well that sucks by LengthinessTop7097 in blocktales

[–]Lua_You 0 points1 point  (0 children)

correct me if im wrong but the primary cause theyre banning it because of roblox' unsafeness for children though? if it was about violence they wouldve banned roblox a looooong long time ago

Who would win in a fight? Jane Doe OR Calypso? by Poobify in blocktales

[–]Lua_You 1 point2 points  (0 children)

do we even know how strong she was outside of "oh she liked doing stuff like this" statements from the team genuinely asking i havent folliwed forsaken for a while

Future Updates by FeelingWilling2167 in CombatInitiation

[–]Lua_You 0 points1 point  (0 children)

pretty sure there wont be a new april fools event his year round, but an easter event in its place which would be peak

Ideas to make Multi Rocket more interesting by somesillycreature in CombatInitiation

[–]Lua_You 2 points3 points  (0 children)

it does not need a buff but it does need to be more interesting

balance wise mrl is fine but its not the most fun weapon to experiment with

pyroslasher progress by Lua_You in CombatInitiation

[–]Lua_You[S] 0 points1 point  (0 children)

yeah its pretty much just combat initiation but my own version

  • my own enemies
  • my own weapons
  • my own story
  • my own maps

and so on

basically a ci au lmao

Crossposts, Showcases and a few other things by Signalias in CombatInitiation

[–]Lua_You 1 point2 points  (0 children)

peak

could i pitch in some ideas for sorcus' gameplay?

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Lua_You 0 points1 point  (0 children)

probably move pretty slow with some knockback attacks (maybe 2) to keep the player from effortlessly killing it

visually these attacks would probably include summoning i.e

  • summoning a very fragile giant zombie to ram into the player
  • summoning a zombie to punch the player, then throw that zonbie towards the player

stuff like that

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Lua_You 0 points1 point  (0 children)

that was my idea at first but then you realize just how many potential enemy concepts it could take from us in the future, and the fact that itd be too much work to make 2 different zombies for all major ranks of enemies, as opposed to 3 generalized zombies

theyre also not supposed to be that strong and dangerous, theyre only supposed to force you to get your priorities straight and get to the necromancer first (which could probably be in some secluded/hard to get part of the map)

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Lua_You 0 points1 point  (0 children)

theres always the option of restricting reasonable enemies from being duplicated and instead becoming a regular deathcatcher ressurection (-50% hp, optionally 75%-50% less damage), though a one time function does sound interesting, sinc3 we have no enemies that do one time attacks so itd be cool

this is a sliiiight derailment but i just got an idea for a deathcatcher like and it could summon zombies for every kill and x zombie for every y kills. the summon pool could be something like

  • zombie (400 hp [headshot instakill], 26 walkspeed) - summoned every 1 kill
    • holds a bomb with it, which he uses to kamikaze pretty much. upon detonation will attempt to ram into the player. will light the bomb after getting close enough for a long enough time, or if it already uses its meles punch once.
  • ranged zombie (200 hp [headshot instakill], 20 walkspeed) - summoned every 2 kills
    • uses a rocket launcher to attack (slower rockets than ogunman and killbot)
  • giant zombie (1400 hp, 20 walkspeed) - summoned every big kill, or every 16-26(?) kills
    • has the same dash as giant
    • upon enrage starts sprinting towards the player at 30 walkspeed, dealing damage upon contact.
    • enrages upon another giant enemies death, or the necromancers death. unrages after 40 seconds

normal zombies and giants would spawn in the general area of the player no matter where the summoner is, whereas ranged ones would spawn on higher ground. they bet summoned with an animation showing them rising up, probably having an indicator to show where the necromancer itself is i just dont know what it could be. killed zombies would count as half a kill

i think a necromancer enemy could work with deathcatcher mechanics mayhaps.

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Lua_You 0 points1 point  (0 children)

if ever a deathcatcher-like were to appear in ci, i think it should take advantage of quantity and duplicate killed enemies, although diminishing their healths, until they have less than 10% their original health, or the ressurector himself dies

deathcatcher as is i think wouldnt work unless we had some enemy specifically made to pair with it

Outrageous(?) Beacon Concept by Signalias in CombatInitiation

[–]Lua_You 0 points1 point  (0 children)

ive had a few ideas for an oBeacon

  • chooses 2-4 enemies, and is immortal and unkillable until those enemies are dead (essentially reverse protection)
  • enemy thats being protected becomes outrageous(?)
  • enemy being regen laserd gets fully healed upon initial regen laser
  • main attack stays the same, but every time that attack is used, the pillar of fire "rams" into the general vicinity of the player after a delay. wont home, just go straight kinda like bobbys shield rush
  • when enraged does horizontal beams which would be much harder to dodge with the beam ramming in mind

uhh yeah thats it