Technique Idea: Tremor

Technique Idea: Tremor
effort 4.857142857142857 14 quality 4.615384615384615 13 reasonability 4.571428571428571 14

Tremor

A grounded set of shockwaves that moves outwards. Can be jumped over with an uncharged high jump.

  • If used in the air, the user will slam down before making the shockwaves
  • Shockwaves will “jump” down and up across varying terrain levels, always staying grounded to the terrain
  • Enemies can get hit by multiple shockwaves

Customization


Speed: Makes the shockwaves “come out” faster but have lower damage


Spread: Shockwaves spread out over time but have lower damage. Enemies cannot be hit by more than one shockwave in the same “line”.


Amount: Increases the amount of shockwaves, but they have lower damage. Distance is also increased.


Size: Decreases the size of each shockwave, but they each deal more damage. Distance is also
decreased, as the shockwaves are positioned next to each other regardless of size.


Stuff that can be changed by the balancing team:

  • How fast the shockwaves appear
  • Startup time and endlag
  • The hitboxes of the move
  • Damage
  • Energy cost
  • Whether this is a rare, lost, or ancient technique
  • Strength stat requirement

Reason to add: I know it’s a technique that has the ability to zone, but I think that since the shockwaves are grounded, it’s designed more to catch someone landing than initiating an attack with it. Also, the game is already heavily based on air combat, so a grounded zoning tool shouldn’t be that powerful.

Is my suggestion realistically reasonable to add into the game? Is it worth the development time that would go into carrying it out?

It may be a little complicated systematizing the customization options, but it should still be doable.

Is my suggestion considerate of not only the concept and related aspects of the game, but also Vetex’s future plans for the game?

Okay, I’m not too sure about this. If AO is going to keep shifting more and more into air combat, then this move will probably become too niche to be worth adding into the game.

It also might be too similar to Carina’s Axe Slash, although I think that that move can actually be aimed upwards and hit multiple times via a lingering hitbox, damaging a player that stood still more than a player than ran into the hitbox at the last frame before it disappeared.

18 Likes

pulsar?

5 Likes

sounds interesting enough

Sounds like a fine idea. I would add that there should be a “height” option that extends the hitbox vertically, but reduces speed and accuracy (if every setting lowered dmg that would be boring). I’m worried about how every setting reduces/changes dmg, because that means they’ll probably be worse and changing too many will lead to horrible dmg. I think some of them should have different effects or be fused since they aren’t very interesting.

The tremor ability could also be a setting in Smash that lets you add shockwaves forward, no need for a new technique. But I wouldn’t mind either.

2 Likes

if i recall correctly, rare, lost, and ancient spells/techniques are supposed to be more complicated than base spells/techniques

2 Likes

Sound interesting, enough. Very reasonable and good effort.

2 Likes

pretty cool, doubt we’ll get nearly as many customisation options but still

Interesting, if more ground based techniques came out this could change up some things for strength and add some new playstyles hehe.

A placed explosion for fighting styles? Yes yes
yees
yes
yes

Who forgot to ping @ThatOneGuy

Also placed slam smash? Nice

i ain’t reading all that, but jsut by the images looks cool

I like it, mostly because it has a clear and definable weakness that many techniques/spells lack. Most mages would be out of the techniques range, even weapon users tend to hover in the air a bit, and on the PVE side bosses like Calvus would be very difficult to hit with this. I think this is one of the few times I would fully support a suggested rare technique doing some pretty nasty damage.

As well, it would fit Fighting Styles nicely. I think Fighting Style users thrive best when they are pushing poor positioning or sluggish opponents, coming from someone who spectates pvp more than participates. So this move would fit awesomely, especially if it was given some nice damage to compensate for it’s more situational use.

2 Likes

Yh it’s pretty much a ground pulsar with more customisation (the wide shock wave 3rd pic) and is limited to the floor (although i’d imagine it to have some vertical height)

Finally a strength buff :pray:

great idea for a technique

Would be nice lost technique, worthy enemy for pulsar.

1 Like

yus :+1:

im not usually for stuff like this but this is p dope

I love the concept of this alone, I can imagine stuff like spikes coming off the ground or rubble appearing as the ground cracks. Plus like others said it makes sense PvP wise, as it’s kind of like a punish for people falling onto the ground, and I imagine being good for PvE as well against foes who go in the air like the King.