Love the concepts, act 1 is a good support stand, but not very good in defense and healing, act two is a strong, long-range stand, with strong projectiles, and act 3 is a strong close range fighter with good mobility options, and then there is Act 0, dear god, it is strong.
I love the idea of the move set, and it gives a good excuse for another fire based stand in yba, but, If I can make a request, could you do bad company at some point? I would love to see your ideas for how it would look in game, or at least, a move set for it.
Idea under the cut I have an idea for a Grateful Dead concept where the aging effect works in 3 stages, gradually weakening the target’s attacks and making them move slower. It takes 10 seconds to reach the next stage. The aging dissipates when the target leaves the range of Grateful Dead Other details M1 - 6.0 damage M2 - 12 damage Barrage - 2.1 damage (per hit) Moves (I am poor at naming things) “Gas flow” - Spreads around gas in a wide area around the stand, inflicts aging “Gas grab” - Grateful Dead grabs the person in front of them, dealing 14.7 damage and making them reach stage 2 (if not aging) or 3 (if aging). Makes opponent ragdoll “Double Hit” - Grateful Dead makes an audio cue, then hits in front of itself twice, 1st hit deals 7, 2nd hit deals 14 and stuns. Does not inflict aging Also has a pilot mode.
I have created a concept of hierophant green rework, well it is not a rework because I think that hierophant green is already good as it is but it has a drawback that is it does not have a way out in serious combats like sp or kc so I propose adding an attack called punishment the movement of kakyoin that he has in the games jojo's heritage of the future and jojo's all star battel passes guard and the movements of the stand will have a cooldown of 3 seconds so that you do not use a pilot and make a barrier the objective of the movement is to give a second chance to the user if the first encounter does not obtain control the colldown of this ability is 38 seconds 2 movement art attack is your attack is an attack to support in gang war leaves the enemy lame so as not to make him have many movements hg will make him to use art attack you must block while making emerald splash the user grabs a sheet of paper and the screen shows a spot on the enemy where he is going to shoot so that you don't make a mistake when shooting it is cancelable and the user makes an animation where he grabs a sheet of paper and finally that the pilot mode can vary between pilot and walk with a double jump this so that hg has more control when using the pilot mode below in answer this is why punishment passes defense thanks for reading
because it passes guard because if it were blockable the user could break the lair and do a combo and the hg combos take away a lot if it were perfeblockable the user would lose a lot and it is better for the enemy to fly away than for them to do a combo to the enemy or the user By the way, it is a movement that works by range like bites the dust but it only affects one person and it is the closest