
I want y’all opinion on how well I did the idea behind my Drakobloxxer moveset.
I am considering remaking my Drakobloxxer moveset idea, but I’d like to see how well I made the original idea, from y’all.
Feel free to be full honest, I can’t make better concepts unless I know where I’m going wrong with my old ones.
The original idea I had was mostly made for fun & not with much consideration on how well this playstyle would work: an anti-sentinel killer, a killer who starts out as the worst killer but as they take damage, get debuffed, get stunned, etc, they grow into a menace, so you’re caught between either just running or making it stronger.
[a lot of these abilities have reverse exponential scaling so I’ll just give an explanation here, all that means is that they have greater effects early on but lesser effects latter on, like what you’d get from going from 100% hp to 90% would be more than if you went from 90% hp to 80% hp]
Health: 2500 | Speed: 7 | Sprint: 26 | Stamina: 100 | Loss/sec: 10 | Gain/sec: 20
RAMPAGE
Passive Ability
Cooldown: N/A
If Drakobloxxer is Stunned after the stun ends, Drakobloxxer lets out a loud roar & gains Speed 1 for 3 seconds. This duration increases by 1 second for every Sentinel currently alive. For example, 3 Sentinels increase the duration to 6 seconds. Along with all that, all debuffs applied to the Drakobloxxer will have their durations decreased by 0.05s every 0.2 seconds.
BERSKER
Passive Ability
Cooldown: N/A
The Drakobloxxer is never immune to stuns. The Drakobloxxer will start out having the worst speed & stamina of any killer but the less health they have, the more each of these will increase, all scaling on this part of the ability has reverse exponential scaling, aka it’ll change a lot with smaller variations but less with the higher variations. The Drakobloxxer will start with taking +38% more damage but for every 1% of health they're missing the amount of extra damage they take will be decreased by 1% maxing out at +61% damage resistance at 1% hp.
[Speed: 7-10 | Sprint: 26-29 | Stamina: 100-120 | Loss/sec: 10-9 | Gain/sec: 20-22]
CLAW
Main Ability
Cooldown: 2s to 0.8s
The Drakobloxxer will swipe its claws in front of itself with this attack’s damage, cooldown, wide-up, wind-down, linger, & range scaling on how lower Drakobloxxer’s health & how high their score is but they’ll always hit all survivors within the hitbox. The damage specifically will also factor how high a survivor’s health is, as well into the calculations. All scaling has reverse exponential scaling, aka it’ll change a lot with smaller variations but less with the higher variations.
Damage: 16-30
Windup: 0.45s-0.05s
Linger: 0.2s-0.4s
Length: 4.5 studs-9 studs
BASH
Alt Ability 1
Cooldown: 20s
If Drakobloxxer isn’t moving when activating this ability, then they’ll stop in place & swing their tail all around them in a clockwise circle, but if the Drakobloxxer is moving when activating this ability then they’ll charge forwards a set distance in that direction. Both uses of the ability have infinite pierce & will just ignore anything trying to stop them that isn't a wall, which hitting will instantly end the charge & stun the Drakobloxxer along with dealing some damage. Both deal 20 damage per hit.
PARRY
Alt Ability 2
Cooldown: 40s (as a baseline but -5s for every survivor you parry the hit from but with an extra flat -5s for parrying any hit.)
When this ability is used, if any survivor is currently using an ability that does damage or applies a debuff with the hitboxes of that ability connecting with the Drakobloxxer, the Drakobloxxer will heal the damage taken & clear any debuffs afflicted, with the survivor will take the damage instead, the damage of their ability or if the ability does no damage the damage is based on the (duration*level)*10 of the debuff (this happening for every debuff that would be applied to the Drakobloxxer).
ROAR
Alt Ability 3
Cooldown: 70s
This ability can not be made unusable in any way. The Drakobloxxer now has a small ‘score’ thing, this will go up depending on various factors: how lower their health is, how many times have they been stunned/debuffed at all, how many times have they been stunned/debuffed since they last used this ability, are they currently stunned/debuffed, how many parries you've successfully hit, how many parries you've successfully hit since last using this ability, & how many sentinels are alive, not all of this will grant the same amount of ‘score’. When using this ability the Drakobloxxer will roar, any caught in the radius will take damage & get some debuffs. The higher the ‘score’ the Drakobloxxer has, the shorter the cooldown, wind-up, & wind-down times will be along with increasing the range, damage, debuff levels, debuff length, & possible debuff amounts. Has reverse explanation scaling as each variable grows higher.