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Suggestions

What's on your mind? What would you like to see in RUMBLE?
Please consider making discs cause no structure and player hitstop/hitstun
TL;DR: removal of the disc's ability to cause hitstop/hitstun on structures and players so they are less disruptive as an extension of them already having no knockback Discs are already a structure that has no knockback, but upon hitting another structure they do still cause that structure to not accept (at least most) modifiers for a short time. Additionally, upon hitting a player, they can (generally, as far as I know) completely stop that player's momentum. Due to the speed that discs are able to be spammed and/or the distance they can quickly cover (and, debatably, the ease this can be done), they can cause perhaps oddly high amounts of disruption for such a light/fast/low damage structure just by impacting into something or someone (in addition to ungrounding structures with explode if it has been applied). At the risk of breaking deadstop tech, if structure and player hitstop/hitstun was removed from discs, discs could be made into a light chip damage, explode carrier, and movement option that otherwise doesn't have this high innate disruption potential. This lack of innate disruption seems to me like it might be a consistent extension of discs lacking knockback. I also think this would make sense for discs given how fragile they are. If this change was implemented, perhaps it might remove some of the pain points that some players have with discs and alleviate some of the frustration in dealing with discs being spammed at them. Thank you for your consideration. ^_^
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Ground pound, Iron feet removal, Knockback stunlock counter
While there is already a post about every part of this suggestion as a separate post, I would like to suggest something that all connects it together to make a whole new mechanic with lots of possibilities. I will copy the parts into the comments of the separate suggestions as well. Iron Feet removal I have already seen the Bucketheads talk about a potential change in Iron Feet before. With the idea that you could walk on structures. And making the structures less breakable for flying. I would like to say, please do!!! Only make a structure break when it is also supposed to damage you. This would make flight feel way more like an intended mechanic. Currently the structures are too fragile when mounting or changing directions in flight due to the Iron Feet mechanic. And the ability to walk + dash + jump on structures would be really cool as well. This removes the Baby Jail exploit where you can make someone get stuck, unable to move on top of a structure. It can even result in the creation of minigames by the community. For example creating your own parkour maps. Problem and solution There is one concern though, that you can't break through structures at all anymore when falling down. Solution is a new versatile move that allows you to break stuff below you: Ground Pound , or probably best to just call it Pound in game. Ground pound Create a blastwave on the ground that gives knockback around you. It does no damage, but kind of works like a weaker explode knockback, but your feet are the source of the knockback and doesn't affect the user. If you stand or fall on top of a structure, you break it, replacing the Iron Feet mechanic. When a structure has Explode on it, you will negate the explosion knockback. When done from the air you fall down 50% or maybe even 100% faster and the knockback power of the blastwave at landing on the ground is slightly increased. When you touch the ground you immediately stop all momentum. As you kind of ground yourself for a moment. So this can be used to cancel player knockback. This move can be done while still in knockback state from being hit if you react in time. Countering criticized gameplay This will make it a stunlock counter, the combos where a player juggles you in the air, while you can do nothing at all but accept your fate as you never touch the ground before you die. If walking on structures won't be a thing, then at least this will also make you able to escape a Baby Jail. And this will finally add a counter to the huge player knockback of a volatile explosions, which can frequently one shot you of the ring. But to use this to protect yourself you of course need to react in time, so it's no guaranteed way to safe yourself, so these tech still have their use, they just stop being overpowered. Pose Since the move is movement based, the pose should follow similar rules to dash and jump, with one hand at base pose. The other probably around the kick position. There should be a relative long cooldown on this move, making you unable to spam it, so you need to time it well. Creative playstyles This would be quite a versatile pose. Used for movement, breaking structures, close distance defense, player knockback recovery and it's small blast can add power to a combo for offense. These changes will help shake up the meta. Currently explode is a bit too powerful, so the meta revolves around putting explode to almost anything. Flight is quite unreliable and dangerous, so it's almost never used in competition. And almost no one dares to fight in close range because of how overpowered stunlock kills are. These changes will give a bit more room for creative playstyles to survive. While giving a logical new option to the move set
13
Explode disc should only unground touching structures
Explode disc should only unground the structures it is actually touching when it destroys. Explode discs are extremely easy and fast to spawn or even spam, but has the same huge ungrounding blast radius as any other exploding structure. Even though it doesn't give an actual increased knockback, as disc knockback doesn't exist anyway. Against hold based players this huge blast is really overpowered in dismantaling a lot of setups. As it doesn't necessarily have to hit, as long it's close by. Attacking the player is enough to deal damage while also dismanteling attacks. And unlike any other structure, you can't use waterbending techniques to protect against the exploding disc as they are way too fragile and will explode on the lightest touch. There are a lot of complains about disc spamming being a little bit too powerful and that creativity can't win again high pace. This is a very small change that actually helps fixing this issue, even if it only does this very slightly. Things that become a tiny bit more easier, as an explode disc is currently everyone's first reaction seeing these things: Multistructure puppetmasters Battering rams (puppetmaster pushing uncontrolled structures) Chambering (holding a structure while attacking with another, mainly used with charge) Chargestone usage in general Multilayered defenses like the wishbone opening (spawning 2 walls) Rare pillar based fighting styles (as the ungrounding from the first explode disk weakens a pillar enough to get destroyed by a second disc) Explode disc can still dismantel all these hold based attacks and weaken defenses, but need to be aimed more and can't dismantle multiple structures in a huge range. So you either need a bit more precision and even more pace, or mix up with other attacks making the fights more creative.
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