Board Thread:Suggestions/@comment-26960607-20160520104420/@comment-26960607-20160524030751

The way I think of this Concept is way different than how everyone else gets the wrong idea about it:

-Ginger is meant to be a speedster. She isn't a Hit-And-Runner (since she can't even dish out multiple hits whenever she wants to like Proto) nor a Kiter (since she doesn't even have ranged abilities like Nether). Her kit involves her being able to escape and doom enemies if you do a certain thing on them. She has Personal Crowd Control (Personal as in "Helps herself out only"), Escape Options, and Multi-Hitting Attacks to aid her. Her disadvantage of having Low Defense has Ginger be really careful, because she easily turns to crumbs like a Cookie (pun sorta intended, idk).

-About her Passive "Sugar Rush": This helps her escape from fights, get around the map, and get close. She loses bits of her speed whenever she gets hit. Her problems are AoE Attacks, Slows (especially a combination of both), and Multi-Hitting Attacks. Those easily destroy her speed.

-About "Cookie Clicker": It is a multi-hitting attack. Consider it like a "Unusual Version of Tempus' Time Crack". It's purpose is just to deal multiple hits, either as a finisher, racking damage, or lowering enemies' health to make them back away and heal. Cookie Counts are only given by basic attacks anyway. Enemies have to be nearby to be getting the multiple hits, unless you're implying that Tempus' Time Crack hits you no matter where you are on the map.

-About "Candy Cane Shotgun": The ranged stagger was meant as an escape option and something to help you give out Cookie Counts (hit them with basic attacks while they're still). I found it cheap how it'll always stun 100% so I just let give a lower chance of staggering the further away the enemy is while giving it a higher chance of staggering the closer the enemy is.

-About "Ginger Snaps": It's true that this was meant to be an escape option but that's about it. It's meant to shake off a hoarde of enemies that are swarming in. It would be a cheap trick for stunning melees if the Candy Cane Sword wouldn't break if it hit enemies.

-About "Cookie Crumble": The defense debuff along with the speed debuff was supposed to help this be a "Anti-Ambush & Approach then Reliation" Ability. When an enemy tries to come close, just use this to screw it up then backfire it on them. I'd also use this to counter Dashes (such as "Slice Wave" and "Guardian Dash"). This ability ONLY affects enemies with Cookie Counts (needs 5 after all).

-About "Candy Crush": THIS DOESN'T COVER THE ENTIRE MAP. That's not what I meant. I kind of wanted it to be like... think of it as a cloud that follows you everytime. It's the same concept, only this one doesn't last long (esp. if the enemy lacks Cookie Counts). This only affects enemies with Cookie Counts anyway (they're the ones that'll be affected by this, no matter where they are on the map). I'd consider it really bs if this would affect everyone with or without Cookie Counts. This was meant to only be a Guaranteed Finisher (the coup de grace that'll kill them when they're low). I found it really unamusing when this had a longer duration and when this dealt a lot of damage. That would've given this move a side role of "Racking Up Damage" and this would really be stupid as it can kill enemies at 50 HP and above.

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