This project is for color crusade. if not implemented, possibly used in my color crusade remix. suggestions for anything else I could add down below. Soggywerrt. If you see a particular idea that you like, you do NOT have to implement the other ideas. this is simply a throw out of the ideas for color crusade in my head. My intentions for these balance changes: Red: Later in the game, Reds paintball launcher becomes less useful than it was in early game. mainly because attacking with your main weapon is much easier. also, you have to switch in between them if you want to make full use of your stamina, but you cant switch while reloading. puddle buff makes it better for crowd control during later waves, as reds shots are going to be a hazard to some enemies. damage nerf is because red has enough damage and I hope that this makes it more of a secondary weapon. auto reload fixes the non switch with reload problem, and reds special, On target, makes use of both primary and secondary weapons and makes better use of stamina. Blue: blues snowball froster is more hinderance than help , as having to switch to the froster to dish out more damage is not that much more effective than just charging an attack and hitting enemies. the offhand mechanic allows blues froster to instead only allow blue to use some weapons and takes up the ability to put anything else in the offhand slot as well. however it is easier than switching and allows more versitality in inventories also, it allows you to charge a attack while attacking, something I realized was a drastic nerf to blue I mean, blues froster is supposed to act like slap juice, but it makes charging slower? The changes to the froster allow more of a "first strike" mechanic. basically, blues froster now is better with more debuffs, but cant be used as often. one thing that I realized, was that blues "upgrades" for the froster don't really do that much. considering the debuff is infinite. the radius was also to big, and you have to be standing far away, with the new buffs, the old radius would be op. so, blue is meant to go in immediately and get as much damage as possible, which also means that it has less enemies to deal with later. Avalanche meteor is mainly for crowd control and yellow paired with some melees and mostly projectile spammers. Frosted shield is also something similar. White: white is a very basic color, and the only way it changes in the meta is if someone gives it a buff or nerf, or if everyone else is nerfed or buffed. So I did not want to risk breaking it. Ebony shell is a great special move, not only providing hp but usefull for crowd control when paired with axe, or spreading out enemies to chase them with other weapons. Orange: Orange is meant to be a slow tank. the extra healing is a buff in which makes sense. considering it is harder than usual with healing orange because of its extra health. also, orange can now dash while using pulsers. pulsers is very underwhelming right now, because its low radius can not often hit projectile based enemies, and you usally end up taking more damage from using pulsers than you end up dishing out. with movement you can fix that. pulser gravity is there for pulling in loose enemies to some what make them more clumped, and pulsers take a lot of stamina, so stamina efficiency is required. the special clamp drain is used to regain part of what orange has lost in health. orange is supposed to be a powerful tank, not a bad risky damage taker. Yellow: The reason for the stamina nerf is that yellow can usually keep their opponents stunlocked for most of the round. it also allows less flexibility so yellow cant use as many charge attacks if it wants to use its special. its health nerf is so yellow is more frail, as it doesn't take as much damage as the other colors, and the speed is so that it can recharge in safety and also be more evasive then other colors. Green: I wanted to make green rely on his poison more, as now, its just more damage with extra steps. so now its poison is damage with extra extra steps. the stacking nerf is so green dagger is not to good, paired with my first buff of weight decrease so green can dash across the wave, dealing poison which will soon kill them as they go. like a hit and run tactic. for the second buff, I was thinking it could also be more damage but only one tick after some time, but more ticks is better if you want to focus on them. Infectious disease is for crowds.
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