Traumtulpe Posted December 9, 2022 Share Posted December 9, 2022 Tailwind is extremely unwieldy as a mobility skill, it has 2 major issues that are very easy to fix: It needs very specific amounts of range - low range (34%) makes the skill nonfunctional, high range (160%+) locks you into the animation, making you overshoot your target. The skill cancels all momentum if you touch the ground as it ends (it isn't possible to keep the momentum by, say, sliding, nor is it possible to stay far enough above ground in many tilesets). So the easy fix: Make it have no duration (that is the part actually affected by ability range). Make it just catapult Zephyr in the direction, giving her momentum but preserving her ability to jump or slide. That way we can both keep the momentum via sliding, and cancel the movement at any time via bullet jumping. This really should be easy to implement, and it would only make your game better. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.