Champion Improvement Suggestions [edited by Mod for clarity]

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Comments

  • SonOfArgu16SonOfArgu16 Member, Guardian Posts: 263 Guardian

    What do you think @SonOfArgu16? Is it a good rework idea?

    Can't say since I rarely use him, I have an issue though with signature ability since it says "is or becomes Unstoppable during Special Attack 3." Doesn't he gain Unstoppable after every SP so can't you just say that if he activates SP3 while unstoppable, he gets so and so
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    The Unstoppable Buff gained from his Sig Ability when activating Special Attacks is from the old Unstoppable Colossus, but if there was a reworked one, he can get an Unstoppable Buff on all Special Attacks without having to be awakened.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I updated the Unstoppable Colossus rework idea so he would be better.

    About Unstoppable Colossus
    During an event known as Fear Itself, the X-Man known as Colossus touched the Crimson Gem of the demon Cyttorak, gaining the demon’s favor in place of his sister Magik. Attaining the same Mystical power that enhanced Juggernaut, Russia’s favorite mutant hero became an Unstoppable artist of destruction.

    Character Class: Mystic

    Abilities: Unstoppable, Armor Break, True Accuracy, Trauma, Fury, Berserk, Extend, Armor Up, Physical Vulnerability

    Strengths and Weaknesses

    Strengths - Strong Immunities, Unstoppable, Armor Up

    Weaknesses - Slow, Nullify

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Unstoppable Colossus is immune to all Bleed, Incinerate, Coldsnap, and Frostbite effects. Additionally, if he’s not fighting a Science Champion, he’s also immune to all Ability Accuracy Reduction effects.
    At the start of the fight, Unstoppable Colossus gains an indefinite Armor Up Buff, increasing Armor Rating by 2250. The potency of this Armor Up Buff is increased by 60% for each #X-Men Champion on his team, including himself.
    Unless otherwise stated, personal Unstoppable Buffs last for 5 seconds.

    Heavy Attacks
    On hit, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 1500 for 20 seconds. While this Armor Break Debuff is active, gain an indefinite Extend Buff, extending the duration of all Buffs by 200%.

    Special Attacks
    On activation, gain an Unstoppable Buff.

    Special Attack 1
    On activation, gain a True Accuracy Passive for 30 seconds.
    If Unstoppable Colossus is or becomes Unstoppable during this attack, the second hit inflicts a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 9000 for 30 seconds.

    Special Attack 2
    Each hit inflicts a Trauma Debuff for 35 seconds. These Trauma Debuffs start paused until the end of this Special Attack. Trauma causes all hits to deal 25% of the damage recently dealt as a burst of Physical Damage. Max: 4.
    If Unstoppable Colossus is or becomes Unstoppable during this attack, gain a non-stacking Fury Passive, increasing Attack Rating by 4908.75 for 60 seconds.

    Special Attack 3
    At the end of this attack, gain a Berserk Buff, increasing Attack Rating by 6813 while Unstoppable for 70 seconds.
    Pause all Unstoppable effects for 20 seconds. While this pause is active, Unstoppable Colossus cannot Miss.

    Signature Ability - The Unstoppable Colossus!
    Passive
    Whenever one of Unstoppable Colossus’ Immunities protects him from an effect, he has a 60% chance to refresh his personal Unstoppable Buff.
    Additionally, while Unstoppable Colossus has an active Unstoppable effect, his attacks cannot Glance.

    Recommended Masteries
    Double Edge/Liquid Courage
    Mystic Dispersion

    Synergy Bonuses

    Unstoppable Brawlers - Unique Synergy
    With Galan, Rintrah, Sandman, Korg
    Unstoppable Colossus: While Unstoppable, gain +50% Critical Rating.
    Galan: The direct burst damage when the Harvest ends is doubled.
    Rintrah: Personal Rupture Debuffs last 500% longer.
    Sandman: When dealing a burst of Physical Damage on the final hit of a Heavy, Special 1, or Special 2 attack, Resistance Up Passives are not consumed.
    Korg: Crowd Excitement lasts 200% longer.

    Family
    With Magik
    All Champions gain +6% Health
    Friends
    With Wolverine, Old Man Logan
    All Champions gain +130 Armor Rating
    Rivals
    With Juggernaut
    All Champions gain +115 Critical Damage Rating
    Teammates
    With Cyclops (New Xavier School)
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Feel Cyttorak’s Embrace
    With Colossus
    Unstoppable Colossus (Old Effect): Gain +20% Fury and Armor Up Potency.
    Unstoppable Colossus (New Effect): Gain immunity to all Armor Break and Armor Shattered Debuffs from non-Science Champions.

    Living Steel Curtain
    With Red Guardian
    Unstoppable Colossus (Old Effect): Personal Fury Buffs gain a flat +10% chance to trigger and last 200% longer. Additionally landing a Heavy Attack pauses all personal Fury Buffs until another is gained.
    Unstoppable Colossus (New Effect): Activating Special Attack 2 while Unstoppable grants an additional Fury Passive with the same duration and potency.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I also updated his Signature Ability so it looks better.
  • Paupershango_2006Paupershango_2006 Member Posts: 539

  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Does it look better now?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework idea will make Magik the world's greatest power control champion, so here she is.

    About Magik
    Mutants are known to be mysterious and strange, yet, Illyana Rasputina may be the most uncanny of them all. As Magik, she can teleport anywhere in the world (and occasionally, anywhere in time). As the Darkchilde, she is the sorceress supreme of the demon world Limbo, and wielder of the terrifying Soulsword. Illyana is sister to Colossus, best friend to Kitty Pryde, and a strict instructor at Cyclops’ mutant school.

    Character Class: Mystic

    Abilities: Fury, Power Lock, Power Steal, Special Lock, Limbo, Energy Vulnerability, Regeneration

    Strengths and Weaknesses

    Strengths - Alliance Wars/Battlegrounds Defense, Great Survivability, Power Control

    Weaknesses - Power Lock/Power Steal/Special Lock Immunity, Energy Resistance, Heal Block

    The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion.

    Always Active
    Magik’s personal Power Lock, Power Steal, and Special Lock abilities cannot be prevented by Ability Accuracy Reduction.

    Limbo - Passive
    Limbo deals 2100 Energy Damage per second.
    When Limbo expires for any reason, Magik gains a Regeneration Passive, healing 400% of the damage taken while Limbo was active over 6 seconds. This Regeneration Passive does not trigger while Magik is Heal Blocked.
    When fighting as a defender, Limbo Energy Damage potency is reduced by 90%.

    Special Attacks
    The opponent gains no power during the attack.

    Special Attack 1
    On hit, 100% chance to Nullify one Buff from the opponent. Nullifying a Buff this way grants Magik an Energize Passive, increasing Combat Power Rate by 100% for 20 seconds.
    Magik enters a state of Limbo during this Special Attack.

    Special Attack 2
    On activation, gain a Fury Passive, increasing Attack Rating by 3993 per bar of Power the opponent has for 25 seconds.
    Each hit inflicts a non-stacking Special Lock Passive for 30 seconds.
    The second hit steals all of the opponent’s Power. For every 10% of Power stolen this way, inflict an Energy Vulnerability Passive, each reducing Energy Resistance by 700 for 60 seconds.
    Magik enters a state of Limbo during this Special Attack.

    Special Attack 3
    100% chance to Nullify all Buffs from the opponent. For each Buff removed this way, Special Attack Damage is increased by 25%.

    Signature Ability - Darkchylde
    Passive
    Whenever either Champion fills a bar of Power, Magik has a 15% chance to enter a State of Limbo for 5 seconds. This chance increases by a flat 15% each time Magik or the opponent fills a bar of Power. Max: 75%. Based on current Signature Level, chances are multiplied by 100%.

    Recommended Masteries
    Mystic Dispersion

    Synergy Bonuses

    Blade Queens - Unique Synergy
    With Angela, Guillotine, Guillotine 2099, Captain Britain, Hela
    Magik: Limbo is unaffected by Ability Accuracy Reduction.
    Angela: The opponent suffers -20% Physical Resistance for each active Armor Break Debuff.
    Guillotine, Guillotine 2099: Attacks using the blade grants a Fury Passive, increasing Attack Rating by 50% for 20 seconds. This Fury Passive starts paused until a Special Attack ends. Max: 10.
    Captain Britain: Each hit of Special Attack 2 inflicts an Energy Vulnerability Passive equal to the number of personal Buffs on Captain Britain, each reducing Energy Resistance by 10%. Max: 10.
    Hela: Armor Break Debuff potency is doubled.

    Woman’s Best Friend - Unique Synergy
    With Kitty Pryde
    Magik: Gain +200% Poison Resistance and immunity to the recovery reduction from Poison.
    Kitty Pryde: Gain 500% Critical Damage Rating while the opponent has at least one Incinerate effect.

    Friends Level 2 with Storm
    All Champions gain +95 Armor Rating
    Family Level 1 with Colossus, Unstoppable Colossus
    All Champions gain +4% Health
    Teammates Level 2 with Cyclops (New Xavier School), Guillotine
    All Champions gain +4% Perfect Block Chance

    Incoming Synergy Changes

    Another Dimension
    With Spot
    Magik (Old Effect): While the opponent has 0 power, gain a Fury Buff, increasing Attack Rating by 15%.
    Magik (New Effect): Personal Fury Passives are paused while the opponent has 0 Power.
  • CLO2CLO2 Member Posts: 4
    Hello Kabam! I ask you to change, improve the old Punisher. The Punisher is my favorite fighter, but I don't play him because he's not an interesting ****. First of all, change his appearance to make him look more serious gloomy and harsh, not this cartoonish version that we have now. Also change ALL of his attacks and specials attacks, in the sense of making them cooler and tougher, because with one little pistol he looks ridiculous. For example: have him swing a knife or machete, fire shotguns and assault rifles, and throw grenades and others. Since the very release of the game, the Punisher has been little changed (or not changed at all, whatever I don’t remember), but I’m still waiting for the cardinal improvement of this character, but I can’t wait. I'm not asking for new perks or passive abilities, but purely visual change.
    I am generally satisfied with his abilities, but if you add something new, I will only be glad. Please, Kabam, hear my cry from the heart. I really want to play my favorite character. If you decide to fulfill my desire, in this regard, I would like to know the approximate period or date. I will be waiting for your answer. Your devoted fan. With love! Kiss! I copied my text from my topic so that the developers can see for sure. https://forums.playcontestofchampions.com/en/discussion/343336/please-change-the-punisher-for-the-better#latest
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework idea will make Star-Lord even more powerful, so here he is.

    About Star-Lord
    Hey, what’s going on? Oh, you’re on Earth! Wow, bummer city. I mean, I grew up on Earth, and it’s cool and all, but… space, man, is the place. I got ships, I got my Element Gun, I got the babes… I rule. Down there, I was a loser. Up here, I am the Legendary Star-Lord!

    Character Class: Tech

    Abilities: Shock, Armor Break, Power Drain, Heal Block, Fury, Combo Shield

    Strengths and Weaknesses

    Strengths - Long Fights, Power Drain, Armor Break, Heal Block, Shock

    Weaknesses - Shock/Power Drain/Armor Break/Shock Immunity, Evasion or Auto-Block Champions

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Star Lord’s Element Gun effects are not affected by Ability Accuracy Reduction.

    All Attacks
    20% chance to gain a Fury Buff, increasing Attack Rating by +4004 for 20 seconds. If this Fury Buff is Nullified for any reason, it is replaced with an identical Passive with double the duration and potency.

    Element Gun Effects - Special Attack 2
    Fire: Inflict an Armor Break Debuff, reducing Armor Rating by 2250 for 12 seconds.
    Air: Inflict a Shock Debuff, dealing 17244 Energy Damage over 12 seconds.
    Water: Drain 100% of the opponent’s Power.
    Earth: Inflict a Heal Block Debuff for 12 seconds.

    Special Attack 1
    On activation, gain a Pierce Passive of 50% potency for 20 seconds.
    If this attack was used to intercept a dashing opponent, the duration of this Pierce Passive is refreshed and is paused for 8 seconds.

    Special Attack 2
    On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds.
    The second hit inflicts an effect based on the active Element.

    Special Attack 3
    At the end of this attack, gain an indefinite Combo Shield Passive, preventing Star-Lord’s Combo Meter from resetting when struck. While this effect is active, Star-Lord’s attacks bypass the effects of Evade, Miss, and Auto-Block.
    Activate all Element Gun effects with their potency increased by 100%.

    Signature Ability - Tactician
    All Attacks
    For each hit in Star-Lord’s Combo Meter, his Attack Rating is increased by 785.38. Max: 400 Hits.
    For each hit in the opponent’s Combo Meter, Star-Lord’s Block Proficiency is increased by 737.43.

    Recommended Masteries
    Lesser Precision/Precision
    Lesser Cruelty/Cruelty
    Glass Cannon

    Synergy Bonuses

    Guardians of the Galaxy Awesome Team Vol. 1 - Unique Synergy
    With Drax, Gamora, Rocket Raccoon, Groot
    Star-Lord: All attacks ignore the opponent’s Armor Rating as long as he has 25 or more hits in his Combo Meter.
    Drax, Gamora: Gain +50% Critical Rating and personal Bleed Debuffs become Critical Bleeds, multiplying the Bleed’s Potency by Drax and Gamora’s Critical Damage Multipliers.
    Rocket Raccoon: Armor Break Debuffs last 200% longer.
    Groot: Special Attack 3 inflicts an additional Bleed Debuff for each active Buff on Groot. Additionally, all of Groot’s Buffs last 500% longer.

    Guardians of the Galaxy Awesome Team Vol. 2 - Unique Synergy
    With Agent Venom, Nebula, Yondu
    Star-Lord: While at 50 or more hits in the Combo Meter, Unstoppable opponents react to hits as though they weren’t.
    Agent Venom: Purify Ability Accuracy is increased by a flat 30%.
    Nebula, Yondu: Bleed and Shock Debuffs last 300% longer.

    Guardians of the Galaxy Awesome Team Vol. 3 - Unique Synergy
    With Mantis, Adam Warlock, Moondragon
    Star-Lord: While at 100 or more hits in the Combo Meter, Mutant Champions cannot activate Unstoppable or Unblockable effects.
    Mantis: When fighting Science Champions, Mantis’ attacks cannot Glance.
    Adam Warlock: Sovereignty Buffs last 300% longer.
    Moondragon: Each hit of Special Attack 2 is a Guaranteed Critical Hit while Psionic Transcendence is active.

    Combo Brawlers - Unique Synergy
    With Rocket Raccoon, Aegon, Black Cat, Valkyrie
    Star-Lord: Gain 15 hits in the Combo Meter whenever the opponent gains an Armor Up effect.
    Rocket Raccoon: Gain +3% Critical Damage Rating for each hit in the Combo Meter.
    Aegon: Start the fight with 150 hits in the Combo Meter.
    Black Cat, Valkyrie: Gain +10% Bleed effect potency for each hit in the Combo Meter. Max: 200 hits.

    We’re the flarking Guardians of the Galaxy!
    With Gamora, Drax, Groot, Rocket Raccoon
    #Guardian Champions: Gain +7% Attack Rating.

    Friends
    With Rocket Raccoon, Groot
    All Champions gain +130 Armor Rating
    Teammates
    With Drax, Agent Venom, Adam Warlock
    All Champions gain +5% Perfect Block Chance
    Teammates
    With Gamora, Mantis, Moondragon
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Combo Breakers
    With Aegon
    Star-Lord (Old Effect): Activates Combo Shield for 5 seconds when this Champion would lose their Combo Meter. This ability activates only 1 time per fight.
    Star-Lord (New Effect): While his personal Combo Shield Passive is active, the opponent suffers an indefinite Vulnerability Passive of 100% potency.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this rework good @SonOfArgu16, @TheDaywalker, and @Magrailothos?
  • SonOfArgu16SonOfArgu16 Member, Guardian Posts: 263 Guardian

    Is this rework good @SonOfArgu16, @TheDaywalker, and @Magrailothos?

    This was my suggestion for Star-Lord's SP2 since we've had more debuffs since conception

    Star-Lord SP2 Rework (Same Animation)

    With the new buffs/debuffs present in the game, maybe it's time to upgrade Star-Lord's Element Gun

    Original Element Gun:

    Fire: Armor Break
    Air: Shocks (How)
    Water: Power Drain
    Earth: Heal Block

    New Element Gun: (Randomized at start of fight, can be switched by dashing back)

    Fire: 1 Incinerate for every 10 hits in combo meter, Plasma for Mutants
    Air: Heal Block duration increased by 5 seconds for every 10 hits in combo meter, Heal Block and Power Lock against Mutants
    Water: Power Drain with percentage increase based on every 10 hits in combo meter, Power Burn to Mutants
    Earth: 1 Armor Break per 10 hits on combo meter, Armor Shattered for Mutants with duration increase per 10 hits
  • MagrailothosMagrailothos Member Posts: 5,954 ★★★★★
    There are a few things I do like - the Pierce ability on SP1 is really good. And Sunder would be a good ability for him, although I'd place it on alongside his Armour Break; rather than separate.

    Apart from that, I think this rework for Star Lord has the same problems that I see in basically all your reworks, @Paupershango_2006 - it's just incredibly overpowered because you don't seem to consider how the abilities are going to interact with each other. So you design champions with massive damage, coupled with an incredibly broad range of abilities to counter most defensive threats in the game.

    The one thing Star Lord didn't have a problem with, was damage; and yet you've chosen to increase the potency of his Sig ability by nearly six times: increasing from the current 137 per hit to 785 per hit. That's a pretty high-output damage potential. Now let's see how it interacts with his Element Gun...

    You've increased the base Shock damage from 4395 to 17244. In itself, that's a massive increase. But of course, it'll rise even further with his Sig ability (I'm going to ignore his Fury, for now). Let's assume it takes a player just 20 hits to reach their first Special-2. Their Sig-related Attack bonus for that first SP2 is +15,700; an increase of 680% on their base attack (which is a mere 2301). So the Shock damage on their first SP2 of the game rises correspondingly - to just slightly under 135,000 damage.

    Does that not seem... excessive...?

    Let's get a bit further into the fight: eighty hits. Now, your attacks are hitting with a base attack of 65,101 (they started at just 2301, remember) and inflict a Shock debuff causing 488,000 damage. Or 976,000 damage on SP3 since it gains +100% Potency. That's nearly one million shock damage...

    Don't kid yourself that the 400-hit cap is relevant. There is literally nothing in the game still standing by the time this guy gets to 400 hits. Nothing.

    On SP3, your suggestion is that he gains an indefinite Combo Shield that also bypasses all Miss, Autoblock and Evade abilities. There aren't any other details, leaving me to presume that this set of abilities effectively lasts forever, after throwing a single SP3. Again, if that's the case, that would be pretty excessive since it basically prevents all the defensive abilities that could pose a threat to him, and simultaneously grants him ever-increasing damage due to his permanent Combo Shield.

    You literally describe Evade and Autoblock opponents as one of his weaknesses, then design an ability that says: no more Evade and Autoblock for this guy....

    So it's got some fun bits, but is unrealistically OP would be my impression.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    About Star-Lord
    Hey, what’s going on? Oh, you’re on Earth! Wow, bummer city. I mean, I grew up on Earth, and it’s cool and all, but… space, man, is the place. I got ships, I got my Element Gun, I got the babes… I rule. Down there, I was a loser. Up here, I am the Legendary Star-Lord!

    Character Class: Tech

    Abilities: Shock, Armor Break, Power Drain, Heal Block, Fury, Combo Shield

    Strengths and Weaknesses

    Strengths - Long Fights, Power Drain, Armor Break, Heal Block, Shock

    Weaknesses - Shock/Power Drain/Armor Break/Shock Immunity, Evasion or Auto-Block Champions

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Star Lord’s Element Gun effects are not affected by Ability Accuracy Reduction.

    All Attacks
    20% chance to gain a Fury Buff, increasing Attack Rating by +4004 for 20 seconds. If this Fury Buff is Nullified for any reason, it is replaced with an identical Passive with double the duration and potency.

    Element Gun Effects - Special Attack 2
    Fire: Inflict an Armor Break Debuff, reducing Armor Rating by 2250 for 12 seconds.
    Air: Inflict a Shock Debuff, dealing 7113.4 Energy Damage over 12 seconds.
    Water: Drain 100% of the opponent’s Power.
    Earth: Inflict a Heal Block Debuff for 12 seconds.

    Special Attack 1
    On activation, gain a Pierce Passive of 50% potency for 20 seconds.
    If this attack was used to intercept a dashing opponent, the duration of this Pierce Passive is refreshed and is paused for 8 seconds.

    Special Attack 2
    On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 30 seconds.
    The second hit inflicts an effect based on the active Element.

    Special Attack 3
    At the end of this attack, gain an indefinite Combo Shield Passive, preventing Star-Lord’s Combo Meter from resetting when struck. While this effect is active, Star-Lord’s attacks cannot Glance.
    Activate all Element Gun effects with their potency increased by 100%.

    Signature Ability - Tactician
    All Attacks
    For each hit in Star-Lord’s Combo Meter, his Attack Rating is increased by 785.38. Max: 400 Hits.
    For each hit in the opponent’s Combo Meter, Star-Lord’s Block Proficiency is increased by 737.43.

    Recommended Masteries
    Lesser Precision/Precision
    Lesser Cruelty/Cruelty
    Glass Cannon

    Synergy Bonuses

    Guardians of the Galaxy Awesome Team Vol. 1 - Unique Synergy
    With Drax, Gamora, Rocket Raccoon, Groot
    Star-Lord: All attacks ignore the opponent’s Armor Rating as long as he has 25 or more hits in his Combo Meter.
    Drax, Gamora: Gain +50% Critical Rating and personal Bleed Debuffs become Critical Bleeds, multiplying the Bleed’s Potency by Drax and Gamora’s Critical Damage Multipliers.
    Rocket Raccoon: Armor Break Debuffs last 200% longer.
    Groot: Special Attack 3 inflicts an additional Bleed Debuff for each active Buff on Groot. Additionally, all of Groot’s Buffs last 500% longer.

    Guardians of the Galaxy Awesome Team Vol. 2 - Unique Synergy
    With Agent Venom, Nebula, Yondu
    Star-Lord: While at 50 or more hits in the Combo Meter, Unstoppable opponents react to hits as though they weren’t.
    Agent Venom: Purify Ability Accuracy is increased by a flat 30%.
    Nebula, Yondu: Bleed and Shock Debuffs last 300% longer.

    Guardians of the Galaxy Awesome Team Vol. 3 - Unique Synergy
    With Mantis, Adam Warlock, Moondragon
    Star-Lord: While at 100 or more hits in the Combo Meter, Mutant Champions cannot activate Unstoppable or Unblockable effects.
    Mantis: When fighting Science Champions, Mantis’ attacks cannot Glance.
    Adam Warlock: Sovereignty Buffs last 300% longer.
    Moondragon: Each hit of Special Attack 2 is a Guaranteed Critical Hit while Psionic Transcendence is active.

    Combo Brawlers - Unique Synergy
    With Rocket Raccoon, Aegon, Black Cat, Valkyrie
    Star-Lord: Gain 15 hits in the Combo Meter whenever the opponent gains an Armor Up effect.
    Rocket Raccoon: Gain +3% Critical Damage Rating for each hit in the Combo Meter.
    Aegon: Start the fight with 150 hits in the Combo Meter.
    Black Cat, Valkyrie: Gain +10% Bleed effect potency for each hit in the Combo Meter. Max: 200 hits.

    We’re the flarking Guardians of the Galaxy!
    With Gamora, Drax, Groot, Rocket Raccoon
    #Guardian Champions: Gain +7% Attack Rating.

    Friends
    With Rocket Raccoon, Groot
    All Champions gain +130 Armor Rating
    Teammates
    With Drax, Agent Venom, Adam Warlock
    All Champions gain +5% Perfect Block Chance
    Teammates
    With Gamora, Mantis, Moondragon
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Combo Breakers
    With Aegon
    Star-Lord (Old Effect): Activates Combo Shield for 5 seconds when this Champion would lose their Combo Meter. This ability activates only 1 time per fight.
    Star-Lord (New Effect): While his personal Combo Shield Passive is active, the opponent suffers an indefinite Vulnerability Passive of 100% potency.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is the Star-Lord rework better now?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This Iron Fist rework will make him broken, so here he is.

    About Iron Fist
    Danny Rand is a brilliant billionaire who traveled to the heavenly city of K’un Lun to master the martial arts. Becoming the latest in a long line of warriors to pick up the mantle of Iron Fist, Rand gained the mystical power to focus his chi – augmenting his fighting skills to superhuman levels.

    Character Class: Mystic

    Abilities: Atrophy, Sunder, Armor Break, Precision, Pierce, Physical Vulnerability

    Strengths and Weaknesses

    Strengths - Critical Hits, Sunder

    Weaknesses - Purify, Exhaustion, Weakness

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Iron Fist’s attacks cannot Glance while the opponent has an active Armor Break Debuff.

    Critical Hits
    100% chance to inflict an Armor Break Debuff, reducing Armor Rating by 750 for 20 seconds. If this Armor Break Debuff fails to apply due to an immunity, instead inflict a Physical Vulnerability Debuff with the same duration and potency. This Physical Vulnerability Debuff counts as an Armor Break Debuff for Iron Fist’s personal abilities.

    Heavy Attacks
    On hit, Nullify one Fury, Cruelty, or Precision Buff on the opponent. This ability expands to all Buffs if the opponent has an active Armor Break Debuff.
    For each Buff Nullified this way, gain a Pierce Passive of 6% potency for 20 seconds. Max: 10.

    Focus Charges - Max: 25
    When either Champion lands a Critical Hit, gain 1 Focus Charge.
    When Iron Fist inflicts an Armor Break Debuff or the opponent gains a Buff, gain 2 Focus Charges.
    When a Buff expires or is Nullified from the opponent, gain 5 Focus Charges.
    All Focus Charges gained from any of these abilities are doubled against Cosmic Champions.
    For each Focus Charge, Iron Fist gains +45.92 Critical Damage Rating and +2263.8 Attack Rating.

    Special Attack 1
    The final hit inflicts a non-stacking Atrophy Passive, reducing the duration of any new Buffs by 90% for 20 seconds. This Atrophy Passive is paused while the opponent has an active Armor Break Debuff.

    Special Attack 2
    On activation, inflict a Sunder Passive, setting the opponent’s Critical Resistance to 0 for 20 seconds. This Sunder Passive is paused while the opponent has an active Armor Break Debuff.
    All hits deal a burst of Physical Damage equal to 500% of the damage dealt.

    Special Attack 3
    At the end of this attack, gain a Precision Passive, increasing Critical Rating by 9000 for 18 seconds. The duration of this Precision Passive is refreshed each time a Buff expires or is Nullified from the opponent, and its potency is increased by 100% while the opponent has an active Armor Break Debuff.

    Signature Ability - Master of K’un Lun
    Passive
    Iron Fist’s personal Armor Break Debuffs last 50% longer.
    Additionally, while Iron Fist has 10 or more Focus Charges, the opponent cannot activate their Unstoppable, Unblockable, Indestructible, or Immortality abilities, and suffers -100% Evade and Auto-Block Ability Accuracy.

    Recommended Masteries
    Mystic Dispersion

    Synergy Bonuses

    The Martial Artists - Unique Synergy
    Shang-Chi
    Iron Fist: Critical Hits refresh all personal Armor Break Debuffs.
    Shang-Chi: The Attack Rating increase from consuming Chi-Charges on Special Attack 2 is doubled.

    Friends
    With Black Panther
    All Champions gain +130 Armor Rating
    Friends
    With Dr. Strange
    All Champions gain +130 Armor Rating
    Friends
    With Wolverine
    All Champions gain +130 Armor Rating
    Heroes for Hire
    With Luke Cage, She-Hulk, Shang-Chi
    All Champions gain +85 Block Proficiency & Physical Resistance

    Incoming Synergy Changes

    Best Man
    With Jessica Jones
    Iron Fist (Old Effect): Well-Timed Blocks inflict a Stagger Debuff for 2 seconds. Perfectly-Timed Blocks inflict Fateseal instead.
    Iron Fist (New Effect): Whenever a Buff expires on the opponent while they have an active Atrophy Passive, trigger his Heavy Attack Pierce Passive.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    What do you think of this rework @TheDaywalker, @Magrailothos, and @SonOfArgu16?
  • Ant_WarriorAnt_Warrior Member Posts: 85
    edited August 2023
    Future Ant Man imo really needs a rework.

    Not because of his strength, idk how good he is but due to comic accuracy since after reading "Ant-Iversary"

    None of his in game moves reflects his character or abilities in the comics since his ants either build or cause a distraction, they don't mould into giant hands to smash and grab or shoot stuff.

    They act more like ammunition in the game rather than ants and it's been on my nerves since I saw his champion reveal back in Feb since I'm an Ant fan.
  • Ant_WarriorAnt_Warrior Member Posts: 85
    Also a lot of champs need animation reworks and with it, champ reworks itself.

    Magik being top of the list being she's a sword user...who barely uses a sword in her basic attacks, same for Gamora.

    Iron Man and Star Lord also need changes to their neutrals with the idea being they shoot at close range or make a close range shot rather than a punch.

    Vision I feel is also there for animation reworks with needing a floating fight stance and having his basic attacks be more majestic in a sense, if not the comic version the MCU one defo does. Do something similar with OG Storm.

    Civil War Black Panther also needs the change since his base form got it, at the same time War Machine would need some changes, albeit minor to the rest.

    Both Cyclops' could do some close range eye neutrals.

    Winter Soldier is probably the character who needs the biggest rework of the ones mentioned with both a general rework and animation/model buff.

    Outside of the ones mentioned and the rest of the champs Ultron's need a polish ig.

    And for personal preferences tweak Black Bolt and Ant-Man OG a slight bit but leave Ant Man specials alone since they're fine unless anyone has better insight on how the champs are in general since most of this is in how they look rather than how they do in game.
  • Ant_WarriorAnt_Warrior Member Posts: 85

    Also a lot of champs need animation reworks and with it, champ reworks itself.

    Magik being top of the list being she's a sword user...who barely uses a sword in her basic attacks, same for Gamora.

    Iron Man and Star Lord also need changes to their neutrals with the idea being they shoot at close range or make a close range shot rather than a punch.

    Vision I feel is also there for animation reworks with needing a floating fight stance and having his basic attacks be more majestic in a sense, if not the comic version the MCU one defo does. Do something similar with OG Storm.

    Civil War Black Panther also needs the change since his base form got it, at the same time War Machine would need some changes, albeit minor to the rest.

    Both Cyclops' could do some close range eye neutrals.

    Winter Soldier is probably the character who needs the biggest rework of the ones mentioned with both a general rework and animation/model buff.

    Outside of the ones mentioned and the rest of the champs Ultron's need a polish ig.

    And for personal preferences tweak Black Bolt and Ant-Man OG a slight bit but leave Ant Man specials alone since they're fine unless anyone has better insight on how the champs are in general since most of this is in how they look rather than how they do in game.

    Also Clint Hawkeye needs stuff to use his bow
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Future Ant-Man does not need a rework, he's too good.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework will make Mephisto good, so here it is.

    About Mephisto
    Mephisto is an extra-dimensional demon whose main goal is to break the will and enslave the souls of noble Champions; though he cannot take their souls himself, his treachery and deception is often enough to convince his victims to give them up willingly. Mephisto is continually seeking to add more spirits to his realm, using them to his advantage whenever he sees fit. As a demon who has collected numerous souls, Mephisto is practically immortal and his fiery power is eternal.

    Character Class: Mystic

    Abilities: Aura of Incineration, Incinerate, Persistent Charge, Power Drain, Fury, Power Gain

    Strengths and Weaknesses

    Strengths - Ability Accuracy Reduction Immunity, Buff-Heavy Champions, Alliance War Defense

    Weaknesses - Incinerate Immunity, Concussion and Disorient Debuffs from Science Champions, Petrify, Heal Block, and Spectre effects from Science Champions, Energy Resistance

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Mephisto is immune to all Poison, Coldsnap, Frostbite, and Passive Ability Accuracy Reduction effects, as well as +100% Incinerate Resistance.
    While suffering from an Incinerate effect, Mephisto gains 12% of a bar of Power per second.
    At the start of the fight, Mephisto imprisons the opponent’s Soul, reducing their chance to activate Buffs by 100% for 15 seconds.

    Aura of Incineration
    Unless otherwise stated, the Aura of Incineration lasts for 15 seconds and grants the following abilities:
    Mephisto generates Power through his passive Power Gain.
    Nearby opponents take 5803.5 Energy Damage per stack.
    The Aura of Incineration does not activate while suffering from Concussion or Disorient Debuffs from a Science Champion.

    Persistent Charge - Max: 6
    Mephisto starts a quest with 3 Persistent Soul Charges, up to a maximum of 6 Persistent Soul Charges.
    When Mephisto knocks out an opponent, gain 1 Persistent Soul Charge. Gain an additional Persistent Soul Charge for each #Dimensional Being or Mystic Champion on his team, including himself.
    When falling below 30% Health, Mephisto gains a Regeneration Passive, healing 3620.24 Health per Persistent Soul Charge over 7 seconds. While this Regeneration Passive is active, Mephisto gains an indefinite Indestructible Passive. This Regeneration Passive does not activate while Mephisto is suffering from a Heal Block, Petrify, or Spectre effect from a Science Champion.

    Special Attack 1
    The first three hits inflict an Incinerate Debuff, dealing 17244 Energy Damage over 10 seconds. While this Incinerate Debuff is active, Soul Imprisonment is paused.
    The final hit consumes 1 Persistent Soul Charge to imprison the opponent’s Soul, reducing their chance to activate Buffs by 100% for 15 seconds. If the opponent’s Soul was already imprisoned, its duration is refreshed and is paused for 12 seconds.

    Special Attack 2
    On activation, gain a Fury Passive, increasing Attack Rating by +4004 for 20 seconds. Gain an additional Fury Passive for each of the opponent’s Buffs prevented by Soul Imprisonment. Max: 5.
    At the end of this attack, activate the Aura of Incineration.

    Special Attack 3
    This attack can only be used once per fight.
    Mephisto drains all of the opponent’s Power. If this attack was used to drain the opponent’s Power across a Power Bar threshold, Mephisto activates an indefinite stack of the Aura of Incineration.

    Signature Ability - Burning Aura
    When Attacked
    Mephisto burns with anger, granting him a 20% chance to activate the Aura of Incineration with the same duration. This chance is increased by a flat 80% on Well-Timed Blocks.
    Additionally, while the opponent’s Soul is imprisoned, Mephisto gains immunity to all Bleed and Nova Flame effects.

    Recommended Masteries
    Double Edge/Liquid Courage
    Recovery

    Synergy Bonuses

    Aura of Kings - Unique Synergy
    With Doctor Doom, Kindred, Infamous Iron Man
    Mephisto: While the opponent’s Soul is imprisoned, the Aura of Incineration is paused.
    Doctor Doom: While his personal Fury Buff is active, the Aura of Haazareth is paused.
    Kindred: While Nightmare Outbreak is active, the Dread Aura is paused.
    Infamous Iron Man: While the opponent is Special Locked, the Aura of Iron is paused.

    Pact with a Demon with Doctor Strange and Ghost Rider
    Mephisto: +70% Incinerate Energy Damage.
    Doctor Strange: Life Steal Heals an additional 70%.
    Ghost Rider: +10% Attack at the start of the fight.
    Demons with Dormammu
    Mephisto, Dormammu: +80% Energy Resistance while taking Damage over time. (Good against Magik’s Limbo and any Incinerate or Shock effects!)

    Incoming Synergy Changes

    Hell and Back
    With Hulk (Immortal)
    Mephisto (Old Effect): Knocking out #Villains grants +1 Soul Charge.
    Mephisto (New Effect): Gain an additional Soul Charge when knocking out an opponent for each #Villain Champion on Mephisto’s team, including himself.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
  • Ant_WarriorAnt_Warrior Member Posts: 85

    Future Ant-Man does not need a rework, he's too good.

    No, not in that sense.

    Make him accurate. Change up his specials but have the same utility so he's the actual character and not a cheap copy.

    Like I said, the ants in the comics are used as ants. Not as amunition for punching and shooting, they are annoying if anything as the most they do is build and crawl over Ultron.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This rework idea will make Ronan even more broken, so here he is.

    About Ronan
    Judge, Jury, Executioner, Ronan the Accuser is the Head Accuser of the Kree Empire, the right hand of the Supreme Intelligence. He is the ultimate soldier, a strategic genius, and a relentless champion of justice. Wielding the Universal Weapon, Ronan brings his hammer down upon the unjust, wherever they may hide across the cosmos.

    Character Class: Cosmic

    Abilities: Stun, Pierce, Fury, True Damage, Armor Break, Weakness

    Strengths and Weaknesses

    Strengths - Stun, Poison Immunity, Armor Break

    Weaknesses - Champions with no Buffs, Stun Immunity

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Advanced Kree Physiology provides full immunity to all Poison effects.
    Stun Debuffs on non-Mystic opponents cannot have their duration reduced, and while the opponent is Stunned, Ronan gains an indefinite Fury Buff, increasing Attack Rating by +10297.5. While this Fury Buff is active, Ronan’s attacks ignore Evade, Miss, and Auto-Block.

    Heavy Attacks
    On hit, inflict a non-stacking Armor Break Debuff, reducing Armor Rating by 750 for each Armor Up Buff on the opponent for 25 seconds. This Armor Break Debuff is paused while the opponent is Stunned.

    Special Attacks
    100% chance to inflict a Stun Debuff for 2 seconds per level of Special Attack used.
    On hit, inflict a Weakness Debuff, reducing Attack Rating by 25% for each Fury Buff on the opponent for 25 seconds. This Weakness Debuff is paused while the opponent is Stunned.
    On activation, gain a True Damage Buff for 8 seconds per level of Special Attack used. This True Damage is paused while the opponent is Stunned.

    Special Attack 2
    On activation, gain a Pierce Buff of 50% potency for 6 seconds per active Buff on the opponent. This Pierce Buff is paused while the opponent is Stunned.

    Signature Ability - Edict
    Passive
    The Supreme Accuser judges the target, punishing them for their use of Buff effects, increasing Ronan’s Attack Rating by +8008 per active Buff effect.
    Ronan’s personal Stun Debuffs last 15% longer for each Buff the opponent has.

    Recommended Masteries
    Stupefy
    Petrify/Pacify
    Extended/Enhanced Fury

    Synergy Bonuses
    Enemies
    With Hulk
    All Champions gain +155 Critical Rating
    Enemies
    With Iron Man
    All Champions gain +155 Critical Rating
    Rivals
    With Black Bolt
    All Champions gain +115 Critical Damage Rating
    Rivals
    With Gamora
    All Champions gain +115 Critical Damage Rating
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    This rework idea will make Medusa more broken, so here it is.

    About Medusa
    Born into the Inhuman Royal Family of Attilan, Medusa was exposed to the mutagenic Terrigen Mists when she was only an infant. This transformation endowed her with tougher-than-steel hair and the ability to control each strand like an added appendage. Along with her husband, Black Bolt, Medusa leads her people as the Queen of the Inhumans in their search for a better place in the world.

    Character Class: Cosmic

    Abilities: Fury, Armor Break, Armor Shattered, Bleed, Physical Vulnerability, Poison Immunity

    Strengths and Weaknesses

    Strengths - Armor Break, Robots, #Metal Champions

    Weaknesses - Armor Break Immunity, Nullify

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    An enhanced immune system provides full immunity to all Poison effects.
    Unless otherwise stated, Armor Break Debuffs reduce Armor Rating by 750 for 5 seconds.

    Snake Hair Attacks - Medium Attacks and Special Attack 1
    These attacks have a 100% chance to inflict an Armor Break Debuff.

    Armor Shattered
    When the opponent is inflicted with 6 Armor Break Debuffs, they are removed and replaced by both an Armor Break and Armor Shattered Debuff for 35 seconds.
    While Armor Shattered is active, Medusa cannot inflict additional Armor Break Debuffs.
    This Armor Break Debuff reduces Armor Rating by 6750 and removes an Armor Up Buff.
    While Armor Shattered is active, the opponent’s Armor Up Buffs suffer -100% Ability Accuracy. Additionally, this shatters #Robot Champions’ systems, reducing Combat Power Rate and Ability Power Rate, as well as their Ability Accuracy, by 100%.

    Critical Light Attacks and all Heavy Attacks
    If Armor Shattered is active, 100% chance to inflict an indefinite Bleed Debuff, dealing 32.34 Direct Damage over time until Armor Shattered expires. If this Bleed Debuff fails to apply due to an immunity, instead inflict an indefinite Physical Vulnerability Debuff that reduces Physical Resistance by 250.

    Living Strands - Passive
    Every 8 seconds, Medusa gains a Fury Buff, increasing Attack Rating by +8084 for 15 seconds. Max: 3.
    These Fury Buffs start paused until Medusa has at least 3 Fury Buffs.
    When Medusa is struck 2 times, she has a 100% chance to Auto-Block the next hit with her hair, Purifying any Stun Debuffs, for the cost of 3 Fury Buffs, and can trigger the Parry Mastery. This ability does not trigger against Mystic Champions.

    Special Attack 1
    Snake Hair Attacks inflict an Armor Break Debuff.
    If the opponent is Armor Shattered, gain a Pierce Buff of 70% potency for 20 seconds. This Buff is paused while the opponent is Armor Shattered.

    Special Attack 2
    All hits inflict a Bleed Debuff, dealing 17244 Direct Damage over 6 seconds. Critical Hits instead inflict Critical Bleeds, multiplying the Bleed’s potency by Medusa’s Critical Damage Multiplier.
    If the opponent is Armor Shattered, all hits are a Guaranteed Critical Hit.

    Special Attack 3
    Inflict an Armor Break Debuff and an Armor Shattered Debuff with the same potencies and durations.
    If the opponent was already Armor Shattered, Armor Break and Armor Shattered Debuffs are paused for the remainder of the fight.

    Signature Ability - The Inhuman Royal Queen
    Passive
    Fury Buffs gained from Living Strands have their max stack limit increased by 3, and start paused until Medusa has at least 6 Fury Buffs.
    Additionally, the Ability Accuracy and Power Gain decrease from the Armor Shattered Debuff expands to all #Metal Champions.

    Recommended Masteries
    Deep Wounds
    Extended/Enhanced Fury

    Synergy Bonuses
    1. Inhuman Royal Family with Karnak
    Medusa: Heavy Attacks inflict up to 4 permanent Armor Breaks.
    Karnak: Striking into the opponent’s Block reduces their Ability Accuracy by 30% per Focus Charge.
    Unique Synergy: Does not stack with duplicate synergies.
    2. Inhuman Royal Family with Black Bolt
    Medusa: Fury Buffs gained from Living Strands last 20% longer.
    Black Bolt: Provocation generates permanent Buffs instead of temporary Buffs.
    Inhuman Royal Family:+25% Attack at the start of the fight if Medusa, Black Bolt and Karnak are together in a team.
    Unique Synergy: Does not stack with duplicate synergies.
    3. Enemies with Wolverine, Iron Man, and Vox
    All Champions in the team gain +155 Critical Rating.
    4. Rivals with Quake
    All Champions in the team gain +115 Critical Damage Rating.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this rework idea good @SonOfArgu16, @Magrailothos, and @TheDaywalker?
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    Is this a better OG Cap Rework Idea @SonOfArgu16?

    About Captain America
    Steve Roger’s body may have been too weak to become a soldier, but his heart was too strong to quit. By a miracle of science, Steve was transformed into Captain America, Sentinel of Liberty. Possessing super strength, speed, and reflexes.With his unbreakable shield, Cap is a born leader of humans, heroes, and gods.

    Character Class: Science

    Abilities: Physical Vulnerability, Trauma, Stun, Fury, Precision, Cruelty, Combo Shield, Bulwark

    Strengths and Weaknesses

    Strengths - High Block Proficiency and Perfect Block Ability, Able to block Unblockable Attacks

    Weaknesses - Purify, Abilities that trigger through Block

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Captain America is immune to Buffs. When he would gain a Buff, he instead gains an indefinite Cruelty Passive, increasing Critical Damage Rating by +1321.43. Max: 6.
    Super Soldier Serum provides full immunity to all Poison, Fate Seal, Power Steal, Power Lock, and Special Lock effects.
    Captain America’s Ability Accuracy can only be reduced by Skill Champions.

    Fight Start
    Gain an indefinite Combo Shield Passive, preventing Captain America’s Combo Meter from resetting when struck.

    Bulwark Passives - Max: 10
    For every 15 hits in the Combo Meter, Captain America gains an indefinite Bulwark Passive, increasing Block Proficiency by 900.
    For each Bulwark Passive Captain America has, he gains +5% Perfect Block Chance.

    Heavy Attacks
    The second hit grants a Precision Passive, increasing Critical Rating by 9000 for 3 seconds per active Bulwark Passive.

    Blocking
    On a successful Perfect Block, inflict a non-stacking Fatigue Debuff, reducing Critical Rating by 2250 for 15 seconds.

    Special Attacks
    The final hit inflicts a Stun Debuff for 2 seconds per level of Special Attack used.
    If the opponent has a Fatigue Debuff, all Stun Debuffs inflicted last 100% longer.

    Special Attack 1
    The second hit grants a Pierce Passive of 50% potency for 20 seconds. If the opponent has a Fatigue Debuff, gain an additional Pierce Passive.

    Special Attack 2
    On activation, gain a Fury Passive, increasing Attack Rating by +8084 for 35 seconds. If the opponent has a Fatigue Debuff, gain an additional Fury Passive.
    The second hit inflicts a Trauma Debuff for 60 seconds. Trauma causes all hits to deal an additional 200% of the damage recently dealt as a burst of Physical Damage.

    Special Attack 3
    Inflict a non-stacking Physical Vulnerability Debuff, reducing Physical Resistance by 9000 for 40 seconds. If the opponent has a Fatigue Debuff, the duration of this Physical Vulnerability Debuff is doubled.
    Pause all Fatigue Debuffs for the remainder of the fight.

    Signature Ability - I Can Do This All Day
    Passive
    While Captain America has at least 3 Bulwark Passives, he can block Unblockable Attacks and is immune to all forms of Block Penetration.
    The number of hits in the Combo Meter required to gain a Bulwark Passive is reduced to 5 and max stacks is increased by 10.
    The duration of all personal Stun Debuffs on non-Skill opponents cannot have their duration reduced, and while they are Stunned, their Combat Power Rate and Ability Accuracy are reduced by 100%.

    Recommended Masteries
    Despair
    Double Edge/Liquid Courage
    Stupefy

    Synergy Bonuses

    Shield Masters - Unique Synergy
    With Captain America (WWII), Captain America (Infinity War), Captain America (Sam Wilson), The Overseer, Civil Warrior
    Captain America, Captain America (WWII), Captain America (Infinity War), Captain America (Sam Wilson): Blocking a hit has a 30% chance to inflict the opponent with a Weakness Passive, reducing Attack Rating by 35% for 25 seconds.
    The Overseer: Special Attack 3 inflicts 2 additional Physical Vulnerability Debuffs, and all bursts of Physical Damage are increased by 500%.
    Civil Warrior: Power Burn Damage is increased by 200%.

    Avengers Assemble! - Unique Synergy
    With Hulk, Hawkeye, Black Widow, Iron Man, Thor
    Captain America: All non-Stun Debuffs last 100% longer.
    Hulk: The number of Fury Passives required to activate Gamma Rage is increased by 5.
    Hawkeye, Black Widow: Activating a Special Attack grants a Precision Passive, increasing Critical Rating by +20% per level of Special Attack used for 30 seconds.
    Iron Man: Gain immunity to all Ability Accuracy Reduction effects from non-Cosmic Champions.
    Thor: Buffs are unaffected by Ability Accuracy Reduction.

    Enemies
    With Iron Man
    All Champions gain +155 Critical Rating
    Enemies
    With Superior Iron Man
    All Champions gain +155 Critical Rating
    Friends
    With Spider-Man, Spider-Man (Symbiote)
    All Champions gain +130 Armor Rating
    Friends
    With Winter Soldier
    All Champions gain +130 Armor Rating
    Incoming Synergy Changes

    Shield Buddies
    With The Overseer
    Captain America (Old Effect): Intercepting the Opponent grants a non-Stacking Passive Fury, granting 50% Attack Rating for 7 seconds.
    Captain America (New Effect): When intercepting the opponent’s Dash with a Basic Attack, refresh all personal Fury Passives.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    I think this rework idea for Rhino will make him broken op, so here he is.

    About Rhino
    Aleksei Sytsevich’s life changed the moment he stepped into an experimental suit – and became the rampaging Rhino! What he lacks in brainpower, he makes up for in strength, speed, and a thick hide. And whatever you do, don’t get him angry – or you’ll end up on the wrong side of his razor-sharp horns!

    Character Class: Science

    Abilities: Fury, Physical Vulnerability, Sunder, Trauma, Unstoppable, Unblockable, Armor Up

    Strengths and Weaknesses

    Strengths - Armor Up, Unstoppable, Battlegrounds/Alliance Wars Defense

    Weaknesses - True Damage, Slow, Purify

    The following Stats and Abilities are based on a Rank 5, Level 65, Sig 200, 6-Star Champion.

    Always Active
    Rhino starts the fight with an indefinite Armor Up Passive, increasing Armor Rating by 9000.
    Rhino’s gamma-based strength and resilience provides full immunity to all Poison, Bleed, Armor Break, Armor Shattered, Infuriate, Intimidate, and Special Lock effects, as well as Buff Immunity and +9000 Physical Resistance.

    Unstoppable Passives - Max: 10.
    Rhino can only activate his Unstoppable Passives if he is not suffering from a Slow effect.
    Rhino gains 1 Unstoppable Passive when he dashes forward, or is immune to a Buff, but loses 1 Unstoppable Passive when he is struck, dashes backwards, or is inflicted with a Damage Over Time effect that deals Energy Damage.
    Each Unstoppable Passive grants Rhino the following abilities:
    +4510.5 Attack Rating.
    +20% increased Trauma Debuff duration.
    Lowers the opponent’s Defensive Ability Accuracy by 30%.

    Persistent Rhino Charges - Max: 15
    When Rhino wins a fight, he gains one Persistent Rhino Charge. Rhino will gain one additional Persistent Rhino Charge for each #Sinister Six or #Villain Champion on his team, including himself.
    Each Persistent Rhino Charge grants Rhino the following abilities:
    +5% Combat Power Rate.
    +562.5 Critical Damage Rating.
    +4% Block and Armor Penetration.

    Dash Attacks
    When dashing towards the opponent, Rhino has a 10% chance per Unstoppable Passive he has to gain an Unblockable Passive for 5 seconds. The chance to activate this Unblockable Passive is reduced to 2% against Skill Champions.

    When Blocking or being Attacked
    20% chance to gain a stacking Fury Passive, increasing Attack Rating by 6813 for 15 seconds. This chance is increased by a flat +40% against Mystic Champions. Max: 10.

    All Attacks
    If the opponent’s back is against the wall, Rhino will trigger his personal Fury Passive when ending a 5-hit Combo with a Medium Attack.

    Special Attack 1
    On hit, inflict a non-stacking Sunder Passive for 70 seconds.

    Special Attack 2
    All personal Unblockable Passives are paused during this Special Attack.
    All hits inflict a Trauma Debuff for 20 seconds. Trauma causes hits to deal an additional 50% of the damage recently dealt as a burst of Physical Damage. Max: 4.

    Special Attack 3
    Inflict a Physical Vulnerability Passive, reducing Physical Resistance by 9000 for 80 seconds.
    At the end of this attack, the opponent has their back against the wall, and is inflicted with a Root Passive for 20 seconds. Rhino’s Unstoppable Passives are prevented from being removed while this Root Passive is active.

    Signature Ability - The Rampaging Rhino!
    Passive
    While the opponent is Rooted, Rhino gains an indefinite Berserk Passive, increasing Attack Rating by 1570.81 while Unstoppable.
    Additionally, while Rhino has at least 1 Unstoppable Passive, he cannot Miss or be Evaded.

    Recommended Masteries
    Double Edge/Liquid Courage
    Inequity
    Despair

    Synergy Bonuses

    The Sinister Six - I - Solo Synergy
    With Electro, Iron Patriot, Vulture
    Rhino: Gain +200 Critical Damage Rating for each Unstoppable Passive he has.

    The Sinister Six - II - Solo Synergy
    With Green Goblin, Doctor Octopus, Mysterio
    Rhino: While the opponent is Rooted, Rhino gains +1000 Critical Rating.

    The Sinister Six - III - Solo Synergy
    With Kraven, Scorpion
    Rhino: Gain immunity to all Fate Seal and Neutralize effects when fighting against Mystic Champions.

    The Sinister Six - IV - Solo Synergy
    With Shocker, Sandman
    Rhino: Ending a 5-hit Combo with a Medium Attack while the opponent’s back is against the wall grants 2 additional Fury Passives.

    Enemies
    With Spider-Man (Classic) and Spider-Gwen
    All Champions gain +155 Critical Rating
    Friends
    With Abomination
    All Champions gain +130 Armor Rating
    Friends
    With Punisher
    All Champions gain +130 Armor Rating
    Teammates
    With Electro, Vulture, Doctor Octopus, Green Goblin, Kraven, Sandman
    All Champions gain +5% Perfect Block Chance

    Incoming Synergy Changes

    Full Speed Ahead
    With Nova
    Rhino (Old Effect): 30% Chance to refresh Fury Buffs when striking with Medium Attacks.
    Rhino (New Effect): Medium Attacks have a 5% per Unstoppable Passive to refresh all personal Fury Passives.

    Eastern Blockers
    With Red Guardian
    Rhino (Old Effect): Starts the fight with a Passive Fury granting +30% Attack Rating for 20 seconds. While this Fury is active Rhino also gains +50% increased Ability Accuracy and inflicts the opponent with a Slow Debuff.
    Rhino (New Effect): While Rhino has at least one personal Fury Passive, he inflicts the opponent with an indefinite Slow Passive. While this is active, Rhino’s personal Fury Passives fall off 300% slower.

    Live and Die by the Horns
    With Rintrah
    Rhino (Old Effect): Gain a 25% Crit Rating when Unstoppable.
    Rhino (New Effect): Gain +250 Critical Rating for each personal Unstoppable Passive on Rhino. This Critical Rating increase is doubled when fighting against #Hero Champions or #Spider-Verse Heroes.
  • Paupershango_2006Paupershango_2006 Member Posts: 539
    What do you think of this Rhino rework idea @SonOfArgu16, @Magrailothos, and @TheDaywalker?
  • MagrailothosMagrailothos Member Posts: 5,954 ★★★★★
    edited September 2023

    What do you think of this Rhino rework idea @SonOfArgu16, @Magrailothos, and @TheDaywalker?

    I think you said it best yourself:

    I think this rework idea for Rhino will make him broken op,

    You don't mess around with little tweaks, do you?

    Physical vulnerability -9000 for eighty seconds! Whilst Rooted for twenty... Yikes!
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