Taiko the Waterbender
Verified Member
Greeting, Earthlings.
I have been watching "Legend of Korra" for the... meh-th time, and I can't not be amused to how Ming-Hua was able to always use few water in her advantage. Even when using only the Water Arms technique, she was able to push herself into the air and slap her foes from the sky.
Before changes:
Thanks for reading, I hope you liked it. Even if these changes don't fit at the moment to the plugin, I hope one day they will. Professional kind of feedback will be apreciated.
I have been watching "Legend of Korra" for the... meh-th time, and I can't not be amused to how Ming-Hua was able to always use few water in her advantage. Even when using only the Water Arms technique, she was able to push herself into the air and slap her foes from the sky.
Before changes:
At the moment, the WaterArms technique has five sub-abilities: Pull (pulls entities by clicking), Punch (punches entities by clicking), Grapple (grapples the waterbender by clicking), Freeze (shoots ice blocks by clicking) and Spear (launches an ice spear by arm by clicking).
Suggestion:
I suggest to add another function to the sub-ability Punch in the WaterArms technique. This new function would consist in the water pushing the ground, making the waterbender rise.
Controls:
Description:
Night/Full Moon buffs:
After changes:Controls:
- Hold Shift while looking down in the Punch slot. In addition, tap shift while looking down while running to jump 3 block high and 3 in the direction you were running.
- Release shift to go down.
- Change slot to cancel.
- It would arise the waterbender four blocks high in half a second when the waterbender holds shift while looking down. The waterbender will keep standing only on his/her WaterArms for as long as the waterbender holds shift or until he/she is hit.
- If the waterbender release shift, he would fall the four blocks, taking zero fall damage, but if the waterbender is hit, he/she will fall the four blocks (plus any knockback the hit caused him/her) taking all the fall damage.
- This ability can be used to absorb the fall damage if used in the perfect timing, but the WaterArms won't raise the waterbender, diminishing the falling speed. If, per example, the waterbender is ten blocks high from the ground and holds shift once he jumps, the WaterArms will cushion the four blocks (default), but won't protect the waterbender from the ten. So, if my Maths are right, the waterbender will take damage as if he/she fell from a six blocks high tower.
Damage taken by the Waterbender (blocks measures) = Number of blocks fallen while holding shift - Four blocks.
- With this, if the waterbender is four blocks from the ground and holds shift at that moment, he won't lose any health.
None.
Weakness:The WaterArms can be cut by AirSwipe, FireBlast, EarthBlast, WaterManipulation or stronger versions.
Cooldown:
Because such an ability to dodge moves is way too powerful to spam, it would have a three seconds cooldown, by default.
If this gets implemented, the WaterArms technique would have five sub-abilities: Pull (pulls entities by clicking), Punch (punches entities by clicking, launch the player upwards by taping/holding shift), Grapple (grapples the waterbender by clicking), Freeze (shoots ice blocks by clicking) and Spear (launches an ice spear by arm by clicking).
Thanks for reading, I hope you liked it. Even if these changes don't fit at the moment to the plugin, I hope one day they will. Professional kind of feedback will be apreciated.