Run from the Sun (Phases) by Voxcae#1233
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Sun Behaviour
The sun chases the closest player to it, violated by Widow using ult, in which it will instead
chase the closest person to her crosshair. The sun has a damage speed, and a linger limit. The
damage speed is normal damage, while the linger limit will kill regardless of health, with a single
exception, you can probably guess which hero I'm talking about. All the star's properties are different
based on each phase. The star will constantly grow throughout the match.
Phase Details
Nebula
The first phase, pretty, and barely a threat, however, should you die to it, the clouds will
preserve your max health, converting it into mass as it changes to the next phase. The
clouds may look big, but the hitbox is a fraction of the visual size.
Protostar
The second phase, it's blue, and HOT. The star's kill time is 3x faster than an average star, or
red giant, and the damage output is as well. The star will also send out solar a prominence at
anyone nearby, dealing a hefty 50 damage.
Average Star
The third phase of the star may resemble that of our sun. Fun fact, this was what the original
star looked like when this mode only had a single sun. Fully updated, the star emits UV radiation,
damaging anyone within LOS of the star. The damage is small, but will scale depending on your
character's max hp. The star will also send out solar winds to the furthest player, should the player
be over 80 meters of the star's surface. Mind the red ring around it indicating the 80 meter mark.
Red Giant
The fourth, and one of the scariest stages. Renowned for its immense size, make sure to find a wide-
open space if you want to rotate. The phase also holds access to solar flares. These will damage the
person who it chases should they be within radius of the surface. However, the radius is relatively large,
so don't get your hopes up about not getting hit. The flares will damage you for 25 every 2 seconds.
Final Phases
These phases are significantly more powerful than the previous. There are 3 options, randomly chosen
via the Workshop's will.
Black Hole
Massive, quiet, and powerful. Should you enter the event horizon, and linger for any more than 1.2 seconds,
there are no hopes of escaping. The Black Hole has a kill time equivalent to those of the red giant, or average
star, but unless you aren't the only one being spaghettified, the kill time should not matter to you. Everyone will
gain a 50% movespeed boost during this phase.
White Dwarf Star
Small, but strong. Do not underestimate it. There is a large radius, indicated by a white circle, surrounding the
star. Should you find yourself within it, you will take excruciating damage, and be subject to its gravitational field.
Though weaker than the gravity of the Black Hole, it will not wait for you to escape before pulling you in. If you
touch the White Dwarf directly, it will have no mercy, killing you instantly.
Neutron Star
The White Dwarf's baby cousin. However, it is even more potent. The star, while having a weaker pull, has an
infinite pull radius. Instead of having a pulling ring surrounding it, it has a ring in which it will forcefully impulse
you inwards at a 5 second interval. It has an even smaller ring, in which you will be subject to some of the most
damaging forces in the cosmos. As does the White Dwarf, the Neutron kills you instantly, with a smaller size to
compensate for its otherwise superiority to the White Dwarf.
Major Hero Changes
If not for hero changes, some characters would be near useless. Here are the details.
Zenyatta
The most complex, yet possibly the most effective hero, IF the enemy does nothing to counter you. Harmony orb
has been re-created, and can be applied to you yourself by aiming down. If Zen emotes, after about a second of
delay, the positions of the harmony and discord targets will be swapped, targets gaining .25 sec of invincibility. By
harmonied targets, this includes Zen himself. However, if either target presses crouch while on the ground, Zen will
be stunned, most likely dooming him. Yes, an easy counter, but many do not take this into consideration.Should
people start paying attention, Zen may be buffed, but if people do start to catch on, Zen will still hard counter
any aerial-reliant heroes.
Zarya
Energy converts into velocity. Yeah, you read that right. Zarya will gain around 38% energy from a full use of this. Zarya
will gain 0.33% movespeed per 1% charge. During Black Hole, she will gain 0.5% per 1%. Beware, as the star's lingering limit
will kill Zarya through her barrier, and after it ends if she cannot escape in time. Zarya also has increased knock-back on her
particle cannon.
Wrecking Ball
Hammond's grapple has a 5 second limit, and his gravity is increased, with jump height increased in compensation. Hammond
also has a slower movement speed multiplier. Health significantly decreased. Ult stuns targets.
Widow-maker
Widow's ultimate is her only change. It is also the coolest change in the game. Using her ultimate will cause the sun to chase
the person she aims closest, regardless of how close she aims to them, or if she even aims at them at all. This will have a natural
delay of ~1 second after casting it. Widowmaker also has slightly less gravity.
Torbjorn
Torbjorn's turret will steal the healing of whoever it targets, and transfer it to him, in double the magnitude. It also increases the
target's damage received by 25%. That is it for Torb.
Symmetra
Symmetra's turrets have been disabled due to not being able to destroy them. However, Sym's charged shot (6 second CD) will tether
the person it hits to the closest player within a short-medium distance of the target. This includes herself. It has increased speed so
it's easier to hit.
Sombra
Invis has its classic 6 second limit, and trans activates instantly to prevent cross-map camping. However, trans goes pretty far before
it activates. Stealth will make Olivia invulnerable to ultraviolet.
Sigma
Kinetic will increase Sigma's speed by 20% (this increases during Vortex), and will allow him to absorb stellar ejections such as solar flares,
and solar a prominence, converting them into health. Keep in mind, just because this is a Workshop feature, doesn't mean you don't have
to face the sun to absorb its ejections. Accretion will deal self-knockback similar to that of Coach Gun.
Roadhog
Scrap gun headshots deal self and enemy knock-back. similar to McCree, but shooting has a longer delay.
Reinhardt
Rein can literally break a wall. Ok, not literally, but he can phase through one wall per charge usage, hold crouch to cancel this. To compensate,
Rein has a decreased charge speed relative to his movespeed percentage.
Mercy
A plethora of changes, this one has! Free-for-all stylized Guardian Angel has been implemented, hold the regular Guardian Angel button
to fly to an enemy (or I guess teammate in this context? Idk.) Resurrect has been reintegrated, YET implemented differently. Press the
regular rez button no more than 2.5 seconds BEFORE dying (no rez while dead), to come back with full heath. (Note: It is not recommended
to save rez til final 2 players remaining, the results will not be what I call satisfying.) Valk, due to having incredible power, has been nerfed.
If you are over 80 meters, a solar wind/relativistic jet will be fired at you, regardless of the stage of the star. Additionally, glide has a 7 second
limit.
Mei
Cryo freeze will slide, bounce off walls, and have extra aerial momentum.
McCree
Fan Hammer will knock you back, as if firing 6 less powerful coach gun shots. Headshots will knock both you and the enemy back, similar to Hog.
Lucio
Wall ride will deal 9 damage per 2 seconds, you will be slowed and your heal will be disabled for two seconds after touching a wall, this will loop
in accordance with the wall ride damage. Your movespeed is slower than average. In compensation, you take less ultraviolet damage.
Hanzo
Firing a fully charged sonic arrow will fire a shock arrow. The radius of the detonation is small, but will increase after 0.7 seconds of being fired.
The arrow will have the total stun time of a McCree stunner. The arrow is removed as each phase passes, and the maximum time the arrow can
be out for is 8 seconds. Wall-climb will not launch you sky-high.
Genji
Wall-climb will not launch you sky-high.
Doomfist
Rocket Punch will instantly activate and apply a self-stun due to launching you light years forward. Seismic can be cancelled by pressing
primary fire.
Brigitte
Shield pack transformed into a self-heal for 100, 11 second CD.
Bastion
Extremely fast ult gain, shorter ult, higher knock-back.
Baptiste
Meleeing in immort will knock opponent, can't die in immort from star, contrary to other invincibility abilities. Exiting Immortality gives
40 HP per use of the ability.
Ashe
Dynamite will make victim take 50% more damage, mustn't be detonated with coach gun and must be detonated quickly. Primary fire is
disabled until using dynamite.
Ana
Nano-boost will increase walkspeed by 50%. During Vortex, it will increase walkspeed by 125%.
Current Hero Rankings
Credit
Credit to CrimsonRisin#1707 and Legendhero for developing the base game, HazelStorm#1315 for making the original anti-join system, Guacamole#11106 for the popularization of my gamemode as well as development on his own branch of it, and Angel#110934 and Stoke#11708 for helping with some heroes and balancing.
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