Board Thread:Suggestions/@comment-26960607-20170615063118

I've made this Video Game Class way back and had revamped it once but I shouldn't bother giving out any links to those pages.

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Class Name: Retro

Role: Mage

Subrole: Fighter

Weapon: RPG Sword (Pixel Sword) / Shooter (Pixel Gun)

Description: Retro has a Prowess in Gaming which he can use it to his advantage. He has a lot of video game related abilities and attributes that he can use to eliminate the competition. He’s capable of dealing with close ranged fighters and those who fight from a distance. He isn’t the worst but at the same time, he’s not the best. It all comes down to skill as Retro can outplay his opponents but they can also outplay him too.

Attack Combo:

-Swings RPG Sword diagonally downward twice fast (upleft to downright & upright to downleft) (2 hits)

-Swings RPG Sword left & right fast (2 hits)

-Spins and performs a slash going up then performs a slash going downwards (2 hits)

-Performs a Stab

(Damage for each hit: 20-35)

(Passive) Gameplay: Retro has various Video Game-Related Attributes and also has 100% Speed.

 Platformer: Retro is capable of Double Jumping but it’ll cost him 10 Mana to perform. He can’t do it again until he lands on the ground.

He can also deal (40-60) damage and (5-10) stun to enemies by jumping ON them (and not AT them).

<p class="MsoNormal"> RPG: Retro’s Attacks now gain a “Critical Hit” Rate of 12.5%. When an attack is a Critical Hit, the damage & stun dealt is increased by 50%.

When Retro mouses over an enemy, a GUI appears near that enemy (idk where however). It shows their exact stats, how much mana, stun, & health they exactly have (numbers are shown), and also see which abilities are/aren't on cooldown (also showing how many seconds left there are before they can use it again). They can also see other things they have (such as Ammunition, a Second Bar like Distortion, etc. etc).

<p class="MsoNormal"> High Score Chaser: A High Score counter appears on top of Retro’s Head showing him how many “points” he has. Whenever he reaches 1000, he gets 100 Health restored and gains 25 Mana. There are only 3 ways that he can gain points:

<p class="MsoNormal">-Dealing damage (Points gained is based on how much damage he has dealt)

<p class="MsoNormal">-Stunning an enemy (gives 250 Points)

<p class="MsoNormal">-Killing an enemy (gives 1000 Points)

<p class="MsoNormal">(E) Shooter: Retro switches his “RPG Sword” for “Shooter”. Clicking now will make him shoot projectiles which deal just as much but won’t deal any stun nor knockback. The Critical Hit Rate of these shots are doubled however (25% instead of 12.5%). (Shooting costs 3 Mana)

<p class="MsoNormal">(Z) Joystick: Retro pulls out a Video Game Controller. What he’ll do is based on what weapon you have equipped.

<p class="MsoNormal">With the RPG Sword equipped, Retro throws his controller forward. If it lands, it grabs an enemy, dealing (25-55) Damage and (3-7) Stun. They also get suppressed until he/she gets pulled to Retro and gains a 10% Defense & 20% Speed Debuff that lasts for 5 Seconds.

<p class="MsoNormal">With the Shooter equipped, Retro spin the Controller around him for 3 Seconds, knocking enemies away from him as well as dealing the same amount of damage & stun like Retro was using the Controller to grab an enemy. It also gives the same defense & speed debuffs.

<p class="MsoNormal">(Consumes 10 Mana. 10 Second Cooldown)

<p class="MsoNormal">(X) Arcade Blitz: Retro uses Arcade Machines in some way. How he’ll use them depends on what weapon he has equipped.

<p class="MsoNormal">With the RPG Sword equipped, Retro raises one of his hands up in the air then drops it, causing 5 Arcade Machines to fall in front of him in a straight line. When they hit the ground, they cause a small pixel explosion (that only affect enemies near the machine). Enemies hit take (40-80) damage and (10) Stun along with having their Attack lowered by 30% for 10 Seconds. The explosions don’t intersect so this move only gives 1 hit.

<p class="MsoNormal">With the Shooter equipped, Retro points his hand forward and spawns an Arcade Machine in front of him that stays around for 10 Seconds. It sends out a Pixel NPC that has 150 Health and 90% Speed. It heads towards the nearest enemy, performing melee attacks that deal (25-45) damage. If the NPC dies, it’ll respawn again but in front of the Arcade Machine. The Arcade Machine itself only has 300 Health and if it gets destroyed, the Pixel NPC dies with it.

<p class="MsoNormal">(Consumes 30 Mana. 15 Second Cooldown)

<p class="MsoNormal">(C) Random Power-Up: When this ability is used, Retro is shuffling between 5 random power-ups which appear above his head. The power-up changes every second. Click to stop the Power-Ups from shuffling and the Power-Up shown is what Retro will use. They last 15 Seconds. Here are the Power-Ups:

<p class="MsoNormal">- Free Pts: It just makes Retro generate points and the amount of points he can gain is doubled.

<p class="MsoNormal">- Energy: Retro’s Mana Regeneration & Stun Degeneration is doubled.

<p class="MsoNormal">- Rage: Retro’s Attack is increased by 30% and his Critical Hit Rate is doubled.

<p class="MsoNormal">- Forcefield: Retro gains a Forcefield that reduces damage by 25% (ex. 20 Damage now deals 5).

<p class="MsoNormal">- Boost: Retro’s Speed is increased by 30% and the cost for double-jumping is halved.

<p class="MsoNormal">(Doesn’t Consume Mana. 35 Second Cooldown)

<p class="MsoNormal">Press C again to cancel the ability.

<p class="MsoNormal">(V) Pixelation: Retro causes a large shockwave around him, causing a “pixelation” effect that lasts for 15 Seconds. Enemies hit will be constantly taking (5-10) damage & (1-3) stun along with having their speed lowered by 30%. Retro also gets affected by creating this shockwave as his Critical Hit Rate is doubled (combine this with the Rage Power-Up and his Critical Hit Rate is 50% and for the Shooter, it’s 100%). Everyone under these effects have pixel particles on them. (Consumes 50 Mana. 50 Second Cooldown)

<p class="MsoNormal">--

<p class="MsoNormal">Asthetics:

<p class="MsoNormal">-Retro's Death Animation is like how you die in a Video Game (your character blinks constantly until they disappear). It'll also say "Game Over" at the Spot he dies at and under it says his high score. The Weapon still stays like Usual Strife until it disappears.

<p class="MsoNormal">-Whenever Retro gets stunned, stars appear spinning around his head. <ac_metadata title="Class Concept: Retro (Reworked)"> </ac_metadata>