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WaterArm re-creation

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MeskenasBoii

Verified Member
When an waterarmer runs out of 1 arm, he could reform it back (sneak at source) (as long there is one arm left). However, this will create/drain the duration of the ability. Doing it once more will drain it even more.

TL;DR version: Lost an waterarm? Create another one back. Drawback - decreases the duration of the ability.
 
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MeskenasBoii

Verified Member
Of course it's canon. How else is waterarms constructed? When you take two water tendrils and command them to cover your hands, why should it be hard to do so with one?
 

MeskenasBoii

Verified Member
This'll basically allow, if not borderline encourage camping near a water source with water arms and spamming the torren- I mean spears at people.
First of all, this feature doesn't exactly lead to watercamping. SwiftSwim is the big problem here. I could just stand near water to over-used the recreation mechanic, but I can choose to do so by swimming in a pool or not.
 

SuperBower118

Verified Member
First of all, this feature doesn't exactly lead to watercamping. SwiftSwim is the big problem here. I could just stand near water to over-used the recreation mechanic, but I can choose to do so by swimming in a pool or not.
Actually it does, because it allows for people near watersources to recreate their arms, which they can launch at spears, When I say camping in water, I don't mean in an ocean, because all they need to do with this feature is stand near a pond and become a freaking rocket launcher with waterarms spear for about 4-5 seconds, provided WaterArms follows the duration decrease formula.
 

MeskenasBoii

Verified Member
But isn't that the whole point of waterbending? Waterbenders can't just stand from a miles away, driven from their motherly source of power, aka water. They have to stay near the water for them to fight with their bending, even if they like it or not.
 

SuperBower118

Verified Member
But isn't that the whole point of waterbending? Waterbenders can't just stand from a miles away, driven from their motherly source of power, aka water. They have to stay near the water for them to fight with their bending, even if they like it or not.
Yeah but what you're suggesting will allow for very easy access to torrent spam, which is already a pain, now all they have to do is sneak at water (tap sneak or hold sneak, you didn't really specify) and now you have a waterarms spear to launch at people. It just allows for spear spam because the concept itself is simple, yet the skill roof on it is pretty high since with waterarms, you can move around a lot.

Also how much would the duration be decreased by?
 

MeskenasBoii

Verified Member
Then try to lure the bender away from it's kiddy pool. AirSuction, shock that m*therf*ckers waterarms until he changes his mind,earthgrab to isolate him/her from the water. There are ways to keep them away. If earthbenders is spamming at you earthsmashes, are you gonna take that as "unfair" gameplay, since he is encouraged to camp on earth because of the ability he has binded?

I'm leaving the Duration number to be decided by concept devs.
 

SuperBower118

Verified Member
Then try to lure the bender away from it's kiddy pool. AirSuction, shock that m*therf*ckers waterarms until he changes his mind,earthgrab to isolate him/her from the water. There are ways to keep them away. If earthbenders is spamming at you earthsmashes, are you gonna take that as "unfair" gameplay, since he is encouraged to camp on earth because of the ability he has binded?
Ok that's an airbender's solution, but that doesn't mean it necessarily is right because it has a counter. Counter doesn't equal balance, and allowing WaterArms to basically become FireShots in a sense when a waterbender is near the source isn't exactly how WaterArms is.

I never said that I'm going to take that as unfair gameplay because that's what earthsmash allows (which does get a bit unfair when they launch themselves up to kingdomcome). Instead of just stating it's unfair gameplay, it's better to work to get rid of that unfair gameplay. Here, I'm simply salting the earth before it blossoms into a weed.
 

SuperBower118

Verified Member
Cooldown could be added when the player could recreate the tentacle again.
I wouldn't say so much as a cooldown as much as a warm-up, maybe just don't allow them to use spear, grapple, or ice when the tentacle is newly formed. Giving Waterarms a cooldown would make it seem like almost like a punishment for recreating a tentacle, which isn't the message you (hopefully) don't want to give waterbenders.
 

MeskenasBoii

Verified Member
I mean the cooldown that prevents you to form a new tentacle. It would activate right after the one tentacle is lost, but before that a new one was recreated.
 

SuperBower118

Verified Member
I mean the cooldown that prevents you to form a new tentacle. It would activate right after the one tentacle is lost, but before that a new one was recreated.
Oh. Well instead of the cooldown, because I don't think there should be one, it's just not realistic to have a magical force prevent you from forming a new one since the only way you can lose one is by shooting it out, I think that there should be a warmup to the tentacle formation, and you should hold sneak, if anything, to complete the formation.


For the record, I was never a fan of WaterArms Spear since day one. It wasn't really shown in the show at all when it was used, and it's especially poorly depicted here if PK wants to roll and say that's possible, because now, it goes from 1 to 100 real quick and that's why I'm so against Spear.
 

MeskenasBoii

Verified Member
Here we go again, ahaha :D. Well, does the magical force happening in most abilities sounds realistic, which is also called "cooldown" as we? Fine, let it be warmup (that's a chargetime, right?)
 
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