Hawkeye rework
FluffyPigMonster
Member Posts: 2,069 ★★★★★
Let’s make Hawkeye better! Any input so we can have Kabam take notice!
Signature ability: I knew I should have stretched
Hawkeye can purify one debuff for every 5 critical hits he inflicts. Additionally, Hawkeye gains a 30% chance to purify an additional debuff with every 5 critical hits (scales with sig ability).
Always active:
Hawkeye is immune to any effect that lowers critical chance.
Special Attacks:
Activate a special attack after ending a combo into an opponent’s block makes the special attack unblockable combined with one of the below effects (intercepting vs an auto-block effect will trigger unblockable).
SP1: Hawkeye selects which arrowhead to utilize. Inflict a debuff and drain x % bar of power depending on the following conditions:
Activate SP1 after striking the opponent with a medium attack (Power drain x % of opponent’s power and inflict bleed doing x damage over x seconds)
Activate SP1 after striking the opponent with a light attack (Power drain x % of opponent’s power and inflict shock doing x damage over x seconds)
Activate SP1 as an intercept (Power drain x % of the opponent’s power and inflict a passive incinerate on the opponent doing x damage over x seconds)
Incinerate and shock will combine to form an indefinite plasma passive doing x damage per second. The passive can only be removed by knocking down Hawkeye with a special attack.
SP2: HAWKEYE readies his attack with a contact hit and then fires 3 arrows at once:
The first contact hit of the SP2 causes concussion, reducing defensive ability accuracy by 100% for 12 seconds.
Concussion will last 4 seconds longer for each active debuff that was current on the opponent at the time of the strike.
The second hit (projectile) of the SP2 will cause bleed, shock and incinerate (active) on the opponent meeting the damage conditions in his SP1 each. The duration of these debuffs are 6 seconds plus an additional 4 seconds for each debuff on the opponent at the time of the strike.
SP3: Played 18. Shot 18.
Hawkeye inflicts the opponent with an indefinite plasma passive doing x damage per second. This plasma passive can only be removed by knocking down Hawkeye with a special attack.
Additionally, Hawkeye gains an 18 charge which makes all of his hits critical for 45 seconds.
Signature ability: I knew I should have stretched
Hawkeye can purify one debuff for every 5 critical hits he inflicts. Additionally, Hawkeye gains a 30% chance to purify an additional debuff with every 5 critical hits (scales with sig ability).
Always active:
Hawkeye is immune to any effect that lowers critical chance.
Special Attacks:
Activate a special attack after ending a combo into an opponent’s block makes the special attack unblockable combined with one of the below effects (intercepting vs an auto-block effect will trigger unblockable).
SP1: Hawkeye selects which arrowhead to utilize. Inflict a debuff and drain x % bar of power depending on the following conditions:
Activate SP1 after striking the opponent with a medium attack (Power drain x % of opponent’s power and inflict bleed doing x damage over x seconds)
Activate SP1 after striking the opponent with a light attack (Power drain x % of opponent’s power and inflict shock doing x damage over x seconds)
Activate SP1 as an intercept (Power drain x % of the opponent’s power and inflict a passive incinerate on the opponent doing x damage over x seconds)
Incinerate and shock will combine to form an indefinite plasma passive doing x damage per second. The passive can only be removed by knocking down Hawkeye with a special attack.
SP2: HAWKEYE readies his attack with a contact hit and then fires 3 arrows at once:
The first contact hit of the SP2 causes concussion, reducing defensive ability accuracy by 100% for 12 seconds.
Concussion will last 4 seconds longer for each active debuff that was current on the opponent at the time of the strike.
The second hit (projectile) of the SP2 will cause bleed, shock and incinerate (active) on the opponent meeting the damage conditions in his SP1 each. The duration of these debuffs are 6 seconds plus an additional 4 seconds for each debuff on the opponent at the time of the strike.
SP3: Played 18. Shot 18.
Hawkeye inflicts the opponent with an indefinite plasma passive doing x damage per second. This plasma passive can only be removed by knocking down Hawkeye with a special attack.
Additionally, Hawkeye gains an 18 charge which makes all of his hits critical for 45 seconds.
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