Yeah, guess the main question for design philosophy is whether the reward (damage) should scale similarly to the time spent charging the punch, and how vulnerable do you want to leave the player for counter-options. For example, in Smash Brothers Ultimate, charging a smash attack (with a usual...
In short, a melee-focused item that allows you to wind-up a Heavy Melee slightly longer for extra damage (and range?). This can be used to bait out parries or just a general cool punching gimmick. While charging a melee attack, you could also give resistances akin to Apollo's Flawless Advance if...
I have a max level Abrams (without T2 Infernal Resilience because I'm not sure how that interacts with it), and without any extra items his base health is 2980. 15% of that is 447.
Buying Colossus and a small green item of your choice (except Rebuttal since that also gives bonus health) gives...
I'm thinking of a 1600 soul item that lets you modify the drop pool of permanent buffs. My idea is that when you buy this item, you remove one of the six buffs from the pool of buffs, making the rest of them more likely to show up (so for example, by choosing Max Ammo, you will never get Max...