Buff Concept - Storm

So a while ago, I came up with some... well, to call a spade a spade, utterly stacked buff ideas for Taskmaster and Ultron, and while they would be very fun to play, looking back they would take very long to learn how to use efficiently, and would probably be way too absurdly overflowing in utility to make sense in the game's ecosystem. However, I was grinding through some September objectives, and while putting the fear of God in Road to the Labyrinth 2 stars as Storm, I got to thinking about her kit. Obviously, not everybody in the game can be very new, and Storm is one of those characters. But, she still had an idea (albeit shared with the slightly later Electro) that interested me, and before I knew it, I was thinking about a buff. I've tried to tone down on the "and this and this and this" aspect, and hopefully there's a much more seamless kit presented for you below, but there were a few different ideas that went into it, so I'm going to list them right here.

1. Create a coherent play style that challenges the player to work on specific aspects of their play (like Storm's husband with backdraft intercepts).
2. Do this through making a rotation that optimizes her to the point where there's a go to for most fights, but not one that works for solving just anything.
3. Inspire players to use characters like Electro, Thor (Jane Foster), and Thor by incorporating them into synergies in a way that works lore-wise, while not strictly limiting the ideas of those synergies' affects, at the same time not making them rely all too heavily on one gimmick.
4. Naturally, represent Storm's power in the comics more accurately than a stun here or a shock there. At least, in more recent years.
5. Throw in a bit of love for ideas campaigned for by creators like Brian Grant, specifically the "pseudo-immunity that benefits character in accordance with lore" thing.
6. Give the Mutant class some more power control lol. Psylocke's trying, but unless you count Emma Frost's heavies, she's mostly alone.

Without further ado, here is the hopefully-somewhere-in-the-God Tier/Beyond God Tier-range Storm Buff!

I. Singe – Passive

As the opponent gains power, the concentration of Storm’s lightning conduction decreases, each mode gaining effects based on the opponent’s power level. These effects are shown through her Kicking attacks; Mediums, Lights #s 3 & 4, and all Heavy hits.

Kicking attacks:

- 0 to 1 Bars: Grant the opponent 50% reduced power and gain a 70% chance to inflict Shock on critical hits, dealing 100% of the damage from that hit over 8 seconds.
- 1 to 2 Bars: Have a 30% chance to Stun the opponent for 2 seconds. If this effect has already inflicted a Stun, instead pause the first Stun for 1.2 seconds.
- 2 to 3 Bars: Singe the opponent, burning 1% of their current power as [10% of Storm’s attack] direct damage. These hits still grant power.

II. Conduction - Passive

Storm heals 1% health per second instead of taking damage from Shock effects. In addition, Storm gains stacking bonuses when she and the opponent are within the same power threshold, and she is able to conduct energy between the two as she pleases.

(Point of Clarification: This is hard to phrase, but visually, if the full power bars glow the same color, (green, orange, red,) Storm gains
these effects for each bar, so if green only 1, if orange 1 & 2, and if red, all 3.)

- 1 to 2 Bars: Storm’s Shocks gain 20% duration, and her special attacks cost 1% less power per hit on either her or her opponent’s combo meter (Max: 70%)
- 2 to 3 Bars: Power Burns becomes Ionizations, immediately draining the power that would be burned. Rather than instant damage, Ionizations inflict equally potent Shock effects over 8 seconds. Additionally, inflicting a Shock this way instantly grants Storm 120% of the power Ionized.
- 3 Bars: Special Attacks drain 100% of the opponent’s power and power lock the opponent for 10 seconds.

III. Heavy Attacks

Heavy Attacks have a 20% chance on their final hit to refresh all Shocks active on the opponent, and a 50% chance to refresh all Stuns.

IV. Special 1

The first Special 1 thrown every fight grants a 10% prowess for every Shock inflicted or refreshed since the beginning of the fight, (Max: 40 shocks). The next decreases this prowess' strength to 9%, and so on until 0%. If a special attack causes the opponent to cross a power threshold, this decrease does not take place.

V. Special 2

Once per fight, inflicts Stun for one second per Stun previously inflicted or refreshed in the fight, (not counting through the Parry mastery,) with a maximum duration of 15 seconds.

If this attack caused the opponent to cross a power threshold, inflict a Special Lock for 10 seconds.

VI. Special 3

If this attack brings the opponent to their max power, it allows Storm to enter Goddess mode for the next 30 seconds, paused during special attacks.

Goddess Mode:
- Storm has 0% Combat Power Rate. Instead, she gains a bar of power whenever the opponent does.
- Storm has True Strike and deals True Damage.
- Ability accuracy cannot be altered by outside effects and is increased by a flat 100%.
- Storm's Special Attack damage increases by 50% for each Mutant or Wakandan member on the team, doubled for Black Panther.
- If the opponent is defeated while Storm is in Goddess Mode, she retains her power meter at the beginning of the next fight, or takes the opponent’s, whichever is higher. If she defeated the opponent with a special attack in Goddess Mode, her level of power before throwing the special attack is counted.

Goddess Mode does not stack or refresh, but when it expires, it deals damage equal to [Storm's base attack] x [the number of Shocks and Stuns inflicted or refreshed during in the fight, max 100] for every Special 3 used in it.

VII. Signature Ability (Unchanged): Conduit

Storm gains (coefficient only Kabam knows) special damage based on the opponent’s power meter.
(It was what inspired the buff, after all)




Synergies:

- Unique:

(If not mentioned, Unique synergies and their members are unchanged. All effects granted by unique synergies replace previous ones, rather than adding to them. Obviously.)

1. Impending Storm – Apocalypse

Increase the potency of all Shock effects by 45%, and when Shock effects are Purified, Cleansed, otherwise removed, or fall off, inflict Stun for 2 seconds. This Stun cannot interrupt special attacks.

If this champion is a Horseman of Apocalypse, all Stuns on the opponent 2 seconds or under have their duration paused until the opponent is hit. Shock effects removed off the opponent before the end of their duration grant Storm 10% of her max power.

2. Royals – Black Panther

While the opponent is Shocked, all special attacks are passively Unblockable and gain a 25% prowess passive. Breaking the opponent’s block with a special attack makes this prowess permanent, stacking to a max of

3. Terminated – Nimrod

Shock reduce #Metal opponent’s ability accuracy by 15% each. When Storm fails to trigger an ability due to ability accuracy, she gains a 10% prowess passive for her next Special 2, max

5. Under the Weather – Storm (Pyramid X)

Storm takes no damage from Incinerate or Coldsnap and makes their durations indefinite. Entering Goddess mode transfers these into indefinite Shocks on her for 15 seconds, while inflicting the opponent with Shocks for each dispelled, dealing the same amount of damage and holding the same duration they were initially intended.

5. Pan-she-on – Magick, Hela, Angela, Thor (Jane Foster), Phoenix

Storm: Goddess Mode grants Storm 50% increased attack.

Magick: Magick’s special attacks become Unblockable during Limbo, and during Limbo, the opponent turns Aggressive. Consecutive heavy attacks gain 20% attack.

Hela: Start the fight with 3 Inevitable charges that trigger while charging heavy attacks with the opponent in the corner, granting passive and indefinite Unstoppable and Indestructible effects until the heavy attack has ended.

(Author’s note: Would be fun if, when each of these go off, they say Life, Death, and Taxes in order)

Angela: Parrying a non-contact attack Armor Breaks the opponent for 20 seconds, decreasing armor rating by [idk, probably like 700].

Thor (Jane Foster): When the opponent throws a basic attack, inflict a Shock dealing [5% of base attack] for every second since they’ve been unable. In addition, the first time per fight the opponent would gain full power, they are power drained down to 2 bars.

(Author's note: Obviously, that first part would be hard to code in, but to explain I mean because of stuns, hit-lag, etc. The goal of this is to put a bigger payoff on looping stuns via her passive ability.)

Phoenix: Fury buffs running out all instantly regenerate 7% of Phoenix’s missing health.

6. Electron Eradication – Thor, Thor (Jane Foster), Thor (Ragnarok), Electro

All synergy members: Take no damage from shock effects, and regenerate 1% health every second they are inflicted.

Storm: Once per fight, dashing back and holding block for 1.2 seconds resets the use numbers of all of Storm’s special attacks.

Thor: Special attacks gain a 30% chance to inflict shock equal to 60% of the damage dealt. This chance is increased by 25% for each Armor Break on the opponent, or Fury on Thor.

Thor (Jane Foster): Chance to stun while opponent is shocked increases to 100% on heavy attacks.

Thor (Ragnarok): Thunder God’s Wrath’s timer is frozen while striking, and the opponent cannot inflict debuffs while it is active.

Electro: Damage reflected on the opponent is increased to 75% while blocking, and Special 3 inflicts 30 second Shocks on both Electro and his opponent, dealing damage based on critical rating. In addition, crossing the opponent’s power threshold with a special attack drains them to the next lowest.

7. M-ergy – Storm (Pyramid X), Gambit, Bishop, Havoc

All synergy members: Parrying places an indefinite Energy Vulnerability passive on the opponent, removing 2% energy resistance, max 30%.

Storm (Pyramid X): Pause the duration of stuns during heavy attacks. Interrupting the opponent’s dash with a special attack inflicts the opponent with an Energy Vulnerability passive, decreasing their energy resistance by 15% until the end of the special attack, doubled if the special attack was canceled out of a heavy attack.

Gambit: Rather than prevent degeneration or passive direct damage through Medium, Heavy, and Special Attacks, Gambit can choose via Pre-Fight whether to reflect that damage back to his opponent, or regenerate 50% of the damage he would take.

Bishop: While Steady Release is inactive, gain a 10% Physical Resist passive.

Havoc: If the opponent purifies a Plasma Passive, inflict a Feedback debuff dealing 100% of the damage from the purification over 2 seconds.

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