Board Thread:Suggestions/@comment-26960607-20161101225009

Message From Me:

I kind of need balancing Suggestions for the E Move... Also, this is a bit of rework from the Original Class Concept Post.

Class Name: Retro

Role: Fighter

Subrole: Hexer

Weapon: RPG (A Pixilated Video Game Sword)

Description: Retro is a "Video Game Character" despite not really even being from an actual Video Game. He uses his Video Game Skills to good use with various attacks. The rather cheap thing is that he kind of also has this "High Score" above him and the "Points" he gains from them can be used to purchase "Power-Ups". Retro has a lot of ways to winning a game but getting away, not so much. Retro's Mobility is pretty limited.

(GUI) High Score: Numbers above his head showing how many points he has.

(Passive) Multiplayer: When Retro looks at an enemies’ Health Bar, he can see how much Health they exactly have (The number is shown. Possibly like Current Amount / 100 or something). When Retro puts his mouse over an enemy, a GUI appears (idk where on the screen though) showing their exact amount of Stats, how much Mana they have, how much Stun they have, and which abilities are / aren’t on cooldown (also showing how many remaining seconds there are before the move can be used again. They can also see other things they have (such as Ammunition, a Second Bar like Distortion, etc. etc).

(E) Power-Up: Retro’s “High Score” appears above his head. It’s visible to anyone. The High Score shows how many points (Pts) he has. He gains them in these ways:

-Dealing Damage (Pts = Damage Given)

-Killing Someone (250 Pts)

-Stunning an Enemy (50 Pts)

   He uses these Points to buy Power-Ups. When this Ability is used, a Screen appears in front of Retro (NOT a GUI) saying “Select Your Power-Up” above it. It contains a list of power-ups. You scroll down it to view many more. Retro can still move around while this Screen is on but he can’t use any Abilities nor Attack Combos. Retro can only have 1 Power-Up in effect at a time. Not 2 or more. Here are the Power-Ups he can get and how many points (pts) they cost:

- [30 Pts] Attack Up: Gain a 10 Second .125 Attack Buff. [Icon: Sword tipped with Blood (Insert Minecraft Reference here)]

- [30 Pts] Defense Up: Gain a 10 Second .15 Defense Buff. [Icon: A Shield]

- [50 Pts] Speed Up: Gain a 10 Second .3 Speed Buff. [Icon: A Light Blue Shoe with White Wings on it)

- [50 Pts] Heal: Restore 10 Health.

- [50 Pts] Mana: Regain 50 Mana.

- [250 Pts] Full Restore: Get fully healed, have full Mana, and have your Stun Bar COMPLETELY empty.

- [25 Pts] Arrow Shot: Fire an Infinite Ranged Arrow at wherever the Cursor is pointing at. It deals a Random Amount of Damage (1-10). It also flies at constant speed, meaning that it doesn’t speed up nor slow down. It can be dodged

- [30 Pts] Bomb: A Bomb is placed down near Retro which’ll blow up in 3 Seconds. When it blows up, anyone who gets hit by it takes a lot of damage (8-14), Stun (7-15), and Knockback. Retro and His Allies only take half of the damage (4-7) and Less Stun (3-10) however.

- [30 Pts] Sword: Send a Replica of Retro’s Sword flying at wherever the Cursor is pointing at, possibly dealing double the Damage of an Attack Combo (8-16). The Range isn’t infinite however (same as Frigost’s Icicle) but it flies fast.

<p class="MsoNormal">-[100 Pts] Iron Defense: Retro gains this Metallic Veil for 10 Seconds. During that time, he’s immune to Stuns & Staggers but his Speed is lowered by .3.

<p class="MsoNormal">- [100 Pts] Forcefield: Retro gains a Forcefield that makes him takes 50% less damage for 10 Seconds but his Attack is lowered by .3 while he has it on.

<p class="MsoNormal">- [30 Pts] Fire: A targeted area (which is wherever the Cursor is pointing at), gets lit on fire for 10 Seconds. Enemies standing on it take constant damage (1-6).

<p class="MsoNormal">(Z) Joystick: Retro whips out a Video Game Controller then starts to spin forward VERY rapidly for 3 Seconds. The Direction Retro goes is which direction he was looking at and he only goes straight (the move is uncontrollable). Enemies take multiple hits from this with each hit dealing small amounts of Damage (4-9) and Stun (1-5). Each hit can lowers their Defense by .1 for 3 Seconds which is REALLY short (although it does increase the damage dealt). The Debuff Durations don’t stack however. (Consumes 10 Mana. 10 Second Cooldown)

<p class="MsoNormal">(X) Graphic Bits: Retro causes a shockwave that affect a LARGE Area of Ground around him. Enemies hit start to have these pixel particles for a few seconds. They’re basically “Pixelated”. During that time, they start taking bits of damage (3-7) along with having a 1.25 Attack Debuff. The only thing that damages in this Move is the Pixelation and NOT the Shockwave. (Consumes 30 Mana. 20 Second Cooldown)

<p class="MsoNormal">(C) Arcade Blitz: 5 Arcades Machine falls in front of Retro in a Straight Line. Upon hitting the ground, they explode into pixels. The Explosion Size only hits enemies near the Machine (so the explosion is not so large) and none of the explosions intersect (so you can only get hit once. Not twice or thrice). Enemies hit take a lot of damage (9-15), Stun (10-25), and a .2 Defense Debuff for 10 Seconds. (Consumes 30 Mana. 20 Second Cooldown)

<p class="MsoNormal">   (V) High Score Chase: A “Bonus Round” randomly starts. It only lasts for 15 Seconds. During this time, Retro starts to constantly gain Points (more like “Bonus” Points) even if he’s not hurting, killing, or even stunning anyone (1-3) as well as having a .125 Attack, .15 Defense, and .1 Speed Buff. While this “Bonus Round” is still active, Retro cannot use Power-Ups. (Doesn’t Consume any Mana. 75 Second Cooldown)

<p class="MsoNormal">-

<p class="MsoNormal">Asthetics & Stuff:

<p class="MsoNormal">-Retro's Death Animation is like how you die in a Video Game. The Weapon still stays like Usual Strife and his Final Score appears above his head however, when the Weapon disappears, so does the score.

<p class="MsoNormal">--Whenever Retro deals damage, the number of points gained pops up above the enemy. Same thing goes for killing and stunning. <ac_metadata title="Class Concept: Retro (Revamped)"> </ac_metadata>