Nimbus Cloud

A Name

New member
(Vitality Item -- 3,200 souls)
+1m move speed

Active
Create a floating nimbus cloud as a platform below you. Players can stand on top of this cloud. Abilities, bullets, and players can pass through the bottom of the platform.

Allies who jump off the nimbus cloud receive temporary move speed and air control.
(exact numbers undetermined)
 
(Vitality Item -- 3,200 souls)
+1m move speed

Active
Create a floating nimbus cloud as a platform below you. Players can stand on top of this cloud. Abilities, bullets, and players can pass through the bottom of the platform.

Allies who jump off the nimbus cloud receive temporary move speed and air control.
(exact numbers undetermined)
1774529486841.png
 
(Vitality Item -- 3,200 souls)
+1m move speed

Active
Create a floating nimbus cloud as a platform below you. Players can stand on top of this cloud. Abilities, bullets, and players can pass through the bottom of the platform.

Allies who jump off the nimbus cloud receive temporary move speed and air control.
(exact numbers undetermined)
Say...
Now that I'm reading it (because it wasn't properly communicated or fleshed out), I can see where you're getting at.

Hmmm.... I think the idea of a geometrical structure where momentum is boosted, be it from wall jump, sliding, etc, would be pretty cool.

Question is... what should the geometrical structure be? Putting it in the air would be good, instead of below you. Crafted something, see for reference.

1774529999286.png

Imagine the yellow arrow is where you can slide, with slide walls you can corner boost from. You basically spawn from the green surface, going outwards from you, with the slide sliding down from (so you can spawn to start sliding in front you from a kinetic jump into corner boost).

Having increased momentum gained when wall jumping, sliding, interactive air dashing, viscous slope acceleration, billy ram, calico slash jump, etc on any part of the structure would enhance your momentum/speed (depending on use case, whatever makes most sense).
 
I've been away for a while, but here's a more direct breakdown of what I had in mind.

- it's a square platform, about 4x4 metres long.
- players can jump, shoot, and use abilities through it from below.
- players CANNOT do any of the above from beneath.
- I do like the prism shape and think it could be a cool item, though it's not what I envision for this item
 
I've been away for a while, but here's a more direct breakdown of what I had in mind.

- it's a square platform, about 4x4 metres long.
- players can jump, shoot, and use abilities through it from below.
- players CANNOT do any of the above from beneath.
- I do like the prism shape and think it could be a cool item, though it's not what I envision for this item
That by itself I would personally find it boring and perhaps a bit unbalanced and awkward. Maybe make it 6x6 meters long? Or 5x5?

However, like in the similar spirit to the Nimbus cloud, what if it is a mini Kelvin path trail thing? Which includes a path, that the end slowly starts to decay. Stunning the player should cause them to break the platform they are on, and the path will soon decay. They should be able to go up and go down similar to Kelvin. The path should be transparent to indicate you can throw/cast stuff through it. Should move at 75% of the player's move speed (post bonuses/negations, and adjusts dynmically depending on slows or speed ups).

I suppose for characters, sometimes abilities can be done on the platform, sometimes not. And when it decays, depending on the ability, it should float in place or fall on the floor. McGinnis heal should stay on the platform and fall when it decays, potentially onto another surface of the path. Turret is the same effect. Drifter, seven ball should go through the platform. Same with Haze dagger or drifter bleed. With Celeste, perhaps if a calculation says that bouncing on the surface will cause it to direct and hit the target, perhaps it can choose to bounce on the nimbus cloud, but otherwise not. This also would have insane synergy with paradox, especially if you can use the path to cause them to get trapped a bit with the nimbus, but also during the swap, the path will continue, giving your team access to go further along the path, especially for a slide if you go from air to ground. It can also be nice to put a wall and have your team just chuck a bunch of damage from the air and it flying out faster and doing more damage.

Oh god, I just realised, you can send the Grey Talon Predator bomb with insane speed from air to ground LMFAO.

In that sense, that would have greater use case, would be cool and interesting to use (and clear), and would make for a great addition with many use cases.

That and my parkour idea can be seperate items. Nimbus can be a T4 gun item. The parkour can be a T4 vitality item. And carpet will be the T4 spirit version.

Nimbus could also have advantage that the higher they are, the more weapon damage (which technically means more melee) it does. This would have bonkers amount of synergy, especially to counter annoying snipers (but they can also flight, nimbus even higher and do even more damage, as it is about being higher off the ground below you, not about difference to the target). This would make aerial combat more "dog fight" like. And it can be countered via stuns and especially knockdown, or slowing hex.
 
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