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Vagineer Rage Proposal #254

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Waifers opened this issue May 8, 2021 · 2 comments
Open

Vagineer Rage Proposal #254

Waifers opened this issue May 8, 2021 · 2 comments

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@Waifers
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Waifers commented May 8, 2021

Because for an entity with lovecraftian capabilities, the rage being the Vagineer just building sentries is a bit out of place. While the rage itself is fine (and can certainly be reused for another engineer boss if it were to be replaced), a new one that can fit thematically would be better. Coincidentally, we already have something that could be reused for the new rage, which is the Magnet modifier effect. The magnet effect would serve to better fulfill the fantasy of playing as everybody's favorite genitilia faced engineer by forcibly dragging people into certain places they dont want to be in while not being capable of doing much to stop that. The general abilities of the rage at minimum would be:

100% Rage: Magnet effect (Maybe at its strongest a little stronger than normal B1 wind) + Uber
200% Rage: Stronger and Longer Magnet effect (Probably as good as the strong B1 wind) + Uber

No exact duration and range numbers, but around 8-12 seconds for the duration and at least having the range of a 200% Hale range may be fine depending on how the rage plays out in practice. Anyways, I thank anybody who has read this and I hope this may be considered in the future. :)

@StarInAPond
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It's not a bad idea, but I feel like he'll need to have another gimmick, HHH does similar thing already, simple magnet would be bland.
Something to deal with buildings

@Waifers
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Waifers commented May 9, 2021

It's not a bad idea, but I feel like he'll need to have another gimmick, HHH does similar thing already, simple magnet would be bland.
Something to deal with buildings

Something small and simple like disabling buildings in range while the rage is active plus a few seconds after would probably be fine and not result in a potentially overloaded rage.

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