Thread:TheLastHappyPotato/@comment-32576568-20191225021722/@comment-35195751-20191227041505

ImKurama wrote:Spelunker

HP: 4 (16) (RIP)

Attack: 5 (10)

Defense: 0

Power Source: 9

Speed: 7

Powers:

Scavenge: Spelunker goes in the cave for 1-3 turns to get a random item. Each Item lasts for twice as many turns that were spent gathering it. (Ok but I'm going to request a no-getting-the-same-item 2x in a row

\\\\\\\\\\\\\\\\\\\\\\

TIER 1:


 * Pistol: Adds 5+ attack. (You could literally spend that turn basic attacking and accomplish the same amount of damage, but ok)


 * Rope: When used, will restrain the target for 2 turns. (What the bollocks does restraining do?)

'''If it's stunning, I'm going to ask for it to be 1 turn... and even that's pushing it a bit'''


 * Golden Idol: + 20 Defense, but Spelunker receives all of the basic attacks. Instead lasts for 5 turns. I guess with 16 health this is fine


 * BOTD: Basic Attacks have a 20% to spawn husks of the target with halved HP and one of their powers. (Who's basic attacks? Yours?! Everyone's? If it's just yours, this is fine)


 * Ball And Chain: Target loses 5 Speed. (Forever?!)

\\\\\\\\\\\\\\\\\\\\\

TIER 2:


 * Shotgun: Adds +10 Attack. (4x the damage in exchange for 2 turns is actually worth it this time, so ok)


 * Vampire Box: Dealing damage will heal by 2. (4 health. Yaaaaay)

(Aside from Wolfi of course :P)


 * Cape: 30% dodge chance. (Sure)


 * Scepter: Enemies hit with basic attacks lose their next turn. Does not stack. (Oooookay this looks tier 3-ish at worst...)


 * Bloody Knife: Causes bleed. (Sure)


 * Poisoned Knife: Causes Poison. (Sure)


 * Interceptor Device: Anyone holding this will have a 20% to deflect attacks back their enemies. (WaitHoldUp, can these items be distributed? That's fine)

(Also Rasen will hate your RNG, and I'm going to assume "attacks" refers to basic attacks? That's fine...)

\\\\\\\\\\\\\\\\\\\\\\\\\\\\

TIER 3: (I had individual comments, but they boil down to "THESE ARE ALL TOO OP!")

Either bump the hell out of the consequences, or nerf the items hard


 * Bomb: Deals 20 damage to every enemy, ignoring protective abilities. 1 Use


 * Crystal Skull: Adds 100+ Defense, but Spelunker receives every single attack made by the enemy. His defense applies to skills.(POWERS)


 * Dracula's Cape: 70% dodge chance. Lasts 3 turns instead of 6.


 * Plasma Gun: Adds 20+ attack.


 * Knife: Attacks are instant kill. This lasts for a single attack, and taking damage beforehand will cause Spelunker to drop it. He also cannot use it on his next turn, but rather the turn after that. Additionally, anyone who has passives/abilities that stop death are able to use them. (AND THIS IS THE MOST OP F***ER OF THEM ALL, GET RID OF EM!)


 * Ankh: Full HP revival, but you lose any and all buffs you have received, you are no longer affected by the passives and abilities of your allies, and you lose whatever items you scavenged. Additionally, you must spend 4 turns instead of 3 to get it.


 * Frostflame Knife: sets target on fire and freezes them when the put the fire out. (Well actually this one is fine. Could be Tier 2 tbh)

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Rope Whip: Deals 1 damage with a 4-turn stun. (This is either getting a massive cooldown or a massive nerf)

Tag-Team Expedition: Allows another ally to venture into the cave alongside you. Only usable while Scavenge is active, and they pick their own item, provided it is in the same category. (Yeah ok)

Passives:

One With Nothing: If Spelunker has no items past the second round, he will gain 2x stats. (You underestimate how useless this is honestly, maybe buff it a little)