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Super secret leaked information

Loony

Verified Member
Shhhhh, this is super secret. Don't let Kiam know I'm posting this here okay? He doesn't even use the forums that much anyway so I'm sure he won't find out.

Please note that the changes in this list are subject to change and may not be exactly how they are stated. ALL cooldowns, damage and other values will be able to be changed in the config.
Here are some sneak peaks of what we may or may not have planned for the next version of Project Korra:

AirBurst → AirRush
The animation for this move isn't blasts, it will look like the Air Shield animation but speeded up.

Hold shift and a spining wave of air expands all around you until it reaches 12 blocks distance. All players and mobs will be dragged along with this, pushing them back and dealing damage.
0.5 hearts each second they’re in the burst.
6 second cooldown.
The falling variation would have the same animation, but weaker and the animation is faster. It doesn’t drag people as fast and should respect the cooldown from the shift version.

Octopusform - MultiAbility
This requires the user to be standing in a pool of water. Arms would extend out of the water.
The user would have slowness 1 while using this move.
The overall cooldown for this move is 16 seconds, with the move lasting 30 seconds.. (Cooldown starts after move ends) - Max multi use is 14

Whip - Arm extends out to punch a target dealing 1 heart then comes back to its original position. (Click) - Cooldown 1 second.
Sweep - Click in a direction to extend your arm, then move your head (in the same way AirSweep is activated) to rapidly sweep your arm in that direction to drag players / mobs along, pushing them back and dealing 1.5 hearts on initial impact. - Cooldown 5 seconds.
Pull - Pull players/mobs/entities/items towards you - Arm extends out and pulls them quickly. Range is 15 blocks (Click) - Cooldown 2 seconds.
Shield - If you click just before a move hits you, one of your tentacles will rapidly block the move before it damages you. - Cooldown 3.5 seconds.

Catapult

Tiered Charging
The click version of Catapult would send the player ¼ of a Catapult. Holding shift would be the new way to activate Catapult. The longer you hold shift, the further you would go.
  • Holding shift for 2 second would send the player ½ of a fully charged Catapult.
  • Holding shift for 4 seconds would send the player ¾ of a fully charged Catapult.
  • Holding shift for 6 seconds would send the player the max distance of Catapult.
Each time you go up a tier it would be indicated by the sound that Earth Smash makes when it releases out of the ground and there would be particles on the ground that spawn, the particles that appear on the ground when someone falls from a height.
When the Catapult is fully charged it would instantly send the player in the direction they’re looking (they wouldn’t have to release shift)

FireBlast
[Uncharged] Similar to Jed’s Fire Shots, you can click 4 times to rapid fire weak Fire Blasts. You need to click within 0.5 seconds of you last shot and if you fail to do so the move would go on cooldown of 4 seconds. This does 0.5 hearts per hit and travels faster than the original Fire Blast click. This move would follow your mouse, however when it’s 12 blocks away you can no longer change the direction.

[Charged]
The charged version cooldown would override both moves, meaning if the cooldown is activated then you won’t be able to use the click version.
Charging of this move would spawn a fire ball forming, similar to Jed’s Fire Comet particles.
The Fire Blast would look a lot thicker/fatter than the original Fire Blast, making it look like a powerful ball of fire.
Charge time: 3.5 seconds. Cooldown: 4 seconds. Damage: 3 hearts.
 

Loony

Verified Member
Looks good, Only the cooldowns are long. Wich doesn't need to be a bad thing. Can't Wait!
Once the moves are coded we will test them out and edit the cooldown's and stuff. The cooldown's and things are just so that the developers know how to code it :)
 

MeskenasBoii

Verified Member
Shhhhh, this is super secret. Don't let Kiam know I'm posting this here okay? He doesn't even use the forums that much anyway so I'm sure he won't find out.
@Kiam, Loony is posting in here.

Oh and what were you saying Loony? Didn't understood what you said in that sentence. Can you rephrase that?
 

MeskenasBoii

Verified Member
In my opinion OctopusForm should still have sneak requirement. How this ability was display in the show, benders had to use a crouching stance to maintain the octy.
 

NickC1211

Verified Member
Shhhhh, this is super secret. Don't let Kiam know I'm posting this here okay? He doesn't even use the forums that much anyway so I'm sure he won't find out.

Please note that the changes in this list are subject to change and may not be exactly how they are stated. ALL cooldowns, damage and other values will be able to be changed in the config.
Here are some sneak peaks of what we may or may not have planned for the next version of Project Korra:

AirBurst → AirRush
The animation for this move isn't blasts, it will look like the Air Shield animation but speeded up.

Hold shift and a spining wave of air expands all around you until it reaches 12 blocks distance. All players and mobs will be dragged along with this, pushing them back and dealing damage.
0.5 hearts each second they’re in the burst.
6 second cooldown.
The falling variation would have the same animation, but weaker and the animation is faster. It doesn’t drag people as fast and should respect the cooldown from the shift version.

Octopusform - MultiAbility
This requires the user to be standing in a pool of water. Arms would extend out of the water.
The user would have slowness 1 while using this move.
The overall cooldown for this move is 16 seconds, with the move lasting 30 seconds.. (Cooldown starts after move ends) - Max multi use is 14

Whip - Arm extends out to punch a target dealing 1 heart then comes back to its original position. (Click) - Cooldown 1 second.
Sweep - Click in a direction to extend your arm, then move your head (in the same way AirSweep is activated) to rapidly sweep your arm in that direction to drag players / mobs along, pushing them back and dealing 1.5 hearts on initial impact. - Cooldown 5 seconds.
Pull - Pull players/mobs/entities/items towards you - Arm extends out and pulls them quickly. Range is 15 blocks (Click) - Cooldown 2 seconds.
Shield - If you click just before a move hits you, one of your tentacles will rapidly block the move before it damages you. - Cooldown 3.5 seconds.

Catapult

Tiered Charging
The click version of Catapult would send the player ¼ of a Catapult. Holding shift would be the new way to activate Catapult. The longer you hold shift, the further you would go.
  • Holding shift for 2 second would send the player ½ of a fully charged Catapult.
  • Holding shift for 4 seconds would send the player ¾ of a fully charged Catapult.
  • Holding shift for 6 seconds would send the player the max distance of Catapult.
Each time you go up a tier it would be indicated by the sound that Earth Smash makes when it releases out of the ground and there would be particles on the ground that spawn, the particles that appear on the ground when someone falls from a height.
When the Catapult is fully charged it would instantly send the player in the direction they’re looking (they wouldn’t have to release shift)

FireBlast
[Uncharged]
Similar to Jed’s Fire Shots, you can click 4 times to rapid fire weak Fire Blasts. You need to click within 0.5 seconds of you last shot and if you fail to do so the move would go on cooldown of 4 seconds. This does 0.5 hearts per hit and travels faster than the original Fire Blast click. This move would follow your mouse, however when it’s 12 blocks away you can no longer change the direction.

[Charged]
The charged version cooldown would override both moves, meaning if the cooldown is activated then you won’t be able to use the click version.
Charging of this move would spawn a fire ball forming, similar to Jed’s Fire Comet particles.
The Fire Blast would look a lot thicker/fatter than the original Fire Blast, making it look like a powerful ball of fire.
Charge time: 3.5 seconds. Cooldown: 4 seconds. Damage: 3 hearts.
I have a question
If you preform octopusform outside of the water will it be like it is now or still have some of the new functions?
 

MeskenasBoii

Verified Member
They will get slowness so that they won't really be able to move, so sneak isn't really required
Still like sneaking. Like the water/air bubble suggestion - Boolean option for whenever it work passively or actively.

Adding to this discussion:
Watch the video from 31:08 to 31:20 to understand what animation I'm talking about.

Add that animation (^) when all of the octopusform's tentacles are submerged in the water pool {realised that it wouldn't matter as the water will freeze over into ice} above the ice surface. There will be a true/false config option whenever this animation should work, as how waterspout has with it's own animation.
With that animation, maybe it could act like a saw? It could slam people and spin around before throwing them in a distance like bloodbending (not up in the air though).
 
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