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Kangaroo changes

Discussion in 'Ideas' started by xGhale, Nov 29, 2016.

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  1. xGhale

    xGhale HG‘s Doom guy

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    Back on MCPVP, Kangaroo was a massive issue.
    It was the perfect "run until enemy runs out of hunger and patience" kit.
    It had falldamage reduction.
    It was inescapable.
    It was OP.
    And......
    It still is. The uses (150) are easily enough for the HG games that Brawl gets, and it has NO COOLDOWN whatsoever: you can jump when you have uses, hit or not.
    I propose a change along the following lines:
    Remove the uses, but everytime the Kanga takes or deals damage, he must be 20 blocks away from the next person in order to rocket forward.
    And nerf the fall damage to 4.5 hearts, this way a Stomper can still kill a Kanga if the Kanga falls and gets stomped afterward.
    Other thoughts?
    @MattM1PVP @SoCool21 @Stormneo @BouncycrabBoomz
     
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  2. jarboyp

    jarboyp Bunny Defender

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  3. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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  4. xGhale

    xGhale HG‘s Doom guy

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    Why? Instead of being negative suggest something...
     
  5. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    1. Nerf jump distance
    2. Within *a distance between 5-10* blocks of a player, the Kangaroo cannot use the rocket at all <OR> *3-5* seconds of cooldown every time the Kangaroo is hit by a player/mob.

    Oh sorry, forgot to add
    No
     
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  6. jarboyp

    jarboyp Bunny Defender

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    Kangaroo does not need to be nerfed any more than it is now. It is a strong kit, but it isn't like the the deathgod kit or something. Honestly, the kit just needs to be reverted back the way it was originally but without the fall damage reduction.
     
    • Agree Agree x 1
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