Comprehensive JOE FIXIT BUFF
Mr_Otter
Member Posts: 1,614 ★★★
Joe Fixit: The original form of the Hulk. Instead of Savage Hulk's reliance on rage, Joe Fixit manefests through stress... but he still packs a punch!
Combining much of Banner's intelligence and Hulk's power, Joe Fixit is a terrifying force only matched by the rare times that Bruce and Hulk share their abilities!
Now there are 4 changes that MUST be made
•Clubs also has to increase Critical Damage as well as rate
•Diamonds goes up to 50% attack boost
•Spades gets Armor break instead of Farigue
•Hearts shrug off debuffs 15% faster
Gambler's Ruin will be replaced with something I call "Jackpot"
•instead of 1 suit Joe Fixit naturally comes with 3 that are permenant unless re-rolled and are all independent of each other meaning they can mix and match
Signature ability: All In
This new signature ability has all the old effects however the extra roll is 10 seconds instead of 10 and each Roll that matches it, it lasts longer by 5 seconds
Further more the signature has a new ability that increases the effect of each suit's ability by 25% for each suit that matches it
(Does not affect accuracy of Spades or Heart Shrugging Debuffs)
While not a large change I feel like the first part helps make all the suits valuable.
The new standard "Quirk" makes him less situational and more consistent
And the new signature makes all his abilities even better
Combining much of Banner's intelligence and Hulk's power, Joe Fixit is a terrifying force only matched by the rare times that Bruce and Hulk share their abilities!
Now there are 4 changes that MUST be made
•Clubs also has to increase Critical Damage as well as rate
•Diamonds goes up to 50% attack boost
•Spades gets Armor break instead of Farigue
•Hearts shrug off debuffs 15% faster
Gambler's Ruin will be replaced with something I call "Jackpot"
•instead of 1 suit Joe Fixit naturally comes with 3 that are permenant unless re-rolled and are all independent of each other meaning they can mix and match
Signature ability: All In
This new signature ability has all the old effects however the extra roll is 10 seconds instead of 10 and each Roll that matches it, it lasts longer by 5 seconds
Further more the signature has a new ability that increases the effect of each suit's ability by 25% for each suit that matches it
(Does not affect accuracy of Spades or Heart Shrugging Debuffs)
While not a large change I feel like the first part helps make all the suits valuable.
The new standard "Quirk" makes him less situational and more consistent
And the new signature makes all his abilities even better
1
Comments
Plus, he should have incineration for bleed immune champs, because he's allegedly to be smart don't dumb.
I am aiming to capture his "Gambler/Mobster" motif with a slot machine style ability that rewards matching abilities. Re rolling doesn't actually cost but do it wrong and you'll take damage all the same!
His diamonds would match his ability to get stronger like the hulk but because he isn't as easily angered it requires MUCH more resources like sacrificing his crit damage/rate and Regen potential and armkr break/weakness to give in to the Rage!
And smart he is but he's generic gang/mob leader smart. Strategic yes but geared for all eventualities he is not! Plus the armor break instead of fatigue would help his damage output greatly!
For me the two main problems are the low effectiveness of his regeneration and the feeble base damage of his SP3. Both of those could be increased by 30 to 50%; and still wouldn't be
unbalancing.
Having said that, replacing fatigue with armour break would be nice; but would have to be a low-level armour break as he often stacks them.
He usually gets 'Heavy Hitter' as a boss node. Perhaps an occasional chance to go unblockable with a Heavy attack (like Rhino with his dash) would be an option?
This new system would allow for multiple regeneration stacks. However the downside would be he'd miss a lot of ifdensice utility but it'd increase by a lot although I'm pretty sure his healing would have to not be effected by the 25% matching boost
Actually removing it would balance my suggestion quite well or only allow a flat 25% increase only once per suit it shares with. While it's still be random you could potentially double to even quadruple (for a short time) his healing then then go offensive again
I understand and that is good. My suggestion was more in the basic and old school way, if they don't want mess it then they could fix it simple and fast.