u/Funny_Apricot4241

Every balance change and kit changes I would do to Fleetway to make him more bearable and also not turning him into a punching bag.

Every balance change and kit changes I would do to Fleetway to make him more bearable and also not turning him into a punching bag.

The ENTIRE U-Frames mechanic shown from the images above, made by u/Iseter0

Chaos Dash and Flight specific: Speed of both moves increase by %15, when the nearest survivor is farther away than 100 studs. For this buff to activate after getting out a chase, 8 seconds need to pass to give the survivors some time before they get chased again.

Flight Passive:

•Gives Fleetway x2.0 sprint speed when flying but the stamina bar is reduced to 110.

•Regens a bit quicker.

•When using M1 while flying, it only deals 30 damage and hitbox gets shortened by %10, no crits even on phase 2.

Hp scales by how many survivors are in the match

1 (LMS from start): 165

2: 150

3: 180

4: 235

5: 285

6: 360

7: 400

M1:

•Crits only actually show up in Phase 2 now.

•Base m1 dmg goes back to 35 dmg but M1 hitbox gets shortened a bit.

•M1 cooldown decreased by 0.12 seconds.

Chaos Dash: Damage goes to 15 ONLY, speed increased by ℅10, slows down for less, lasts shorter, can only hit for a maximum of 4 times. If hit by a stun move during it, he deals only 7.5 damage on impact now and his speed gets lowered by %20.

Laser of Destruction:

•Can slowly move during it.

•Windup is 0.9 seconds shorter.

Fateful Drain:

•Deals 40 DMG to survivors and heals Fleetway for 35 and is a bit easier to hit now (slightly wider vertical and horizontal hitbox)

*Should also no longer stop on a singlular vertical stud.

•Gets 0.7 seconds of endlag after using the move once, if missed all uses, he gets punished by a 1.5 second endlag that also slows him alongside being silenced.

•Cooldown on all uses missed reduced to 23 seconds.

•Windup decreased by 0.15 seconds.

Burst:

•Now completely vulnerable when used while not being stunned, but deals more damage (35 total)

•Hitbox is a teeny tiny bit smaller now if used out of stun

•Gets put on a second cooldown after being stunned

•Using while stunned makes the hitbox bigger than normal.

Survivor damage

Sonic:

•Stunstack damage decreased to 4+4+5

Tails:

•Full Laser damage increased to 35

•Full Burst damage increased to 30

Knuckles:

•Punch stunstack damage decreased to 20, 25 on level 2 and 30(+10 burn) on max level

•Counter deals 15 dmg now

Amy:

•Damage on both abilities increase or decrease if you have a card that changes the time of your stun

Eggman:

•Energy shield does 10 DMG

Metal Sonic:

•Now only deals 4.5 damage per drag tick, wall slam gets reduced or increased depending on if he dragged fleetway around for long or just has slammed him into a wall asap (2+2+5≤ X ≤10+10+25)

Blaze: •Roundkick damage decreased

#Base: 20

#Level 2: 25 + 7 with burn

Silver:

•Rocks should do 7 damage each, and if he manages to hit all three, it should do a total of 30 DMG.

Metal Sonic specific interaction: If used Fateful Drain or Chaos Dash against Metal while he's charging at you, you enter a clash mechanic. If Metal wins the minigame, he loses 25 hp and deals 40 DMG to Fleetway, stunning him for 5 seconds, but if Fleetway wins the minigame, he deals 40 DMG to Metal while only losing 15 hp, but gets a 1.5 second endlag after getting out of clash.

(Image and concept of Unstopabble Frames belong to u/Iseter0, thank you for coming up with something actually genius.)

u/Funny_Apricot4241 — 8 days ago

what if tripwire had an ability... where she could destroy a mine she placed to gain a use of a trap... from anywhere of the map... and she gets like... idk... some buff kinda status effect for a small while...

u/Funny_Apricot4241 — 17 days ago