Ideas for Rumbleverse if it comes back
Reworks
Rush moves:
When you run into somebody, instead of they being instanty knocked back, they will stick to you for about 0.7 seconds before being thrown off
This allows you to rush them into a wall for more damage and a wall splat
Damage reduction: common: 190 -> 140, rare: 210 -> 150, epic: 230 -> 170
Damage when running into a wall with an enemy: common: 120 damage, rare: 140 damage, epic: 150 damage
Chokeslam moves:
Instead of dealing stamina damage once it lands, it now drains stamina while being grabbed
Both moves would now be chargeable
When fully charged, you would be launched higher and deal more damage
Grabbing would be slower, about the same speed as izuna moves
Damage reduction: common: 210 -> 180 (210 charged), rare: 230 -> 200 (230 charged)
Stamina drain: common: 7 per second, rare: 10 per second
Poison mist:
Renamed to Linger mist
Doesn't apply poison
When used, creates a small mist cloud that drains stamina from enemies
When charged, creates a larger cloud that last longer
Liberate:
Steals the most valuable item and adds it to your inventory, drops it on the ground if full
Meditative: Now can regen to full health
Healing now drains 10 stamina per second
Healing with stamina heals 10 health per second, while healing without stamina heals 10 health per second
Rabbit foot + Runner + Nimble:
All are now combined into a single perk: Athletic
Buffs
Roar moves:
Applies debuffs to enemies
Debuffs: common: Weakened - deal 15% less damage (10 seconds), rare: Dazed - can't regenerate staminaa (3 seconds), epic: Siphon - enemies heal 1% of their max health when damiging you (7 seconds)
Energy drinks:
Small energy drinks restore 35 stamina instantly when consumed
Big energy drinks restore 70 stamina instantly when consumed
Stamina pods:
Regenerate stamina faster the more max stamina you have
Football: Applies dazed for 5 seconds when hitting enemies
Nerfs
Weapons:
Using a vicious attack with a weapon now drops it if it didn't hit any target
New stuff
New moves:
Headbutt:
Strike move
Deals 30% of the enemies max stamina as stamina damage
Applies dazed for 3 seconds
Knocks enemies to the ground
Damage/Stamina/Cost: 160 damage/30% max stamina damage/20 stamina cost
Rarity: rare - Headbutt
Quake:
Strike move
Lunges you forward
Slams the ground and launches enemies upwards for combos
Can be charged Charging makes your attacks deal more damage
Damage/Stamina/Cost: common: 110 (150 charged) damage/15 stamina damage/10 stamina cost rare: 15 (30 charged) x 2 + 130 (170 charged) damage/5 x 2 + 15 stamina damage/15 stamina cost epic 15 (30 charged) x 4 + 140 (190 charged) damage/5 x 4 + 15 stamina damage/20 stamina cost
Rarity: common - Ground quake, rare - Earth quake, epic - Galaxy quake
Lasso throw:
Vicious move
Throws a lasso that pulls enemies towards you and then slams them on the ground
Stationary and ranged move
Long recovery time
Damage/Stamina/Cost: 260 damage/15 stamina damage/20 stamina cost
Rarity: epic - Lasso throw
Hot sauce:
Vicious move
Throws hot sauce in front of you that covers enemies or allies in hot sauce
Decreases or increases damage
Damage/Cost: -20% damage dealt by enemies, + 25% damage dealt by allies/ 60 stamina cost
Rarity: rare - Hot sauce
Perks:
Overcharged:
Adds an extra stat slot
Metal undies:
Take less knock back from moves
Lucky!:
Crates drop 1 more item
Armored:
Eliminating enemies gives 500 temporary health that can't be regenerated and isn't part of your normal health bar
Can't have more than 500
Hard-head: Take less stamina damage
Hunter:
See enemies through walls for 5 seconds after dealing damage to them
Hot hands:
Apply burning to enemies that you dealt damage to for 5 seconds dealing 10 damage per second