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Netflix Daredevil Rework Idea

General: Daredevil now wields his two batons in combat. Daredevil's heavy attack will now be one hit (he hits the opponent with both batons at the same time). Daredevil's sp1 now has 3 hits (he throws both his batons at the opponent and follows up with a kick to the face). Daredevil's sp2 now has 4 hits (he whacks the opponent twice with his batons, then jumps off the opponent into the air, while in the air he throws a baton at the ground which ricochets and hits the opponent in the head). Daredevil's special 3 (he evades an opponent's attack, knocks them to the ground, and repeatedly punches them in the face ---like when he does it to Fisk in the season 3 finale---

Awakened Ability - (Devil's Determination): Once per fight, whenever Daredevil would be knocked out, he gains an indestructible buff lasting (X) seconds. Each time Daredevil is struck by the opponent during the indestructible's active time, he gains 3% health per hit. Additionally, Daredevil can store up to 5 additional guaranteed critical hits.

Passive: Daredevil has a 50% chance to shrug off a damaging debuff. Daredevil keeps his perfect block chance. Daredevil has a passive "Radar Sense" and has additional physical resistance.

Radar Sense: Radar Sense is a passive ability that is always active on Daredevil. Radar Sense grants Daredevil the ability to bypass glancing and to evade all projectiles. Additionally, every time an opponent evades or auto-blocks an attack, Daredevil will auto-block the opponent's next attack. Auto-block will stun with the parry mastery.

Guaranteed Critical Hits: Each time Daredevil lands a natural critical hit, he stores 1 passive guaranteed crit. Maximum 5 stored critical hits. Stored critical hits will ONLY apply during special attacks. Each hit in a special attack will consume 1 guaranteed crit and apply a critical hit on the opponent. If Daredevil has no stored critical hits, none of the hits in the special attack will crit.

Heavy Attacks: Place a Taunt debuff on the opponent for 5 seconds. This debuff will not stack.

Special Attack 1: Applies a Stun debuff for 2 seconds

Special Attack 2: 50% for each hit to place 1 Armor Break debuff on the opponent, reducing armor rating by (X), lasting 10 seconds each. The last hit of this special has a 100% chance to place a Concussion debuff on the opponent for 10 seconds.

Special Attack 3: 100% chance to place a Paralyze debuff on the opponent for 3 seconds.


Comments

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    WRIRWRIR Posts: 563 ★★★
    Wait so two netflix dds and some kinda evade node and you get an autoblock chain?
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    Drew_D23Drew_D23 Posts: 102
    WRIR said:

    Wait so two netflix dds and some kinda evade node and you get an autoblock chain?

    I guess so!
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    Mqc19Mqc19 Posts: 370 ★★★
    This is solid, less the sig ability. Conceptually it’s not bad but I do like the idea of you having to be knocked out to activate. Maybe this occurs at 25-50% health or something like that.
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    Drew_D23Drew_D23 Posts: 102
    Mqc19 said:

    This is solid, less the sig ability. Conceptually it’s not bad but I do like the idea of you having to be knocked out to activate. Maybe this occurs at 25-50% health or something like that.

    That’s a good point
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