EndersShadows
Verified Member
Element:
Air
Basic idea:
Cause non airbenders to receive damage from powerful pushes and pulls when colliding with obstacles
Damage info:
<.> All air moves that launch a player in any given direction should deal 1 - 2 full hearts. (Airblast, airburst, airstream, airsweep, and etc.).
Additional info:
Players should receive a "damage period" after being pushed/pulled. This "damage period" is the window of time where they are able to receive damage from colliding objects. My opinion; the "damage period" will last 1 or 2 seconds, after being launched.
Pros:
+ Improve air's overall effectiveness in combat
+ Gives additional use to moves such as airblast, and airburst.
+ 100% Cannon
Cons:
- Extremely OP
Gif to help visualize:
Go hit yourself if you really need a gif to picture this. I am too tired to find one.
Please post feedback on what can be added/removed from the pros and cons lists! I was a little tired at the creation of this thread. So please assist my tired mind and think of some cons that can be added.
Air
Basic idea:
Cause non airbenders to receive damage from powerful pushes and pulls when colliding with obstacles
Damage info:
<.> All air moves that launch a player in any given direction should deal 1 - 2 full hearts. (Airblast, airburst, airstream, airsweep, and etc.).
Additional info:
Players should receive a "damage period" after being pushed/pulled. This "damage period" is the window of time where they are able to receive damage from colliding objects. My opinion; the "damage period" will last 1 or 2 seconds, after being launched.
Pros:
+ Improve air's overall effectiveness in combat
+ Gives additional use to moves such as airblast, and airburst.
+ 100% Cannon
Cons:
- Extremely OP
Gif to help visualize:
Go hit yourself if you really need a gif to picture this. I am too tired to find one.
Please post feedback on what can be added/removed from the pros and cons lists! I was a little tired at the creation of this thread. So please assist my tired mind and think of some cons that can be added.