Moleman turned from zero to hero with some minor number changes, for who else can this apply?

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Comments

  • FluffyPigMonsterFluffyPigMonster Member Posts: 2,069 ★★★★★

    Mister Sinister for sure. Just tweak up his damage, add a bit extra utility on his sp1 and sp2, tweak a bit up the values of his awakened ability and make it contingent on throwing sp3s ( like Morningstar) so he can access the benefits in-fight instead than after winning a fight . Do that and voila! You'll have a top 5-10 mutant just like thst.

    And he was always one of my favorite villains. I wish he was more than just an annoying defender
  • DiablordDiablord Member Posts: 604 ★★★
    IMIW
    DDHK
    Luke Cage
    Groot
  • FluffyPigMonsterFluffyPigMonster Member Posts: 2,069 ★★★★★
    Diablord said:

    IMIW
    DDHK
    Luke Cage
    Groot

    Agree on all.

    Groot too? Honestly with some value increases and moving his sig ability into his kit and giving him another decent sig (like they did to some other champs) he could actually be usable.

    But the numbers would have to go waaaaay up
  • Bugmat78Bugmat78 Member Posts: 2,412 ★★★★★
    Pyscho Man - his utility is fantastic. His numbers are embarrassing.
  • Bugmat78Bugmat78 Member Posts: 2,412 ★★★★★
    Steam97 said:

    I personally think that psychoman with a number update could become pretty good. In addition to that I believe spidwegwen is a good champ but with a slight buff she may become top tier in the game.

    Posted before I saw this. Completely agree.
  • LlessurLlessur Member Posts: 488 ★★★
    Overseer for sure all you would have to do is either increase the damage potential during his cosmic mode or increase its duration. If they slightly increase the time limit they could make it refreshable by the Sp3. Also another thought it would be kool if it was like a persistent charge so if you end the fight with 6 charges then you can carry them over for the rest of the quest. Also he has a lot of utltity but it seems awkwardly placed. Like increased power gain off Sp2 doesn’t really help it would be more useful in sp1

  • BitterSteelBitterSteel Member Posts: 9,264 ★★★★★
    I enjoyed thinking about tune up concepts so wanted to do a few more, a bit more in depth this time.


    Night Thrasher
    - increase Sp1 debuffs from 12 seconds to 30 seconds
    - sig ability debuff purify now applies to knocking the opponent down as well (but only purifies 3 debuffs), and chance to proc is increased by flat 10% per active debuff
    - Sp2 inflicts a disorient that reduces enemy DAAR by 10% per active debuff (this stacks with the sp1 50% DAAR)

    This would mean that you no longer have a stressful heavy refresh every 12 seconds, for context Apoc has 25 second long debuffs and they’re easy to keep up. I went for 30 seconds because NT doesn’t have the stun on block for easy refresh.

    The sig ability purify can now be used offensively. With no debuffs on the opponent you’ll have 25% - 50% chance to purify 3 debuffs. At sig 1 you’d need 8 debuffs for 100% chance, at sig 200 you’d need 5 debuffs for 100% chance. You can quite quickly get 3 sp1s off with NT for 3 debuffs, then the taunt and another disorient gives 5. Also, there’s a synergy for bleed debuffs which could be used here. And don’t forget a parry.

    And the sp2 giving up to 50% disorient means you’d need 5 debuffs on the opponent for a 100% DAAR shut down. I feel this is balanced enough so it’s not OP, you’d need 3 sp1 (again quite easy to get to with his power gain), taunt and then a parry for 100% DAAR.




    Proxima Midnight
    - 2 missions can be completed at once
    - completing a mission grants a permanent Bulwark buff (increasing block proficiency)
    - she now has a persistent charge mechanic that reduces her 100 hit mission by 10 hits per fight won, minimum hits on combo metre to complete mission is 65 hits

    2 missions at once reduces the stress of getting intercept when you can’t/ don’t want to. Completing missions giving block proficiency fixes a huge problem that her entire kit is built around blocking. You need to parry to complete a mission, parry heavy is the best way to complete a second. And has a reduction on OAAR when blocking. I feel like once you’ve completed the third mission, these block proficiency buffs should give perfect parries, for an idea of scaling.

    The reducing combo persistent charge brings her in line with the other black order members who all have ramp up persistent charges. It also means she doesn’t need to be ramped up to be great, as it begins at 100 anyway. Winning one fight gets you to 90, 2 to 80 and so on. The Corvus synergy now would essentially give her a ramp up boost, meaning she begins on 75, then 1 fight to 65. I feel 65 is a good level, it’s the length of a decent Act 7 fight.

    If this is too OP I could see corvus synergy being changed to something else, maybe upgrading the safeguard buff she gets from being attacked by projectiles. Make it so that once per fight, the first time it’s triggered it’s permanent. Then you get one sp3 tank guaranteed, though if that’s too OP as well, it could exclude sp3s
  • 13579rebel_13579rebel_ Member Posts: 2,834 ★★★★★
    Super Skrull
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