vidant829
Verified Member
Idea:
AirCushion in its simplest form would be an ability that when activated by tapping shift as an Airbender with it selected; a quick ring of expanding air will be propelled out from beneath the Airbender using the ability that is within 20 blocks of the ground. As the ring expands over 10 blocks or more, a thin blanket air which would make contact with the ground will be left behind in its trail and linger for more than 10 seconds; this is what the AirCushion itself would be.
Any entity that is on top of AirCushion will begin to hover slightly above the ground; this includes the Airbender that used the ability. As a result, any motion that was being made before coming in contact of AirCushion would continue with very minor deceleration unless the entity at hand were to have been falling onto the blanket of air which would in that case, stop their motion and reduce any fall damage that would have been initially received. Motion that was to be created within contact of the ability would also be affected as the entity attempting to move would have an extremely low acceleration on top of the already poor deceleration that the AirCushion would cause.
Add-On:
Extra:
Defensive: Airbenders would be able to manipulate an aggressor's momentum by either greatly reducing their deceleration and acceleration. This giving them more time to escape.
Offensive: With good timing, an Airbender can make their target travel in a desired path or greatly reduce their movement all together at where they can then proceed to attack accordingly.
Practical: With this ability, Airbenders will be able to...
Example:
(During season 1, episode 7 around 18:18, Korra was thrown into a pipe and temporarily lost consciousness at where Tenzin had to create an AirCushion beneath her in order to prevent a possibly lethal fall upon her head.)
AirCushion in its simplest form would be an ability that when activated by tapping shift as an Airbender with it selected; a quick ring of expanding air will be propelled out from beneath the Airbender using the ability that is within 20 blocks of the ground. As the ring expands over 10 blocks or more, a thin blanket air which would make contact with the ground will be left behind in its trail and linger for more than 10 seconds; this is what the AirCushion itself would be.
Any entity that is on top of AirCushion will begin to hover slightly above the ground; this includes the Airbender that used the ability. As a result, any motion that was being made before coming in contact of AirCushion would continue with very minor deceleration unless the entity at hand were to have been falling onto the blanket of air which would in that case, stop their motion and reduce any fall damage that would have been initially received. Motion that was to be created within contact of the ability would also be affected as the entity attempting to move would have an extremely low acceleration on top of the already poor deceleration that the AirCushion would cause.
Add-On:
- This would border on the line of being over powered but, an add-on to this ability would be that if an Airbender shifted while making contact with AirCushion, their movement would mimic that of Waterbender's passive; FastSwim.
- A slightly more balanced add-on to this ability would be if an Airbender were to right click on a block that AirCushion covers, a pillar of air would start to form on top of it. The longer the right click button is held whether or not the Airbender is still looking at the block, the higher the pillar will be raised as well anything making contact with it. However, for every 2 blocks that the pillar is raised, AirCushion will decrease in radius by 1 block. This would occur quickly and will end when either the Airbender stops right clicking or when AirCushion dissipates at where the pillar will do the same itself, dropping anything that was being carried up with it.
Extra:
- CoolDown: 5 Seconds or more after the AirCushion has dissipated.
- Left Clicking while aiming at AirCushion with the ability selected in or within 10 blocks of it will cause the ability to quickly dissipate.
- The ring that is released when AirCushion is activated will extinguish any flames on the same level as it.
- AirCushion will be able to activate over blocks, water and lava.
- Bending will still function when in contact of AirCushion and mobility moves like AirSpout, Tornado, AirBlast, AirSuction, FireJet, Water Spout, WaterWave, Catapult and RaiseEarth can be used to escape it while offensive and defensive moves like ShockWave, Surge, Blaze, FireShield, AirSwipe and AirShield can be used to interrupt it.
Defensive: Airbenders would be able to manipulate an aggressor's momentum by either greatly reducing their deceleration and acceleration. This giving them more time to escape.
Offensive: With good timing, an Airbender can make their target travel in a desired path or greatly reduce their movement all together at where they can then proceed to attack accordingly.
Practical: With this ability, Airbenders will be able to...
- Save themselves from fall damage on servers that do not support their passive ability of negating it.
- Save other players from fall damage.
- Regain balance.
- Stop themselves or other entities from entering potential hazards such as water or lava.
- Think of ways to connect this ability with others for more creative possibilities.
Example:
(During season 1, episode 7 around 18:18, Korra was thrown into a pipe and temporarily lost consciousness at where Tenzin had to create an AirCushion beneath her in order to prevent a possibly lethal fall upon her head.)
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