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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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Integration of Charge Battery behavior as a lingering buff for Charge Stone
Currently, from what I understand, Charge Stone has (presumably) unintended behavior that allows for doing things like holding a structure then un-holding it, still allowing the player to continue charging off the structure they no longer have hold on or otherwise allow the player to not be holding the structure after a charge has completed and, in both cases, still retain the charge to use on another structure. This is behavior used in "Charge Battery" techniques. As it stands, there is also additional inconsistency and unintuitive behavior with Charge Battery beyond what is described here. I suggest that this current behavior be removed and replaced with a 5 second long (or longer/shorter if that amount of time seems too long or too short) lingering of the charge buff after the structure affected by Hold is destroyed or is no longer being held, but only after that structure is fully charged. This could allow for a more streamlined, intended integration of his behavior as a feature that could allow for those that have spent time learning to utilize the current behavior as a fairly large part of their combat style to still have a play style that works in a similar, albeit simplified direction. Ideally, I think this new lingering buff behavior should be combined with some version of previous suggestions for a visual effect that indicates the charge is on the player instead of the structure and have that visual effect linger for the 5 seconds this buff is active. Note: this may constitute a buff to Charge based play styles not specifically utilizing charge battery type behavior currently, as it more opens up more general usage of charge for a short period after the structure is no longer held. Thank for your consideration!
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