The dos and don’ts of designing for accessibility are general guidelines, best design practices for making services accessible in government. Currently, there are six different posters in the series that cater to users from these areas: low vision, D/deaf and hard of hearing, dyslexia, motor disabilities, users on the autistic spectrum and users of screen readers.
[…] Another aim of the posters is that they’re meant to be general guidance as opposed to being overly prescriptive. Using bright contrast was advised for some (such as those with low vision) although some users on the autistic spectrum would prefer differently. Where advice seems contradictory, it’s always worth testing your designs with users to find the right balance, making compromises that best suit the users’ needs.
left click: Switcher throw a horizontal beam with his sword that get larger the further it goes.
If close combat melee damage is added to the beam, but if Switcher does more than 4hits the sword break and need 4sec to fully regenerate.
Right Click: life switch
Switcher can switch his life with the enemy.
range : melee range
cool down: 16sec
E: Link
Switcher create a link between him or an ally and an enemy. 50% of the damage will be reflect to the enemy link.
cool down: 8sec
shift: Stealing life/Sharing Ultimate
Switcher can steal life with his attack and share it to his team with an AOE 15meters or to share away his percentage ultimate.
Ultimate: Transformation
Switcher creates a sphere around him with an AOE of 20meters for 3sec. any damages done in this area by the enemy is absorbed and turn into ultimate percentage for all teamates.
What felt like 1 million years ago, I was at the tail end of my game play on BoTW and wanted to have Zelda as the main character so I ended up drawing so many of these haha