6r3 #14 Red Goblin!
StevieManWonder
Member Posts: 5,019 ★★★★★
I had to flip a coin between him and Corvus, but I would have been happy with either one. Roblin is a beast for incursions and he’s really fun to play. His ramp up does suck though and I’m the first to admit that he’d benefit from a tune-up. Overall, pretty happy!
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I don’t want anything in return, just take them
But congrats!?!
Also So Many of his Abilities have Unnecessary Caps on them, like his Bloodlust Frenzy for example which Each Charge gives Frenzy Mode just under +250 Attack (on an R1 6 Star, also starts with the just under +250 Attack on Base Frenzy) but Each Stack reduces the next one's Potency by 15% for Zero Reason cause even without the Penalty that's only just under a 1,500 Attack Increase that takes 5 Fights To Ramp Up Then that's only active after you take the Enemy down to 65%. That probably doesn't increase much between Rank Ups either, I Really don't think 1500 Extra Attack that's not even active the Whole Fight and takes Up To 5 Freaking Fights to Ramp Up would have broken the game...
Anyone else find it odd how he has an Ability Called Bloodlust, but is the Only Other Symbiote to not have access to Bleed besides Symbiote Spidey... (Funny since in his Story he made A Lotta People Bleed)
He has a lot of weird checks to his kit that aren’t warranted. Like how he loses a charge for dying or his heavy attack carnage bombs have 65% reduced duration.
And since you need five of the charges to ramp up fully, he can be a pain to use in Act 7 where each path only has 6 fights.
Medium Attacks: Place a 1 Second Bleed on the Enemy, Dealing 5% of Modified Attack Each Second. (Stay with me here)
Persistent Bloodlust: Max 100
Every Bleed Debuff placed on an Opponent is added to Red Goblin's Persistent Bloodlust Counter, at the Start of Every Fight Red Goblin Gains 1 Random Insanity Effect for Each Interval of 10 Persistent Bloodlust. (So up to 10 Effects)
There are 5 Different Insanity Effects, each are Passive Effects and cannot be affected by Ability Accuracy.
Knull's Call: Bleed Debuff Potency is Increased by 25%. (Not a Flat Increase)
Pyromaniac: Each Active Incinerate on the Opponent increases Special Damage by 20%.
Goblin Formula Symbiosis: Symbiote Buff Duration is increased by 15%.
Symbionic Glider Trail: Dashes have a 15% Chance to deal 1 Carnage Bomb Incinerate. (Stacks add to Chance)
Increasing Instability: Combat Power Rate is Increased by 5%, Aptitudes Increase the Potency of each of this Effect by a Flat 5%.
Then have Frenzy always Activate at 65%, remove the ability for Red Goblin to lose Persistent Charges when Defeated. As a side effect of this you'd have to change the Family Feud Synergy with Venom, give this Synergy the "While Frenzy is active, Increase Buff Duration by 30%" from his Hatred Synergy with Symbiote Spidey.
That Synergy then becomes "When Fighting #Spider-Verse Champions a 6th Insanity Effect can be gained.
Spider Slaughter: Each time a Buff Expires on Red Goblin or a Debuff Expires on the Opponent, the Opponent will take a Burst of 500 Bleed Damage. (This Counts towards the Persistent Bloodlust Counter, only 1 of this Effect can be gained)
Also you'd have to change the Self Centered Synergy with Carnage/Green Goblin, perhaps...
"While Red Goblin is under the Effect of a Bleed Debuff, his Medium Attacks And Heavy Attacks Apply a 1 Second Bleed Debuff dealing 5% of Modified Attack Each Second." (Giving his Heavies the Same Bleed Ability as the Mediums on his Base, and his Mediums then applying 2 Bleeds each time.) Idk if giving him something like 85% Bleed Resistance as well would be too much for a Synergy...
Probably a bit much but I just got too into it to stop, basically it's another Ramp Up System but he won't Rely on it and can be Ramped Up without having to do anything specific besides use Mediums throughout the Quest. The Bleeds aren't Super Strong because they are so Common but Deep Wounds and Knull's Call will give them a nice Boost to Duration and Potency, also each Insanity Effect has the same Chance to Activate so sometimes you'd get a Nice Spread and other times might get Crazy Power Gain or Crazy Bleed Damage.
I just think it'd add even more fun to him, give him a little more Character, and replace one of his Arguably Required Ramp Ups for a Nice To Have Passive Ramp Up.
Though at the same time his Heavy Attack Animation is a Cap of it's own as it's very hard to Chain into itself with the distance it puts between you and the Opponent, as well how long it is.
Like you said a Tune-Up or even a Numbers Buff would be Great for him, he's such a Fun Champion and if So Close to being Really Solid.
I'm figuring that he's on the chopping block for a tune up, but probably not too high on the list. Who knows though, maybe he'll get buffed before the end of the year, though I doubt it since he's so new.
Anyways didn't want to get too far off the Posts original topic, Red Goblin's already got that Crazy Good Crit Damage Synergy that Affects All Symbiotes. If we are infact getting Anti-Venom this October, imagine if we got a "Crits Life Steal" for All Symbiotes or something Nuts like that... (Though for Anti-Venom's Power Set it'd probably be more like Ability Accuracy Reduction Effects for all Symbiotes since he can cure Characters of their Powers if they in some way modified their Body)