Image 1 — Two unresolved plot threads I would love to see coverd in the future:
Image 2 — Two unresolved plot threads I would love to see coverd in the future:

Two unresolved plot threads I would love to see coverd in the future:

1. The Dark Aether incursion warheads were sent to the bottom of the ocean

EDIT: I was wrong about this one, the warheads seen in the Terminus patient 13 boss fight are the same ones that were sent in CW. Some intel in shattered veil confirms that this is the case. So this one is actually resolved.

I know this plot hasn't really been touched on since CW; however, I still feel it was a pretty big deal that was glossed over. There is no way that sending missiles - specifically designed to open dark aether portals - to the bottom of the oceans had no ramifications. I would love to see a potential side story of new characters dealing with the fallout of that. I think it could work best as an MWZ-esque experience.

2. The CW/Janus strike team that are stuck at Liberty Falls

It was strongly implied that the strike team sent to LF was the one we played as in CW. There is no way that they just died at Terminus with Requiem or Raptor one never mentioning what happened to them. I get that we were moving forward with a dedicated crew at the time, and they had to go; however, the fact that they were shown to be trapped in the Dark Aether rather than killed off makes it seem like Treyarch wants to save them for something in the future, which I hope hasn't been forgotten about.

u/zombz01 — 9 days ago

Ballistic's quiet time (silence) perk REBORN

TLDR: Remove the silence effect in favor of an ability nullifier.

Quiet time - Cancels/destroys any active player ability instead of applying overheat. When locked onto an enemy, tactical travels at half speed and becomes destructible.

Applies a 0.5s slowdown. (UNCHANGED)

I recognize that it might be a bit early to call for a change to Ballistic, given that his buff was so recent, but I feel it's justified. The general sentiment around this perk is that the trade-offs don't seem to justify the power that you get. Here are my thoughts and how I propose we fix it.

Current problems with the perk:

  1. The duration of the silence is too short. 6 seconds of silence can be impactful, but it typically only really affects movement-based abilities the most. Other legends can usually wait that duration and still use their ability without much of a difference in the fight.
  2. The cooldown is too long. Losing the overheat effect is by far enough of a nerf to the tactical in order to gain the silence effect. Having to wait 1 min to 1:30 min to get all your tacticals back is overkill.
  3. The perk is too similar to Seer's tactical. This perk essentially turns your tactical into a mini version of Seer's. Inherently, there isn't anything wrong with that, but I prefer if Legend abilities have more distinct capabilities.

What this Perk does right: The stun effect it adds. For those that don't know, selecting this perk will give your tactical a 'momentum stopper' similar to cuastic gas or a wattson fence. The stun effect is an extremely cool idea and is fun to use while in a fight. It allows you to easily catch and stop enemies from running away. So I want this to carry over into the 'reworked' version of this perk.

My proposed rework:

Quiet time: Cancels/destroys any active player ability instead of applying overheat. When locked onto an enemy, tactical travels at half speed and becomes destructible.

Applies a 0.5s slowdown. (UNCHANGED)

The idea: This perk will stop anything and everything, active caustic gas, ziplines, jumpads, gibby bubbles, etc. It will turn Ballistic into the ultimate legend counter at a pretty high cost. Your tactical becomes a glass cannon that can be stopped mid-air if a player is paying attention (the tactical would be one shot). It would still remain indestructible if it's in trap (bubble) mode, as I don't want to punish players who prefer to play more defensively with Ballistic. It does nothing if abilities are not actively being used, so the idea is that you would wait to use the tactical at the right moment instead of just spamming it out.

The stun effect will still allow Ballistic to slow down movement legends, although not as effectively. However, this change would make this tactical perk more effective against ALL legends instead of predominantly movement legends. It would also just be more unique overall.

Thanks for reading! What do you guys think?

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u/zombz01 — 3 months ago

What makes the weird route more interesting than genocide is that I’m not the only one responsible this time; Kris shares the blame with me!

They clearly made some sort of deal with someone or something before the events of the game. To the point where they know more about the world of Deltarune than they let on. They have some sort of relationship with the knight, and they are aware of my existence.

That's the most damning part. Kris is aware of my existence. They ALLOWED some enigmatic entity to take control over their own soul. That alone was so reckless and is already enough to hold them accountable. But it doesn't just end there; it gets better!

They CONTINUE to enable me and my actions! Every time they take me out of their body, they always eventually grant me control again. They've also had so many opportunities to tell their friends, or hell, tell anyone about me, but no, they continue to keep it a secret. Why? Because they want whatever their plan is to *proceed* as intended. Do I care what that is? Nope! as long as I get to have my fun.

See you at the festival, partner!

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u/zombz01 — 4 months ago

Revenant's Tactical VS Vantage's Tactical. They need to be more distinct from one another.

I understand what they were going for with each ability. Vantage's tac is more about repostioning, while Revenant's tac is more about quick aggression, either entering or exiting a fight. The concept is definitely there; I just feel the execution makes both abilities feel identical, especially after Vantage's recent buff.

I'm not calling for a rework for either ability; I just think some small adjustments would do the trick. For example, they could reduce Vantage's base speed when she relocates to an open area and significantly increase her speed when she relocates to an area with a nearby platform. For Rev, they could give his pounce dynamic charging, where if he deals a certain amount of damage, his tactical would temporarily charge up faster, allowing him to better capitalize on that damage.

What are your thoughts?

reddit.com
u/zombz01 — 5 months ago

New Revenant support style perk idea

The idea with this is to give his kit some more team utility. Apart from his passive there’s not much in the rest of his kit help the rest of the team. I also just like the idea of giving more support options outside of just the support class. Let me know what you think!

u/zombz01 — 5 months ago

New Ballistic level 3 upgrade idea: Hidden power.

It’s always sad see a beloved red tier weapon leave
the care package. Since they have shown it’s possible to bring them back via wild card, I think a perk like this would fit right into the main game. It would add quite a bit of uniqueness to ballistic’s ultimate. Let me know what you think!

u/zombz01 — 5 months ago