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.
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.
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.
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.