MeskenasBoii
Verified Member
Waterbending
10. FrosthBreath (ability that creates ice and snow without bendable source required):
6.Phasechange Extention.
5.Cleanse.
3.WaterRestore.
This just ruins waterbending for me, because the concept itself ruins the immersion, thus making it overpowered (excluding config-balancing options workaround, because it differs from server to server), and is another unnecessary (imo) of 'freezing someone'. On a plus side, it does save your life from a fatal, but its main cons overweighs the advantage.
9. IceWall (ability that creates a thin wall of ice on row of ice blocks.):Cons:
- It is (limited) copycat version of stock ability, by the name "Surge", thus pointless to use.
- "Shattering effect is inaccurate and strange thing.
- Could been better off as a merge/extention with the Stock Ability (named as "+Surge").
Pros:
- Adds another method of defense that doesn't require user's focus.
- Due to one key press required, its technique hardly can be delayed unlike the stock version.
8. WaterFlow:- It is (limited) copycat version of stock ability, by the name "Surge", thus pointless to use.
- "Shattering effect is inaccurate and strange thing.
- Could been better off as a merge/extention with the Stock Ability (named as "+Surge").
Pros:
- Adds another method of defense that doesn't require user's focus.
- Due to one key press required, its technique hardly can be delayed unlike the stock version.
Cons: *gonna add later on*
Pros: *gonna add later on*
7.Pros: *gonna add later on*
6.Phasechange Extention.
5.Cleanse.
Pros:
- Adds a chi blocking variation, with a difference that this one has longer lasting effect.
- RP type of thing
- Adds something new to bloodbending sub-skill.
Cons:
- Isn't limited to close range: Can be used from far distance.
4.Condensation.- Adds a chi blocking variation, with a difference that this one has longer lasting effect.
- RP type of thing
- Adds something new to bloodbending sub-skill.
Cons:
- Isn't limited to close range: Can be used from far distance.
3.WaterRestore.
Pros:
- Resourcefull when far away from the body of water.
- Utility application.
Cons:
- Combo and it being one doesn't make much sense.
- Doesn't work on plants.
2.WaterFishing (fishes without a fishing rod)- Resourcefull when far away from the body of water.
- Utility application.
Cons:
- Combo and it being one doesn't make much sense.
- Doesn't work on plants.
Pros:
- Adds a survival and collecting application use to the bending art.
Cons:
- Only used to fish fishes and no random junk/tressure.
1. Water Control.- Adds a survival and collecting application use to the bending art.
Cons:
- Only used to fish fishes and no random junk/tressure.
Pros:
- Adds Building use/application that provides an workaround over the lack of silk touch enchanted tool.
- (Balanced) Grief Application, which waterbending lacks off officially alone.
Cons:
- Can't change state of the water block
- Flooding potential.
- Adds Building use/application that provides an workaround over the lack of silk touch enchanted tool.
- (Balanced) Grief Application, which waterbending lacks off officially alone.
Cons:
- Can't change state of the water block
- Flooding potential.
FrostBreath ~ better of creating only snow, freezing bottom water as being the opposite of phasechange, and changing/freezing blocks (like iron) into ice.
IceWall ~ rather than a standalone let it be an extention for Surge (sneak on air while water is below), and make shattering boolean config option.
WaterFlow ~ should not pick up and carry entities, allow it to work when falling and while is further away (to avoid fall damage from occuring), but allow it to work in vanille-gameplay wise (basically, so anyone that can swim through and out it).
Phasechange Extention ~ IcyBreath animation when 'KataraVsJet' for the first time, shouldn't deal damage, and maybe perhaps create an ice block?
Cleanse ~ should be limited in a close approximately with the target; user should be required to touch the target or be one block apart.
Condensation ~ Nothing much, but allow it to pick water from water particles when a dripping effect occurs (one block layer floor, that when user is below it, has water above it).
Water Restore ~ Make it a passive so that when the bender selects the bendable source with any ability - it should fill up multiple/one bottle.
WakeFishing ~ rather than a standalone let it be an extention to Watermanipulation (through left click), and like Katara did - allow it to pick a small waterball from the source that follows the cursor and has a fish inside.
Water Control ~ give it the capability to move grass and other tethered blocks (i.e. flowers, mushrooms) along the ground.
IceWall ~ rather than a standalone let it be an extention for Surge (sneak on air while water is below), and make shattering boolean config option.
WaterFlow ~ should not pick up and carry entities, allow it to work when falling and while is further away (to avoid fall damage from occuring), but allow it to work in vanille-gameplay wise (basically, so anyone that can swim through and out it).
Phasechange Extention ~ IcyBreath animation when 'KataraVsJet' for the first time, shouldn't deal damage, and maybe perhaps create an ice block?
Cleanse ~ should be limited in a close approximately with the target; user should be required to touch the target or be one block apart.
Condensation ~ Nothing much, but allow it to pick water from water particles when a dripping effect occurs (one block layer floor, that when user is below it, has water above it).
Water Restore ~ Make it a passive so that when the bender selects the bendable source with any ability - it should fill up multiple/one bottle.
WakeFishing ~ rather than a standalone let it be an extention to Watermanipulation (through left click), and like Katara did - allow it to pick a small waterball from the source that follows the cursor and has a fish inside.
Water Control ~ give it the capability to move grass and other tethered blocks (i.e. flowers, mushrooms) along the ground.
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