Orange is the worst color in color crusade. I will redo my meta rankings project to show that. why is it the worst color, in my opinion? Well, there are many reasons including the viability of pulsers, slow speed, low healing, and inventory management. First lets talk combos. Orange/Dagger: This og combo is very well known because of the fact that dagger has good synergy with orange. good bulk to cover from the constant damage that dagger takes, as well as good mobility to cover for oranges low speed. this is most certainly oranges best combo, especially because pulsers take up the stamina you would normaly use for dash, but I don't really know if I ever use dagger dash because it's not great. especially because of something I am gonna address with orange sword. Orange Dagger has not seen much viability recently mainly because of the other problems with orange. Orange sword: A combo that seems good, but in practice, your wondering why it isn't. here's why. Orange often wants to make use of early in wave pulsers, while swords charge is it's strong point and used to do the same thing. in addition, orange does not have quick stamina Regen, so unlike some characters who can litterally spam sword forever (suprisingly not white) it is not good at using that stamina. in addition, orange can only use sword dash twice, compared to the average of three from most colors. ALSO, orange is the highest catergory in a secret stat that is never mentioned throughout the game. Weight. yeah that boi is heavy as a truck. You may know about this if you have tried modding CC, or saw my recent project, and wondered what it is. well, weight determines how far you go with dashes. I'm not sure what a "dash" includes, but I'm very sure it includes sword dashes, (possibly) dagger dashes. however, because orange has a high weight, it makes it's dashes mobility worse than other colors. Orange Axe: Orange is horrible at grouping, and axe needs a fast character to utilize that. axe charge is also very good for range, but it's common, so it allows you to use pulsers less. Smokern is not good without good momentum distribution, found in something like green/H-pink. Can get easily picked off by reds. Orange Scythe: This is the most evil combo. I don't mean cruel to enemies, I mean cruel to people who try this combo, thinking it is the ultimate tank, and then get smacked before the chase scene. It's not your fault. Scythe Is the most stamina reliant melee in the entire game, because otherwise, literally anything else would be better. Scythe benefits heavily from mobility as well which orange is lacking. it's healing makes up for oranges poor healing, but it's lack of damage output means your taking more damage then your healing. especially from aquas. Other major problems with orange: Increased health doesn't mean increased healing: While increased health seems like it results in a tanker color, orange is often not at full health anyway, especially in low or high waves. latte pack constantly runs out, which it does not normally do. so often times oranges die to healing causes. Taking more average damage: Since Orange is very slow, it takes more damage. especially from specific projectiles like reds, paintballs, magentas fire, spice's (finally got his name) dash, and more. Weakness to beige: Orange is very susceptible to being slowed down to 1 inch every hour when inside the effects of the butter that beige shoots out of their launcher. this leaves them vulnerable to other attacks. Pulsers Problems: While pulsers are great in the early parts of a wave, their low aoe, lets many other enemies survive, making it not as useful. In addition, pulsers leave you vulnerable during four points in the attack: Startup, collision, release, and aftereffects. the startup leaves you vulnerable because you become extremely slow, and only barely allows you to avoid melee enemies. Collision means a small amount of guaranteed damage that is reduced by a small amount thanks to the damage reduction that orange gets when going pulsers mode. release lets you take a ton of damage from melee enemies. and aftereffects make you have no time before enemies swarm you again, in addition to not having protection against projectiles. Final problem: Orange is the worst at conservative healing. conservative healing is a strategy where you heal mid-wave by circling the map, avoiding most projectiles. it is the reason that I think green is so good. orange, with it's low speed, takes a ton of damage, as well as wasting precious heals which you need to get to max health. My proposals for orange: how to fix it:(any/all ideas) 1: Pulsers cost no stamina: this would drastically increase the amount of synergy that orange has with melee's. 2. Pulsers are used with f, and can be used while healing and attacking. 3. Pulsers keep a damage reduction shield even after releasing the charge. this lasts for 3 seconds or so 4. Pulsers have a bigger Aoe, and (continued)
(Continued from description) Reflect projectiles that are in the blast. 5. Pulsers have less charge time, and have a passive effect while moving to knock enemies back and ignore beige puddles. 6. All healing is scaled to Orange's health pool. 7.Buff to speed of all colors 8.Pulsers have some other effect, like stun or even better knock back. 9. Orange has less weight 10. Orange pulsers cost no inventory slot. 11. Crests: This is an idea iv'e had not just for orange, but for all colors. they would essentially be augments, but they would take up inventory slots, and be less op. for example, siphon heals 1 for every crest you have when you kill an enemy. damage is a passive 5 for every crest (Max 10) orange could focus on speed and siphon, essentially covering up it's weaknesses. I hope both players and Soggy find this and do something. F to pay respects for orange. I know last time I did that it started a record chain that spammed wolf's email, but I'm willing to take that risk. For this.