u/Man-Of-Melon

I want y’all opinion on how well I did the idea behind my Drakobloxxer moveset.

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.

u/Man-Of-Melon — 2 days ago

Can y'all help me with my Helper Bot moveset concept?

I wanted to make a movement to the unconfirmed survivor “Helper Bot” & after some thought decided that they should be a support survivor, specifically 1 based around highlighting things as there currently isn't a support survivor that helps with gaining info, but I feel like with what I've currently come up with, they'd be too unimpactful.

I started by just giving them “Metal Frame” & “Activate Battery” from Veeronica as she set the precedent for robot survivors.

Now then into the abilities I came up with:

SIGNAL INTERCEPTED

Passive Ability

Cooldown: N/A

Whenever something becomes highlighted to anyone, it also becomes highlighted to Helper Bot.

SOLAR PANELS

Passive Ability

Cooldown: N/A

Helper Bot gets 1% battery for every 2 seconds they spend not moving of their own accord.

SIGNAL SENT

Alt Ability 1

Cooldown: 15s

Helper Bot can grant every other survivor the highlights that Helper Bot can see.

SIGNAL SEARCH

Alt Ability 2

Cooldown: 30s

Helper Bot stands still for 5 seconds as they send out a signal, after those 5 seconds they highlight either all items, generators, survivors, or killers (your choice when activating this ability) for 10 seconds.

u/Man-Of-Melon — 3 days ago

This is how toons see themselves in comparison to their cartoon counterparts/bases.

For this we'll need 3 points: the left point is little to no separation between themselves & their cartoon self in that toon’s mind, the central point is that the toon does both recognize that they are their own person beyond their character & that their core is built off that character, the right point is recognition of a separation between toon & cartoon selves but also with some amount of active rejection of being like their character.

Based on everything we currently know, I'd say most toons fall around the middle with a general lean to left on a whole, but I do also think both Dandy & Shrimpo are the 2 most left leaning toons while Brusha is the most right leaning toon.

u/Man-Of-Melon — 18 days ago

[CENTRAL POST]

https://www.reddit.com/r/DandysWorld_/comments/1sx25qs/stellar_adventures_part_0_central_post/ 

[TEXT]

Each starling will start with a base ability but when you unlock 1 of their curios or other abilities, via either research or leveling that starling up, you get to choose which 1 you unlock with the other 1 getting unlocked via the other method.

Now then, the starlings I’ll be showing off in the full parts of part 5 are the 3 starters & 2 others I quite enjoy.

Also if this was ever to be a game, all starters would be instantly unlocked for every player, like in Toons Universe.

All overcome make sounds for moving & just existing, along with starlings making different more generic sounds while moving.

Lastly, part 5 will be split into 5 mini parts each showing off 1 of the starlings & their overcome (note that I am not an artist), this is so that I can get these & y’all can see them quicker.

This part’s starlings is: Stella Proxima Centauri

⇔⇔⇔⇔⇔⇔⇔⇔

Stella Proxima Centauri the star

Health: 5

Movement: 3

Escapability: 1

Stamina: 3

Sanity: 3

Stealth: 1

Mechanical: 3

Technical: 3

Skill: 5

ATTRIBUTES:

Light Strength

Light Radius

ABILITIES

Rejuvenating Focus

[active]

This starling recovers 10% stamina or decreases her insanity by 10% for every overcome chasing her. Swap with an extra ability button. 40 CD.

Base

The STAR of the show

[passive]

This starling gets +1.25 movement for every overcome chasing her. Maxes at 6 stars. & her sanity will deplete as if she had 1 star sanity but she'll be affected by stacks of insanity as if she had 5 star sanity.

Off & On Stage

[toggle]

When in off stage mode, you have -1 Major Set meaning most overcome won’t target you if they can see another starling, & when in on stage mode you have +1 Major Set which means most overcome will target you regardless of what other starlings they can see.

CURIOS

Stellar Spotlight [novelty flashlight] : For the first 2 minutes on a floor your sanity timer is paused

takes 3 curio slots

Star Bowtie : Increases run speed by 10% when being chased by at least 1 overcome.

takes 2 curio slots

Not a starter.

Stella, full name Stella Proxima Centauri, was/is the lead character of the in-world show & thus the park as well, this did no favors for because out of all the starlings she’s definitely 1 of the 1s doing the worst.

She was originally quite the actually optimistic, friendly, idealistic starling who loves telling space themed puns/world play but overtime under the weight of expectations, she began acting like herself when she didn’t feel on her a-game, slowly losing track of when she was acting & slowly crumbling under the mask of her own face, until not even she knows when, her smiles turned fake & her puns became forced.

All this also completely wrecked her psyche which wasn’t helped by the shutdown & the appearance of the overcome [in fact she was the first overcome], her ego flared while her self worth plummeted, she hates being ignored & is afraid of being alone, her mental state is only held together by sheer delusion & self-gaslighting.

⇔⇔⇔⇔⇔⇔⇔⇔

Overcome Stella

Damage ★★★★★

Attack Speed ★★★☆☆

Wander Speed ★☆☆☆

Chase Speed ★★★★★

Circular Detection ★★★★★

Visual Detection ★☆☆☆☆

Hearing Detection ★☆☆☆☆

Detection Sections ★★★☆☆

Attention Span ★☆☆☆☆

Chase Timer ★★★★★

Mechanics:

Weeping angel, when targeting a player she’ll freeze if their camera is pointed at her.

The ability to quickly climb over obstacles (in fact going over obstacles causes her to go faster than if she wasn't going over anything)

Description:

The first starling.

The first overcome.

Overcome by the weight of the spotlight & blind to the truth, she now hunts down those who ignore their star.

Despite her large eye, she's effectively blind.

She moves around with quick jerky movements & will freeze when someone is looking at her.

Appearance:

Tall & gangly with her feet having turned to spikes, her arms to mantis claws, her star head black, & her face into just 1 large eye with red sclera & a red 4 pointed star pupil that's turned 45°.

Sounds:

Completely silently unless moving, then she

u/Man-Of-Melon — 22 days ago

In the latest video posted by Qwel, whenever it cuts to Dyle in his dream, it's playing the my little pony friendship is magic intro song on music box, but this actually gives a minimal date the game could be happening at: October 10th 2010 as that’s when it aired its first episode.

So we now know gardenview shutdown full on June 24th 2002 & the game happens at the earliest October 10th 2010.

u/Man-Of-Melon — 24 days ago