Nick fury with kinetic transference, sp1 specialist and true focus Nick's sp1 is stupid difficult to evade and kinetic transference grants the defender a bunch of power when hitting into block ether become good at evading the sp1 or get a very powerful power control character
Nick fury with kinetic transference, sp1 specialist and true focus Nick's sp1 is stupid difficult to evade and kinetic transference grants the defender a bunch of power when hitting into block ether become good at evading the sp1 or get a very powerful power control character
More fights like the SoP Mr Sinister but for all champions (by using Nodes), as is when using someone like Guardian who has that "Parrying a Special makes it all Perfect Parries, and gives you Power for each hit." Ability were rewarded for making Multiple Test Attempts to Learn the perfect timings of his Specials and ques from the AI if it was gonna react a certain way. If they could manage to make another SoP Fight like that but where All Champions could do it with maybe Different ways depending on the Champion Type, only requiring Patience and Average Skill, that'd be my Ideal SoP Fight. (Also no Passive Unavoidable Damage, just a fight you take as long as you want on and be rewarded for improving your Skills)
Any specific champ/nodes in mind? This is probably what most people want but it’s a ton harder to make then it looks.
Well you could do one similar to Guardian where let's say... -All Attackers when Parrying Any Hit of a Special Attack will Automatically Parry All Attacks for 1.5 Seconds. -Everytime a Mutant/Skill Attacker Parries Any Special Attack Hit they gain an Indefinite "Advanced Human" Passive that Increases Debuff Duration and Potency by 50% (that stacks) then the next time a Debuff is Applied to the Opponent One of said Passives is consumed to boost that Debuff. -Each Special Attack Hit Parried by a Science/Mystic Attacker will Apply an Indefinite Passive "Alchemist Explosive" (that stacks), the next Special Attack that is Launched will Detonate said Passives dealing 2,500 Direct Damage for Each Passive on the Opponent. -Whenever a Cosmic/Tech Attacker Parries Any Special Attack Hit they will gain an Indefinite Passive "Growing Civilization" (that stacks), Each of said Passive will add 1000 Direct Burst Damage to Each Attacker's Medium Attack up to a Maximum of 25,000 Direct Burst Damage.
Definitely a rough idea that could use some Numbers tweaks, but you get the General Idea, give 1-2 Classes a Bonus that the Majority of those Champions can Benefit from with each activated off a Learned Skill like Parry/Dexterity/Intercepting/ect. Or you could go the route of Boosting the Attackers off their Combat Style Tag (as in Control:Deniel or Offensive:Raw Damage for example), plenty of Possibilities.
Back when I did the Invisible Woman Boss Rush design, I brain stormed this combination: Power Struggle, Power Shield, Destructive Feedback: Korg. I still think that would be a tough nut to crack although it is perfectly doable with a high enough skill level. Today, I would probably add Immunity to Ability Accuracy Reduction to eliminate most of the cheese possibilities.
There was a pretty fun Storm fight in the tech Variant, where...let me see...she had Typhoon, Power Efficiency, Rolling Thunder, Unblockable Specials and Protection Shielding.
She was basically throwing constant unblockable specials attacks which only got stronger and stronger as the fight went on. After 10 of them, she'd power burn you unless you threw an SP3 to reset the timer. All while having a shield that prevented you from dealing too much damage.
If you wanted to make it a bit more tricky, you could add a Powerful From Afar node to it. Or maybe the node where you degen after two consecutive dashes back. I admittedly hate both of those nodes, but I think the fight needs something to make it a bit harder to back off to bait out her specials. I would probably let that node replace the shield one to not make it too frustrating (but then again, as people are fond of reminding us all, it is the Summer of Pain).
Generally speaking, I think it would be more interesting to have fun nodes on an otherwise unremarkable and easily-fought champ than a tough fight vs an already hard defender. That's what I liked about this fight when I first happened upon it. 99 times out of 100, she's a really easy opponent to fight. It's just that this was that 1/100 where she wasn't.
Well, she still kind of was, but it was a fun and somewhat tricky fight at least.
Comments
A beefed up collector would be something too. Can't think of much harder than that
Nick's sp1 is stupid difficult to evade and kinetic transference grants the defender a bunch of power when hitting into block ether become good at evading the sp1 or get a very powerful power control character
Buffed up requires 3 buffs on the attacker to deal damage combined with doctor stranges nullify it will be difficult to get the buffs
Dulled reduces the chance for the attacker to crit by 50% per buff active on the them
Long distance relationship places weakness on you while near the enemy and removes them when far away.
Nullify countdown makes it so when 7 buffs are nullified by the defender they gain 75% of max power
You need someone with passive buff or is immune to nulification.
Not necessarily because she needs atleast 3 buffs
If she can't get those then you are screwed
I see fight, I smash thumbs on screen.
-All Attackers when Parrying Any Hit of a Special Attack will Automatically Parry All Attacks for 1.5 Seconds.
-Everytime a Mutant/Skill Attacker Parries Any Special Attack Hit they gain an Indefinite "Advanced Human" Passive that Increases Debuff Duration and Potency by 50% (that stacks) then the next time a Debuff is Applied to the Opponent One of said Passives is consumed to boost that Debuff.
-Each Special Attack Hit Parried by a Science/Mystic Attacker will Apply an Indefinite Passive "Alchemist Explosive" (that stacks), the next Special Attack that is Launched will Detonate said Passives dealing 2,500 Direct Damage for Each Passive on the Opponent.
-Whenever a Cosmic/Tech Attacker Parries Any Special Attack Hit they will gain an Indefinite Passive "Growing Civilization" (that stacks), Each of said Passive will add 1000 Direct Burst Damage to Each Attacker's Medium Attack up to a Maximum of 25,000 Direct Burst Damage.
Definitely a rough idea that could use some Numbers tweaks, but you get the General Idea, give 1-2 Classes a Bonus that the Majority of those Champions can Benefit from with each activated off a Learned Skill like Parry/Dexterity/Intercepting/ect.
Or you could go the route of Boosting the Attackers off their Combat Style Tag (as in Control:Deniel or Offensive:Raw Damage for example), plenty of Possibilities.
She was basically throwing constant unblockable specials attacks which only got stronger and stronger as the fight went on. After 10 of them, she'd power burn you unless you threw an SP3 to reset the timer. All while having a shield that prevented you from dealing too much damage.
If you wanted to make it a bit more tricky, you could add a Powerful From Afar node to it. Or maybe the node where you degen after two consecutive dashes back. I admittedly hate both of those nodes, but I think the fight needs something to make it a bit harder to back off to bait out her specials. I would probably let that node replace the shield one to not make it too frustrating (but then again, as people are fond of reminding us all, it is the Summer of Pain).
Generally speaking, I think it would be more interesting to have fun nodes on an otherwise unremarkable and easily-fought champ than a tough fight vs an already hard defender. That's what I liked about this fight when I first happened upon it. 99 times out of 100, she's a really easy opponent to fight. It's just that this was that 1/100 where she wasn't.
Well, she still kind of was, but it was a fun and somewhat tricky fight at least.
It’s just that block damage from his sp1/2..
Delirium
Gassed
Long distance relationship
Life cycle
Destructive feedback
Void
Ohhh this is nasty. Lol
Energise
Doubled power gain (idk the name)
All or nothing
Mystic Ward
This will be fun to see
War machine
Matador
War machine's sp1 reduces the amount of power the enemy gains, best case build the enemy up to a sp2
Heavy hitter
Warmachine heavy can't be interrupted makes getting opening's more difficult
Power shield
This makes specials your only option for damage
Aspect of evolution
You now have only so much time to kill your enemy before sp1's kill you
Power gain
The defender gains 200% more power from any hit
Feat of energy 2
When you reach a sp2 your enemy gains a bar of power, make sure to dump your power quick
Footloose
Now after a special you can't hit your enemy