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Looking Into Waterwave rework

xNuminousx

Member
Icewave really needs something interesting and unique, like additional feature(s) instead of freezing (boring!). I guess it could do this, like reward/benefit those who used it on ice/snow enviroments:
*insert the gif I just posted on chat*
With my example it extends the usage of speed on ice AND gives more source-ability on land for Water, even if there's no plants. Plus it scales up mountains (only if they are 1 block tall steps) unlike some abilities like surge which just disappear into them. If I knew how to make it as an add-on I would.... It would be stand-alone though. Not an extension to WaterSpout. Because I don't feel like recoding WaterSpout too ;3;
 
I just reedit my reply while you were replying. Refresh the page and check it again. Another useful interaction.

Išsiųsta naudojantis SM-G313HN Tapatalk 4 Lt
 

NickC1211

Member
Just notice I pasted the wrong first link, lol

http://projectkorra.com/index.php?threads/6301/ *

Anyway, ^^^ I don't like (the rigid limit) anymore, so it doesn't matter much

Icewave really needs something interesting and unique, like additional feature(s) instead of freezing (boring!). I guess it could do this, like reward/benefit those who used it on ice/snow enviroments:



You could probably already the useful application for it. If not, you would be able to drag and form walls of vibrant heights accordingly to how you adjust your own elavation (tap space or sneak). It would also fits well with having WaterSpout in the combo activation, because it really does resemble both techniques: the vortex and the wave.
This got me thinking if we apply the whole hold shift then look in a direction thing maybe we could make it a possible attack. What I mean is not using the waterwave for transportation but offense. Maybe if you charge it long enough you can make a big water or ice wall idk I'm just brainstorming lol.
 
This got me thinking if we apply the whole hold shift then look in a direction thing maybe we could make it a possible attack. What I mean is not using the waterwave for transportation but offense. Maybe if you charge it long enough you can make a big water or ice wall idk I'm just brainstorming lol.
Could cause knockback though, and I'm don't mind damage as well. I do believe there was a thread about combing offense-defense-mobility in the gif displayed move. Something by the name of "Water Fissure".
 
Oh, you mean without travelling? I guess that could be the "Water Fissure" suggestion. It has offense (when Tonraq split eske and desna apart but intented to hit them) defense (forming a wall) and mobility (the gif I posted of Tonraq using that).

Išsiųsta naudojantis SM-G313HN Tapatalk 4 Lt
 

NickC1211

Member
Oh, you mean without travelling? I guess that could be the "Water Fissure" suggestion. It has offense (when Tonraq split eske and desna apart but intented to hit them) defense (forming a wall) and mobility (the gif I posted of Tonraq using that).

Išsiųsta naudojantis SM-G313HN Tapatalk 4 Lt
Is this what your talking about
http://projectkorra.com/threads/waterbending-x-waterfissure.3676/

This move look amazing water needs also this could be how water flow should be to make it less op
 

Loony

Member
I think the way waterwave is rn is unrealistic so I'm suggesting a change. I think it should be you click at a water source and hold shift for about two seconds. Maybe there could be a longer you hold it the further you go. Once you see water particles turn to the direction you want to go in and let go of shift. The water would come straight from the source and propel the user to their desired direction. Basically suggesting that waterwave should work more like water flow, by coming straight from the water and not a small ring. However it would not carry other people like water flow. The sequence for icewave would not change. Also when using a plant source it would look like the way it is now with the ring.



Maybe it could be more interesting so that if you're on your wave and your coming up on another water source you could continue your wave off that source somehow. Maybe like holding shift before you reach it then releasing shift near it to continue the wave.

If you look closely you can see her use more water to continue it.


Tell me what you think :D
This is a good idea, the animation of WaterWave does need improving. Looking into.
 

NickC1211

Member
Ok new idea so for like the short burst like it is now it could be like click then hold shift and it goes to your feet. For the stream that can be chained on different sources it could be like hold shift then click or something. The point is there should be two types of waterwave the short burst that is able to go in air like it is now, and the long stream that doesn't leave the ground and can be chained.
 
Did we mention the time how quicker the waterbender has to reach the other water source for the chain or how many times can't it be chained? I don't wanna have waterbenders that water indefinetely.

Išsiųsta naudojantis SM-G313HN Tapatalk 4 Lt
 

NickC1211

Member
Did we mention the time how quicker the waterbender has to reach the other water source for the chain or how many times can't it be chained? I don't wanna have waterbenders that water indefinetely.

Išsiųsta naudojantis SM-G313HN Tapatalk 4 Lt
I think you can only be able to chain once to stop waterbenders from running away indefinitely.
 
For the stream that can be chained on different sources it could be like hold shift then click or something.
I think it should be left click the water to continue on traveling. Too much confusing and may conflict with swimswift passive (or watersurf, if we get the nerf to dive fast underwater).

Ok new idea so for like the short burst like it is now it could be like click then hold shift and it goes to your feet.
That's what I had already in mind.

Oh, and speaking of waterwave, I wanna share an interesting concept If your interested in reading. Very old, but I'm not trying to promote it. I just think it is good time to #TBT

http://projectkorra.com/threads/icebridge.4297
Can't edit it out, but I change my mind about the activation controls (to make it more intuitive/friendly-mastering): Waterspout (hold it) > Surge (left click) [expands into and shapes waterbridge] > Phasechange (left click) [freezes it]
 

NickC1211

Member
I think it should be left click the water to continue on traveling. Too much confusing and may conflict with swimswift passive (or watersurf, if we get the nerf to dive fast underwater).


That's what I had already in mind.

Oh, and speaking of waterwave, I wanna share an interesting concept If your interested in reading. Very old, but I'm not trying to promote it. I just think it is good time to #TBT

http://projectkorra.com/threads/icebridge.4297
Can't edit it out, but I change my mind about the activation controls (to make it more intuitive/friendly-mastering): Waterspout (hold it) > Surge (left click) [expands into and shapes waterbridge] > Phasechange (left click) [freezes it]
I like this idea. It could tie in with the if you pull the stream from the water and don't ride it it can be used for offense/defense
 
IceWave could also allow other passengers join in, even If they're not waterbenders. In a essense kinda like waterflow, except their above it and aren't force to ride it (can side step to be escorted).

Katara used to do that twice. To pick up the earth king and Dad's girlfriend in the comics.
 

xNuminousx

Member
I'm still impressed with the example I made in Minecraft, and would love to see that implemented IF it can be done smoothly. Where the Waterbender rides the ice as it forms and controls its direction (also notice how you can easily see how it's connected to the source).

This is a good idea, the animation of WaterWave does need improving. Looking into.
Or some other Dev: How possible is my conecept (based on the in game example I gave) as far as a concept and ability to code it?
 
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