#1 The second jump/airdash (On the current state of the rumble meta)
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Tamrell
I believe RUMBLE has the potential to be the best VR experience on the market, the developers have done an amazing job at it so far and I am really excited to see where the game will go in the future! I compiled my view on the current meta and how we can create a more healthy (competitive) scene that can be well retained.
Please discuss these standpoints and let me know also if you have any ideas on tackling issues you see with the current state of the game!
This post is part of a set of 6 posts where I talk about the current meta
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#1: The second jump/airdash: https://rumble.canny.io/suggestions/p/1-the-second-jump-airdash-on-the-current-state-of-the-rumble-meta
#2: Knockback: https://rumble.canny.io/suggestions/p/2-knockback-on-the-current-state-of-the-rumble-meta
#3: Volatile stone: https://rumble.canny.io/suggestions/p/3-volatile-stone-on-the-current-state-of-the-rumble-meta
#4: Stubborn stone: https://rumble.canny.io/suggestions/p/4-stubborn-stone-on-the-current-state-of-the-rumble-meta
#5: Guard Stone: https://rumble.canny.io/suggestions/p/5-guard-stone-on-the-current-state-of-the-rumble-meta
#6: Client/host balancing: https://rumble.canny.io/suggestions/p/6-client-host-balancing-on-the-current-state-of-the-rumble-meta
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1 The second jump/airdash
I believe this should be in the basic kit, with flow stone adding something more interesting like a "higher" jump or "further" airdash a lot of playstyles benefit in fun and complexity from this, making this possible without a stone will benefit the health of the game greatly and stimulate much more playerbase wide experimentation.
Especially with that the jump move in its entirety is a death sentence without flow stone or advanced movement techniques like bumping/flying, which bars jumping from new players in a way I believe is undesireable (ask any player with 50 + hours of play time).
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L3mmi05/Val
I don't think jump being a weak position is a game balance issue. Its an earthbending game, you want to be on the ground. Putting yourself into the air for no reason should be a bad idea unless you bring some earth with you to defend yourself - by bumping, airslinging or simply blocking. Jumping shouldnt be a default thing to do in neutral - its a vulnerable position with advantages, and it gets backed up by flowstone removing some of its weaknesses.
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Tamrell
L3mmi05/Val I agree with you that being in the air should be a weaker position (it already is with being unable to spawn anything) but there are no advantages to being in the air unless you bring a structure with you, and even when you do you're still at a disadvantage
bumping and airslinging is cool (although admittedly not very earthbender-like, if you're not touching the ground how can you accelerate the object? straight giving pushback means there is a preservation of force at least in intention) and works well, but do we really want aerial movement at all to be locked behind either equipping a stone or investing a ton of time into learning tech that exploits initially unintended mechanics?
it wouldnt close the skill gap but it would just give everyone the complete movement kit instead of locking it behind shiftstone DLC or basically making it endgame content
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Tamrell
L3mmi05/Val I should also mention that I dont think flow stone just removes some of its weakness, if we want to remove a bit of the jumps weakness I would say we'd need a stonde that negates knockback for a short period after landing (can also make sense lore-wise landing from a jump could embed you a bit deeper in the ground)
Instead, I think the double jump/airdash adds an entire dimension of movement, the difference between having agency in the air vs having no agency in the air.
an example of why this is really strong is that you can sometimes get around a ringout by airdashing back in after getting flung off, but it can also
Personally I like the depth and mind games it adds if my opponent jumping doesnt give me 2.5 seconds to prepare the best punishment on where they are predictably going to land
Honestly,so far actually most counter arguments to this I have heard make me think if I go along with the reasoning I'd arrive at the double jump/airdash needing to be removed from the game entirely
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Lux
I second NeighborNat and don't think the flow stone should be a base kit. It changes the way one plays so much it warrants the investment into training and using it. Bunny jumping is already a problem, if it becomes less costly most match will look like two ferrets on wheels going around. Which might be fine, but that's a different game then.
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Tamrell
Lux I don't really think that would happen, if a player wants to bunny jump around they're just going to have flowstone anyway. This would at least make it so all players would have equal freedom of movement
I don't think it wouldn be a different game since it's already there, and last time I checked at least half the playerbase uses the stone anyway
Y
YourNeighborNat
I'm not entirely sold on the concept of giving everyone flow stone as base mechanics, but if it were to be implemented, I think the big thing would be how to flavor the abilities to make them somewhat "grounded" in the sense that it is using standard Rumble earth bending and not the power of a Shift Stone. I think one way this could be done is by using the dust that trails behind the player midair. Perhaps that dust could be brought together to make one or more small, very fragile plates of earth under the player that they push off of to do a second jump or dash midair. Alternatively, pillars that jut out of the ground to meet the player's feet so they can jump off of them could be cool.