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.