, conduzindo uma carruagem terrível puxada por cavalos mortos, permanecendo nessa forma até que todas as Marcas da Morte expirem. Enquanto nessa forma: Sua hitbox fica maior, mas sua mobilidade também aumenta; Nenhuma de suas armas libera fantasmas; Soul Harvest tem seu alcance triplicado e seu cooldown reduzido pela metade; Chauffeur of Death é desabilitado; Ferry Fare dura mais tempo.) Quotes: Pick quote: I hope you got your ticket, cause it's time for me to take you! Kill quote: Here lies another happy client! Low life quote: You must have a death wish! Special weapon quote: It's time to go! Win quote: Don't forget to give me 5 stars! It helps a lot! Lose quote: Why does no one ever want to ride wih me?...
  8. It will be until season 10 where we get our new batch of balance changes. As for now, I would like to highlight and explain several factors and errors that make certain things either very broken or painful to play with or against. Some of these have remained for seasons counting. 1) Barriers having issues with intangibility (not airborne or invincibility!) phases (respawn and windrider special). Having played many games against Rampage and Icebringer, I can confirm that, for whatever reason, their collision hitboxes for the barriers will affect your machine, even when your machine or that Rampage/Icebringer should not be affected by anything. When you use a Windrider special, Rampage can use his speed boost to push you away in that phase. It won't deal damage, but it will still move you around as usual, which is enough to pivot team stances entirely (bomb possesion switches to enemy). Icebringer is not as bad, where the intangibility phase does properly work, but you will find that you can collide onto him when he comes out of rebuild. On top of that, with all the barrier related bugs... there's something about the barriers that really makes the game confused. Speaking of intangibility phases, some other machines have some weird loopholes around the weapon lock. Peacemaker can use his cannon in this phase, though I've never done it myself. I've seen players do it a bunch of times, though I rarely come across Windrider and Peacemaker together (or just seeing Peacemaker at all, since this intangibility phase also includes post-rebuild). Peacemaker can definitely exploit this. 2) Artificer. I get what they tried to do by weakening Artificer and slowing down her special buildup, but it won't stop people from using her as a transporter as always. Since she is small, has gradual self repair which cancels out attrition strategies against her almost entirely, has incredibly good reversal which makes her better at dodging than black lotus, has a weapon that can finish off enemies easily due to attack range and velocity, and a special that guarantees invincibility unless if your enemy has legendary marksmanship (a 1 out of a couple hundred players chance of encountering), nothing actually changed since season 5 or 6. If you won't take damage in the first place, then it really doesn't matter what you do to the health without breaking it even further. In a team game this is worsened even further, as teams can now shove three interceptors with Artificer and call it a day. If they do two supports, there is little ability to deal with the interceptors, as they are flooded with healing and the healers themselves saturating each other with heals, making it really hard to defeat either one of them (Artificer does have a high healing output, which does not require time, as it is burst heals that she does). In casual games, people who see bots more often than not will just play her until they're bored out of their ass for the game being too easy, therefore leaving the game for its "simplicity". Even new players can use Artificer with a lower chance to fail than Black Lotus or Rampage. Since death is still the best CC, despite all the things you can do to force drops and split teams, having nigh indestructible machines is a win condition on all fronts. Let's not mention the special being used as a goal forcer, and the counters to it are rather weak at best. It makes a situation where the game sits at the very end until Artificer gets her special, which becomes the most boring and uninteresting way to win. Want to do that three times? It makes sense that they would want to make Artificer a machine that can do all the things other supports do to some extent, but it would be more tasteful to make Artificer be just Artificer, rather than a mix of them all. One thing that is made distinct throughout all of her changes: her survival and her allies' status is almost completely seperate. This is great for a new player, as they get the most deliberate form of managing their survival and protecting her allies. A first and foremost change would be to reset her driving attributes to make her worse at reversing and enlarging her to a size where it's at least not reasonable to use her as a transporter. The really high quality rotation is passable, as Artificer is a drone; it would make sense that she has perfected the stability of the hoverbike over two hundred years. Therefore, the size needs to change; with the way she is now, she doesn't even need to reverse to evade almost everything. You can increase her health a bit if you do this. One thing about Artificer is her ability to chase; due to her first weapon, she doesn't need to try getting multi hits out of it, since it's good enough to chase; it's too weak for Black Lotus to use karma on, but they can't use their karma for just 75 damage. I would propose the idea of making it do 25 more heal and damage than its current state (or increase the special weapon charge by a small amount instead) at the price of a decreased initial velocity. This way, it makes more sense to use the weapon on more machines at a time and less on a single unit, though its ability to hit multiple enemies with its long lifetime makes it viable enough to finish off enemies somewhat. The health benefit for healing others with the first weapon makes it worthwhile to risk herself to heal others in places that could be lethal for her. Aside from that, the other weapons are rather reasonable; it is more on the machine itself that is the problem. I would probably improve the second weapon, since you ultimately get caught in the crossfire for trying to make use of it, but I think the output might pay for it. Until season 10 (unless if this goes on for even longer), she'll be much better than what Black Lotus will ever be. 3) Clunker. I won't say much about him, but I do think that he's been increasingly overbearing over the times. It does make sense that they would make the dash have some impact to give him more power, and decreasing the cooldown of the hook to make it a lot less of a coinflip on whether that one shot saves the game or leads to defeat. However, I feel that he deals far too much damage for the amount of cc he can do; given that it takes a whopping 17-20 seconds to come back to the field after death, being able to make the kill as well as holding off the enemy is just too much; you're adding even more time for Clunker to remove a player from the game, since he deals enough damage to kill in a combo. It was evident enough that Clunker would be added to team games, even without any of the aforementioned changes, due to being able to guarantee goals with the special (and also causes the game to stall at the very end just to wait it out, like Artificer). Like Dirt Devil's hook, I think that the hook should deal less damage than 200. I'd say 140 is a good number. While the dash from clunker is what deals the most damage to ensure that Clunker can kill enemies, it would make Clunker incredibly painful to use all around to have to resort to weapon 1 to deal chip damage; the timing and macro is a tall order, no matter how competitively viable Clunker is. I would suggest cutting down the damage from the dash by a small amount; I believe that Clunker should barely be able to deal 500 damage in a full combo. So Clunker would deal 140 damage initially, which pulls the enemy close enough to deal 100 damage from the circle shock. Then Clunker would dash into his victim, dealing more damage and hooking the player for even longer, and then deal 100 more damage with another use of the first weapon. You can use that as reference. While one would point out the ultimate adding more damage to that, you also have to consider that he's not going to get his ultimate all the time, and Rampage and Killer J also could deal even more damage than they already do with it. 4) Wildfire and Stargazer's hitboxes for their weapons do not line up. For players with higher latency, this will really screw them over; they would have to rely on instinct instead of visual intuition to land hits. It is worse for Wildfire, as this also applies to the trail; players could take damage without any visual signs to show why. This shouldn't be that hard to fix, though I do notice that Wildfire has been the target machine for experimental tweaks to see what they can do to machines they may make in the future (referring to Wildfire being unable to use weapons when bomb gets scored like Peacemaker, Stargazer, and Vulture, while all other machines which came before can use weapons). Stargazer's is slightly better, maybe fixed, but I can still feel that near misses still happen frequently, especially for warping into ally machines. A good solution for Stargazer's entangle issue is to highlight the player that the player would entangle to from the cursor, so they can tell if their mouse is in the right location. 5) Vulture and Peacemaker are currently two of the most repulsive machines in the game; having new players gain access to them causes a lot of mishaps to their understanding of the game. For one, you would have to know a lot of things just to use peacemaker right AND have the skills to do a decent job. Considering the arcade feel of the game, Peacemaker has so much things that need to happen for a half decent player to come out where it will be unreasonable for a new player to ever get their hands on it. Due to the really bad mobility of peacemaker without any tricks, players will lose sight of the game itself to at least understand what the hell they're doing with the tank. If you've seen the lack of good macro from low elo players, having a machine that slow would make them even more useless than bots, and it is by starter's luck that they manage to do good things with Peacemaker. Vulture, being so evasive and damaging in the long run, is incredibly hard for a new player to fight against. Full Metal Judge is not nearly as bad, since he loses health and is not as nimble. If a new player encounters Vulture, the chance that they'll leave the game or have a really bad experience is higher than not; if they're too dead to do anything about vulture, then it's essentially the same as kicking players out of the game by some random sweeper. New players are very unlikely to eventually get to the thought train that they should beat the crap out of the player before they leave the game, as doing so could be recognized as bad sportsmanship. While Peacemaker can be solved by keeping him well out of the hands of the new demographic (though right now it's still pretty easy to get, due to the fame you get at the start of a season, and he's currently not so bad that he needs a balance change (debatable, as he currently could be too )), Vulture is certainly questionable for those youths. Right now he is ultimately Master Yi brought from LoL to HMM. I prefer that Vulture stays as is, but there's a sizeable chance of the need to reform(which I think causes more pain than gain. Despite how annoying he is to fight against, it wouldn't be good for him to change heavily; there are a good number of hardcore vulture players out there). 6) Lately, Photon has been exceptional. I probably shouldn't put this issue here now, since it's good for us, but she's been too easy to use. I would wager that you can definitely revert the range of Photon's Better back to what it used to be, since it's just that good (and it's very forgiving). It can't be helped, but she's arguably the easiest machine to use (most certainly the easiest supporter). One thing that I think could change, should she be found to be too good, is to lessen the maximum damage of Harder, since it's a 60-180 damage multi-hit, though the chances of her ever needing that much of a nerf is very low. However, due to the Photon + Metal Herald Combo, you may want to either decrease the firepower of Photon to make that combo less threatening when it comes to damage. or... maybe it heals for too much. After all, just one flick and your ally heals for 150+. It's strongly against the high risk high reward system that HMM runs today, so do take that into consideration. 7) The death consequence is massive. Right now, in every place, everyone strongly believes that death is the best cc, and that the ones with good ccs only really use it to do a combo kill, or ensure death. Those that can't are deemed as "unviable", and are hardly acknowledged in the competitive game. Given that there are a good number of one shots and that the power levels of machines makes the machines "volatile" in comparison to other mobas, it would be a good idea to reduce the death timer by a few seconds. This seems like a huge deal, but I think that you can cut it down with little consequence. Right now, dying in the halfway zone, just at the outskirts of damage hazards, means that the game transitions to goal defense if no one can slow them down. Sometimes you're not able to, due to the way the road is made to the goal. And I think we can all agree that being able to use other methods aside from death all roundedly makes a lot more interesting plays; icebringer is a proof of this. There's always some methods to make cc kill, should it be necessary, thanks to lava and acid. But I think that nerfing death penalties will make things a lot more fun. It also cuts down the issue where killing one by one is better than killing all in one go, as having a numerical advantage of machines throughout the entirety of the game is better than killing them all in one go. I'd like to dub this the kill cascade. Thanks to the kill cascade, aoe machines are worse than hunting machines, where they kill one by one. That's why I think that cutting a few seconds of timeout from death is a good thing. I think I've gotten most of the balance problems I see this season. Let me know what you think, and post here if you know of other pressing problems that you think seems unstable.
  9. I do think that the removal of the upgrade shop makes sense. An economy requires time to build up, but a game so fast paced has a chance of not being able to make use of it, or, worse yet, stalling the game far longer than necessary to get the good stuff. I can imagine an upgrade system where you get to upgrade one thing after each round, so you get an innate advantage over the rounds (and a difference to the rounds directly), which would make more sense, but it would be really costly for the dev team to make new machines afterwards (which is something that we're all twiddling thumbs for deep down). I do use a path indicator that is built in the settings. It's really useful. As for the pace of the game, I believe that damage flying everywhere would be a lot easier to manage if the death timeout takes less seconds off; earlier before seasons 4 or 5, death was not always the best cc, but now it is, even for icebringer. I really wish that they keep the victory sequences; it's good motivation and eye candy for new players, plus having something fun to see as you play more games.
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  11. New machine concept: Stinkbomb. Description: A support who can turn damage into repair. Pilot's appearance: He would be a skunk zoomorph who would be well dressed and wear a lab coat. (And he would have a French accent.) Machine's appearance: Take this Military truck for example, It would have tanks on both sides and the interior would be glowing. Lore: A scientist who works at the City Of Manfall power plant developing a new gas that can heal the sick and injured. However his experiment was deemed illegal and too deadly for making a vaccine out of. But Brian Steele was hopeful for the skunk's gas and told him that he should enter the Metal arena to prove that it wasn't illegal enough to be banned. So that's what he just did! Abilities: Passive: Gamma Charge. When Stinkbomb receives damage the fluid in his tanks start glowing and getting brighter and brighter with every hit taken. When they are fully charged the longer he can keep his weapon keys held down. Q: Gamma Missiles. Fires 3 gamma bombs forward 3 from each cylinder which stick onto enemies dealing damage when they explode. W: Healing Gas. Opens up his tanks releasing gas that heals allies. E: Toxic stream. Accelerates forward releasing a stream of toxic gas damaging and confusing enemies. R: The power of science. Heals allies with a giant plasma aura.
  12. CAR NAME: Shiny Diamond PILOT NAME: Lucy S. Diamond CLASS: Transporter Descrição da Piloto: Ela usaria uma roupa de motocross com ombreiras, luvas, caneleiras, botas e um capacete de cristais. Teria cabelos longos e pretos. Pilot's description: She would wear a motocross outfit with shoulder pads, gloves, shin guards, boots and a crystal helmet. He would have long, black hair. Description du pilote: elle porterait une tenue de motocross avec des épaulettes, des gants, des protège-tibias, des bottes et un casque en cristal. Il aurait de longs cheveux noirs. Descripción del piloto: Ella usaría un atuendo de motocross con hombreras, guantes, espinilleras, botas y un casco de cristal. Tendría el pelo largo y negro. Descrição do Veiculo: Seria uma Hoverbike com apenas uma roda, na parte da frente teria um cristal especial que faria a parte da frente flutuar e seria a fonte das Skills Vehicle Description: It would be a Hoverbike with only one wheel, on the front it would have a special crystal that would make the front part float and it would be the source of the Skills Description du véhicule: Ce serait un Hoverbike avec une seule roue, à l'avant, il aurait un cristal spécial qui ferait flotter la partie avant et ce serait la source des compétences Descripción del vehículo: sería un Hoverbike con una sola rueda, en la parte delantera tendría un cristal especial que haría flotar la parte delantera y sería la fuente de las habilidades. Theme: LORE Uma misteriosa ladra de joias e pedras preciosas que chegou na cidade por causa de uma lenda de uma Pedra especial que está dentro da Fortaleza do Secto. Entrou na arena como disfarce para sua operação. A mysterious thief of jewels and precious stones that arrived in the city because of a legend of a special Stone that is inside the Fortress of the Secto. He entered the arena as a cover for his operation. Un mystérieux voleur de bijoux et de pierres précieuses qui est arrivé dans la ville en raison de la légende d'une pierre spéciale qui se trouve à l'intérieur de la forteresse Secto. Il est entré dans l'arène pour couvrir son opération. Un misterioso ladrón de joyas y piedras preciosas que llegó a la ciudad debido a la leyenda de una Piedra especial que se encuentra dentro de la Fortaleza del Secto. Entró en la arena como una tapadera para su operación. PASSIVE - Diamonds are Eternal O cristal da parte debaixo da moto a protege de 50% do dano causado pela lava e acido. The crystal on the underside of the bike protects it from 50% of the damage caused by lava and acid. Le cristal sur le dessous du vélo le protège de 50% des dommages causés par la lave et l'acide. El cristal en la parte inferior de la bicicleta lo protege del 50% del daño causado por la lava y el ácido. 1st SKILL - Diamonds on My Windshield Cria um escudo com espinhos feito de cristal na frente da moto, esse escudo protege de 50% do dano dos inimigos (projetil apenas) que vier na sua frente. Causa dano se inimigos encostarem Creates a shield with spikes made of crystal in front of the bike, this shield protects from 50% of the damage from enemies (projectile only) that comes in front of you. Deals damage if enemies touch Crée un bouclier avec des pointes en cristal devant le vélo, ce bouclier protège de 50% des dégâts des ennemis (projectile uniquement) qui viennent devant vous. Inflige des dégâts si les ennemis se touchent Crea un escudo con púas hechas de cristal en frente de la bicicleta, este escudo protege del 50% del daño de los enemigos (solo proyectil) que viene frente a ti. Inflige daño si los enemigos tocan 2nd SKILL - Refraction Cria um escudo de cristal na parte de trás que te protege de 50% do dano causado por inimigos. Se um aliado atirar um projetil e atingir esse escudo, o projetil sofre refração e é disparado para varias direções ao mesmo tempo, porem causando uma quantidade de dano dividida pelo numero refracionado Create a crystal shield on the back that protects you from 50% of the damage done by enemies. If an ally fires a projectile and hits that shield, the projectile undergoes refraction and is fired in several directions at the same time, but causing an amount of damage divided by the refracted number. Créez un bouclier de cristal à l'arrière qui vous protège de 50% des dégâts infligés par les ennemis. Si un allié tire un projectile et frappe ce bouclier, le projectile subit une réfraction et est tiré dans plusieurs directions en même temps, mais causant une quantité de dégâts divisée par le nombre réfracté. Crea un escudo de cristal en la espalda que te protege del 50% del daño infligido por los enemigos. Si un aliado dispara un proyectil y golpea ese escudo, el proyectil sufre refracción y se dispara en varias direcciones al mismo tiempo, pero provoca una cantidad de daño dividida por el número refractado. 3rd SKILL - Rush like a Crazy Diamond Acelera bruscamente para frente, se estiver com a primeira habilidade ativa causa dano e empurrão nos inimigos Accelerates sharply forward, if you have the first active ability deal damage and push enemies Accélère fortement vers l'avant, si vous avez la première capacité active, infligez des dégâts et poussez les ennemis Acelera bruscamente hacia adelante, si tienes la primera habilidad activa, inflige daño y empuja a los enemigos ULTIMATE - Crystal Eye O cristal brilha intensamente e solta uma explosão numa area circular, inimigos dentro dessa area recebem um dano pequeno e ficam presos dentro de uma prisão de cristal por alguns segundos (basicamente a ultimate do IceBringer porem os inimigos ficam fixos no lugar) The crystal shines brightly and releases an explosion in a circular area, enemies within that area take a small amount of damage and are trapped inside a crystal prison for a few seconds (basically the IceBringer ultimate but the enemies are fixed in place) Le cristal brille et libère une explosion dans une zone circulaire, les ennemis dans cette zone subissent une petite quantité de dégâts et sont piégés dans une prison de cristal pendant quelques secondes (essentiellement l'ultime IceBringer mais les ennemis sont fixés en place) El cristal brilla intensamente y libera una explosión en un área circular, los enemigos dentro de esa área reciben una pequeña cantidad de daño y quedan atrapados dentro de una prisión de cristal durante unos segundos (básicamente el IceBringer ultimate pero los enemigos están fijos en su lugar)
  13. New machine concept: Candy Queen. Description: A Interceptor that uses candy themed weapons to battle enemies. Pilot's appearance: She would be a girl in brightly colored clothes reminiscent of candy. Machine's appearance: It would be a kart made out of candy akin to that of Sugar Rush from Wreck It Ralph. Lore: A sugar addict who loves sweets! Any kind of sweets from gumdrops to peppermints. One day while she was chewing her gum she found a flyer for the metal arena and she gladly entered to sweeten up the competition! Abilities: Passive: Tasty treat. The candy tastes so good that cooldowns are faster. Q: Powermint. Shoots out a peppermint that deals damage to enemies. W: Taffy stream. releases a stream of taffy that sticks to enemies. 2nd activation: the taffy reals the enemy in dealing damage. E: Bubblegum boost. A bubble inflates from the back of her machine. When it bursts she is propelled forward. R: Jawbreaker. Shoots out a giant Jawbreaker which rolls at enemies dealing immense damage.
  14. New machine concept: Shellgame. Description: A transporter that can is incredibly sturdy making him a good obstacle for when the enemy team has the bomb. Pilot's appearance: He would be a cyberpunk knight in futuristic armor. Machine's appearance: It would be a 6 wheeled armored truck with a railgun on top. Lore: A cyberpunk knight and partner of Mainframe enters the arena to prove that the future is now! Abilities: Passive: Indestructible. Damage is reduced by 15%. Q: Trip wire. Shoots out a horizontal line shaped projectile that deals damage to enemies. W: Armadillo. Extra armor is deployed around Shellgame that reflects enemy projectiles back at them. E: Body bash. Accelerates forward slamming his sturdy body into enemies dealing high damage. R: Riot plow. Shellgame gains 6 full activations of Body bash and deploys a plow from the front of his machine.
  15. New machine concept: Spikestrip. Description: An interceptor who can damage enemies without using his weapons. Pilot's appearance: He would be a porcupine zoomorph in punk clothing. Machine's appearance: It would be covered in spikes similar to the buzzards from Mad Max Fury Road. Lore: Alert and on edge Spike Stabbington enters the arena to prove that he's innocent after being falsely accused of a crime he didn't commit. Abilities: Passive: Porcupine. Enemies take damage when they get too near. Q: Impaling quill. Fires a quill at enemies dealing damage. W: Homing quill. Fires a quill that can home on to targets. E: Javelin Accelerates forward ramming into enemies. R: Scatterspike. Fires all his quills from his machine dealing high damage to all enemies around him.
  16. Name: Papa Road Role: Transporter Graphic concept: Only with a big rotary machine gun on top of the sidecar. (Teria também uma grande metralhadora giratória sobre o sidecar.) Concept: A transporter whose skills require him to be always on the move forward. (Um transportador cujas habilidades o impelem a estar sempre se movendo à frente.) Lore: A free spirit who used to travel the world, coming from a lot of places with nowhere to go, helping strangers in his path when he can. Years ago he managed to rescue a stray dog in Manfall after finding out about the cruel fate that awaited him in the Imperial City's labs, althought it cost him his left leg, which he had replaced short after with a robotic one. The mutt became his loyal friend since then. Years later they got to Metal City and had a look, among other machines, at Peacemaker. The biker's heart got filled with compassion. How many innocent dogs must have been mistreated in order for that experiment to work? That's when he promised himself and his partner that they wouldn't leave Metal City until that tank got destroyed and, when it did, they'd set the route back to Manfall. (Um espírito livre que costumava viajar pelo mundo, vindo de vários lugares sem nenhum destino certo, ajudando estranhos em seu caminho quando possível. Anos atrás ele conseguiu resgatar um vira-lata de Manfall após descobrir qual seria seu destino nos laboratórios da cidade imperial, apesar de isso ter lhe custado sua perna esquerda, que ele então substituiu por uma prótese robótica. Desde então, o cão se tornou seu amigo leal. Anos depois eles chegaram a Metal City e deram uma olhada, entre outras máquinas, no Peacemaker. O coração do motoqueiro se encheu de compaixão. Quantos cães inocentes deveriam ter sido maltratados para que aquele experimento funcionasse? Foi aí que ele prometeu a si mesmo e ao seu parceiro que eles não deixariam Metal City até que aquele tanque fosse destruído e, quando isso acontecesse, eles tomariam o caminho de volta para Manfall.) HP: 600 Mobility lvl: 5/6 Passive: Gears As Papa Road travels a certain distance without stopping, he shifts gears. The greater the gear, up to the fifth one, the more effective his weapons get. If he comes to a complete stop at any moment, he goes back to the first gear and has to start over. (Sempre que Papa Road viaja uma certa distância sem parar, ele troca de marcha. Quanto mais alta for sua marcha, até a quinta, mais efetivas são suas armas. Caso ele chegue a uma parada completa a qualquer momento, ele retorna à primeira marcha e tem que começar de novo.) Q: No Overtaking Papa Road uses his prosthetic leg to abruptly kick an enemy machine by his left, dealing low damage, pushing them away a short distance and disarming them for 0,5s. No Overtaking has no warmup, but a very short range. As he gears up, the damage dealt gets higher, the push gets stronger and the disarm lasts longer. (Papa Road usa sua perna prostética para chutar bruscamente uma máquina inimiga à sua esquerda, causando um pequeno dano, empurrando-a uma curta distância e desarmando-a por 0,5s. No Overtaking não possui warmup, mas tem um alcance muito curto. Conforme ele sobe de marcha o dano causado aumenta, o empurrão fica mais forte e o desarme dura mais tempo.) W: Muttley, Do Something! Papa Road's dog handles the rotary machine gun on his sidecar, shooting continuously on the mouse cursor's direction with middle-long range, dealing damage to the first enemy hit. If the bullets hit an enemy projectile, they destroy it midair. Muttley, Do Something! uses an overheating system (keep the W pressed down in order to keep shooting, but if you shoot for too long, the weapon will be disarmed for a longer period). The overheating time gets longer and the refreshing gets quicker according to Papa Road's current gear. (O cachorro de Papa Road manuseia a metralhadora giratória sobre seu sidecar, disparando continuamente na direção do cursor do mouse com alcance médio-longo, causando dano ao primeiro inimigo atingido. Caso as balas atinjam um projétil inimigo, elas o destroem no ar. Muttley, Do Something! utiliza um sistema se superaquecimento (mantenha a tecla W pressionada para continuar atirando, mas se você atirar por muito tempo a arma será desarmada por um período mais longo). O tempo de superaquecimento fica mais longo e o resfriamento mais rápido de acordo com a marcha atual de Papa Road.) E: Autobahn Papa Road does a Wheelie to the left while accelerating forward. During the wheelie, his hitbox gets halved, making him harder to hit, and he gets imune to sabotaging effects. The Wheelie lasts longer according to Papa Road's current gear. (Papa Road empina a moto para a esquerda enquanto acelera à frente. Durante a empinada, sua hitbox é reduzida pela metade, tornando-o mais difícil de atingir, e ele fica imune a efeitos de sabotagem. A empinada dura mais tempo de acordo com a marcha atual de Papa Road.) R: 6th Gear 6th Gear can only be activated when Papa Road reaches his 5th gear. Naturally, 6th Gear simply boosts the effects of his other weapons as described above, but also, during it's effect: No Overtaking also deals a skidding effect; Muttley, Do Something! also disarms and slows down it's targets for as long as they remain inside the stream of bullets; Autobahn repairs Papa Road every time an enemy or enemy projectile passes right under his sidecar. 6th Gear, as the other gears, only ceases when Papa Road comes to a complete stop, but while it's active, Papa Road's autorepair is disabled. (6th Gear só pode ser ativada quando Papa Road está na 5ª marcha. Naturalmente, 6th Gear simplesmente impulsiona os efeitos de suas outras armas conforme descrito acima, mas além disso, durante seu efeito: No Overtaking também causa derrapagem; Muttley, Do Something! também causa disarme e lentidão aos seus alvos por tanto tempo quanto eles permanecerem na torrente de balas; Autobahn repara Papa Road cada vez que uma máquina ou projétil inimigo passa por baixo do sidecar. 6th Gear, como as outras marchas, só cessa quando Papa Road para completamente seu movimento, mas enquanto ela está ativa, o autorreparo de Papa Road é desabilitado.) Quotes: Pick quote: "It's gonna be a long ride!" Kill quote: "No overtaking here, buddy!" Low life quote: "We gotta get outta here..." Special weapon quote: "This is my last resort!" Win quote: "And we still got half a tank of fuel! Haha!" Lose quote: "That was a hard road if ever I saw one..."
  17. New machine concept: Metal Sorceress. Description: A spellcasting support. Pilot's appearance: She would be a sorceress with tattoos all over her and would have a headdress. Machine's appearance: It would be a Morgan style car with a crest on the roof, and would have a tattoo pattering. Lore: A member of the sect of metal Persephone Godspeed enters the arena to reunite with Metal Herald so they can take over Metal City. Abilities: Passive: Dark Aura. Enemies' damage is lowered by 15% Q: Damaging spell. Casts a spell around her machine that damages enemies. W: Healing spell. Casts a spell that steals HP from enemies and gives it to allies. E: Acceleration spell. Casts a spell that accelerates her. R: Spellcaster. Casts a spell that has the effects of all 3 spells.
  18. I love the fact that you choose Livin' on a prayer by Bon Jovi as their theme.
  19. Bienvenido a HMM! Dependiendo de la hora del día, es muy posible que juegues con Bots. ¿Estás jugando en el servidor de NA? Desafortunadamente, nuestro número de jugadores no es tan alto como en los otros servidores. Puede intentar cambiar los servidores a SA o EU. En cualquier caso, estamos creciendo cada día nuestra base de jugadores, y esperamos que la experiencia también mejore para NA. Para encontrar personas con las que jugar, puedes escribir en nuestro Discord, hacer amigos y crear un juego personalizado, por ejemplo. De esta manera jugarás con jugadores humanos. ¡Nos vemos en la arena!
  20. New machine concept: Frankenscrap. Description: An Interceptor that repairs himself when destroying enemy machines. Pilot's appearance: He would be made entirely out of parts from a junkyard. Machine's appearance: A garbage truck with three giant claws one on top and two on the arms. Lore: A man who was extremely injured in an accident when the apocalypse happened. Artificer found what was left of him and converted him into a Frankenstein- esque cyborg. He now fights in the arena wanting others to experience the type of pain he went through and to thank Artificer for her help. Abilities: Passive: Incinerator. Whenever he defeats a enemy the usual death animation doesn't happen. Instead he picks them up and places them into his incinerator on top of his truck which restores his health. Q: Junk throw. Lobs a ball of scrap at enemies dealing damage. When the ball doesn't hit an enemy it explodes tossing scrap everywhere dealing damage. W: Lifter. Frankenscrap picks up an enemy and slams them three times dealing damage, and throws them back dealing more damage. E: Dump the junk. He opens up his hopper and dumps scrap on the ground dealing damage to enemies that drive over. R: Squeezeplay. Frankenscrap picks up an enemy with all three of his claws mashing them between dealing high damage.
  21. Hola que tal como estan, la verdad no soy tan nuevo en el juego lo descargue hace como 6 meses aprox. Tengo una duda, si lo juegan? Al menos yo en todas las partes normales siempre le escribo a la gente y nunca responde, también me doy cuenta que siempre que selecciono un piloto todos se adaptan a lo que yo eligo sin repelar ni nada, nadie pide piloto etc. sinceramente pienso que he estado jugando con puro bot y eso pues no esta chido tambien nunca encuentra una clasificatoria, solo normales si hay alguien jugandolo me gustaria agregarme para jugar ....🤤
  22. New machine concept: Dragonheart Description: A interceptor that rewards skillful players with damage and agility. Pilot's appearance: A warrior queen dragon zoomorph who would have flame patterns on her gown. Machine's appearance: A hypercar with a dragon motif. Lore: A legendary zoomorph who is one of the strongest warriors of the City of Manfall enters the arena to dispose of Rampage after he had caused a earthquake which destroyed most of the city. Abilities: Passive: Dragon's spirit. Allies' attack and speed are boosted. Q: Fire breath. Releases a stream of fire dealing damage to enemies. W: Solar flare. Summons a ball of solar energy which hovers above her machine and shoots solar blasts at enemies. E: Taking flight. Dragonheart accelerates forward surrounded in a dragon shape. (Each damage done by weapon Q rewards more speed.) R: Call of the dragon. Dragonheart lets out a mighty roar from the horn of her machine dealing high damage to enemies.
  23. New machine concept: Chilblaine. Description: A transporter freezing machine. Pilot's appearance: He would wear a bio suit for cold weather. Machine's appearance: A snow cleaner with a large ice cannon on the back. Lore: The arch nemesis of Icebringer enters the arena to put him on ice for good because of a incident that he was blamed for. Abilities: Passive: Sub zero. Enemies are slowed when near. Q: Ice beam. Shoots a beam of ice at enemies freezing and damaging them. W: Ice armor. Shields himself with armor made out of unbreakable ice reflecting projectiles back at enemies. E Clear the way! Accelerates forward ramming enemies with his plow dealing high damage. R: Icicle storm. rains down icicles from above dealing damage to enemies all around.
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