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Suggestions

What's on your mind? What would you like to see in RUMBLE?
Stubborn nerf and general addition of no knockback/player hitstun on full damage negation
TL;DR Stubborn is nerfed to be -1 damage and 50% knockback reduction on Dash/Jump, while full knockback/player hitstun negation is expanded to any time damage is fully negated --------------------------------------------------------------------- This is a suggestion for: A nerf to stubborn A general addition regarding knockback + player hitstun negation --------------------------------------------------------------------- A nerf to stubborn itself Currently: "Dashing or Jumping right before you get hit will reduce the damage you take by one, and you will take no knockback." Changed to: "Dashing or Jumping right before you get hit will reduce the damage you take by one and greatly decrease the knockback you take." (Dashing/Jumping with Stubborn would cause a 50% reduction to knockback, halving knockback in general, and negating Volatile's 50% explosion knockback buff while somewhat mirroring the language used to describe volatile) A general addition When fully negating the damage a structure deals, its knockback and player hitstun is also fully negated. --------------------------------------------------------------------- With these changes in combination, Stubborn would still have knockback/player hitstun negation against disks (unless they are damage boosted through something like Surge), but so would Adamant, Guard (presumably), and possible future damage reduction shift stones, resulting in Stubborn not owning a monopoly on this. When combining any damage negation options, full knockback/player hitstun negation could only reach so far, allowing for larger/grounded/moving structures to still cause knockback/player hitstun even if part of the damage is negated. Stubborn would maintain a knockback advantage against larger structures, since it would have 50% knockback reduction. This would help maintain Stubborn's identity and act as a mirror to Volatile's 50% explosion force increase. Surge and possible future damage boosting shift stones could act as counters to full knockback/player hitstun negation since they could help with piercing through full damage negation. Due to an expanded range of knockback/player hitstun negation options, this may also act as a nerf/counterplay addition to Explode/Volatile explosions since the explosive force would presumably be fully negated if damage from the structure was as well, possibly encouraging the application of Explode on larger structures when facing players with more than one damage reduction stone.
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BP based matchmaking that slowly expands the search range
With the latest update the belt range search got removed. Nothing changed for me there. I never did same rank anyway. And I love teaching beginners. And as long the ranking system wont change, the old rank range search system didn't make much sense to me anyway. To me the old matchmaking belt range seemed kind of useless, as a 156 BP Black belt player is still a beginner anyway. In it's previous form the most common result was lots of new players leaving the game because they never found anyone on same rank and quitting the game thinking no one was playing. I hope we can get a system with 4 options: Friends only, also searches for friends that are in non friends matchmaking. Direct invite to a friend, like the park invite from the friend list board. https://rumble.canny.io/suggestions/p/invite-a-friend-directly-to-a-match Quick match, current all players search. Slower but weighted matchmaking, I don't know a good name for it though... With weighted matchmaking it will first look for similar players, but over time expands to include all players. The times themselves are just a suggestion. It starts at 3/4th up to 1.33x your BP 10s - 2/4th - 2x BP 20s - 1/4th - 4x BP 30s - 1/8th - 8x BP 40s - 1/16th - 16x BP 50s - 1/32th - 32x BP 60s - Everyone 120s - Then if you wait for longer than 120 seconds you start to gain priority. It doesn't matter if you are in your opponents search range or not (except friends only). You will instantly match with the next person entering matchmaking. As there are clearly not enough people online and no one should have to wait endlessly. Those that used quick and weighted matchmaking can be matched up together. And those that choose quick also have this 120s priority system. The matchmaking machine screen should announce the BP ranges it is currently looking for. If it found a priority match it should say so. For those still at less than 12 BP (white belt) are to be considered at 11 BP for this system. Because otherwise it doesn't work for someone at 0BP.
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