I figured this one skill was worth a specific shout out since I'm feeling pretty good about the changes made to it overall.

Each popper cast will now add to a Bonus Damage pool, with the different types adding different values (influenced by both the size and the level of the character casting it). The more poppers that are added, the higher the final burst damage will be!
Should this pool's damage get high enough, the resulting pops should even be able to wipe out mini rainbows!
It's gonna be a high threshold, but it'll basically be guaranteed to decimate them with enough large poppers, and highly likely to occur should Mangle and/or JJ be leveled up enough.
Compound that with a selection of bytes that will still retain their popper-deploying mechanics and this should prove to be a solid shakeup to the formula.
(I'll still need to properly test this all down the road, but I'm fairly certain this should work right out the box.)
To offset this potent buff, the auto pop timer will be shorter to compensate. Can't make the process of stacking up damage be too easy.
So, yeah. Hard to say how this will play out in the final build, but I'm hoping that this is a change people will appreciate. I at least had fun reinventing the wheel!










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