My Juggernaut 2.0

BulmktBulmkt Member Posts: 1,680 ★★★★
edited December 2021 in Suggestions and Requests
If there is one champ screaming out for a re-boot it’s Juggernaut.

Here’s what I’d do

Passive
Cyttorak grants Juggernaut immunity to all poison, armour break, armour shatter, nullify and rupture effects.
Additionally, at the beginning of the fight, he becomes both Unstoppable and Unblockable for 3.5 seconds

Being hit makes Juggernaut Cranky

Generate 1 Cranky charge when struck by a light hit

Generate 2 Cranky charges when struck by a medium hit

Generate 3 Cranky charges when stuck by a Heavy hit

Generate 5 Cranky charges when struck by a special attack

Lose 1 Cranky charge when blocking a hit

Lose 4 Cranky charges with a well-timed block

Lose 4 Cranky charges when dexterity is triggered

Passive - Cranky

Cranky charges last indefinitely, up to 10 charges. any additional charges last for 6 seconds. Cranky charges are capped at 25

For each Cranky charge gain a fury buff granting 5% attack rating

When Attacked

10% chance to gain a cruelty buff for 7 seconds increasing Critical Damage Rating by 990
When Juggernaut has 15 or more Cranky charges he becomes Unstoppable for 5 seconds
Cool down: 20 seconds

Heavy Attacks

Generate 1 Cranky charge

Plus 100% chance to stagger the opponent for 8 seconds.

Special Attacks

If Juggernaut has 10 or more Cranky Charges, he removes all Cranky charges and special attacks become unblockable.

Special Attack 1
(Keep current SP 1 animation)

For each Cranky charge damage increased by 115
Gain a 100% chance to place an armour break debuff on the opponent reducing their armour rating by 1650 for 15 seconds. If Juggernaut has 20 or more Cranky charges it expands that amount to double the duration of this armour break

Special Attack 2
(Keep current SP 2 animation)
On activation if Juggernaut has 15 or more Cranky charges 100% chance to trigger a precision buff increasing critical rating by 5,000 for 7 seconds
If Juggernaut has 20 or more Cranky charges Stuns the opponent for 5 seconds

Special Attack 3
(Keep current SP 3 animation)
Generate 5 Cranky charges
On activation if Juggernaut has 20 or more Cranky charges 100% chance to trigger a passive degeneration dealing 5,500 direct damage of 4 seconds

Signature Ability

Cyttorak Vengeance

Once per fight when Juggernaut would be struck by a blow that would knock him out he, regenerates 1-3% health per Cranky Charge and becomes indestructible for 7 seconds.

Thoughts?

Comments

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  • BulmktBulmkt Member Posts: 1,680 ★★★★

    That cranky charge management would make the fight a real pain, while the idea is nice, getting hit to generate charges is not. And losing them for basic in-game functions is even worse.
    Its like i need to get hit and not dex and parry, making fights extremely stressful and not enjoyable.
    The cost for the punishment is also extremely bonkers, 4 for a parry and 4 for a dex, and 1 gain for a heavy...not fun my guy.
    Needs a little tweak in numbers but the base idea is really good.

    Fair comment.

    Also, I would include in the signature ability the following

    Start the fight with 5 Cranky Charges

    While Juggernaut has a Cranky effect Develop immunity to Bleed and Concussion effects

    25-80% bleed resistance
    25-100% chance when a concussion debuff is applied consume 1 cranky charge to purify it
  • BulmktBulmkt Member Posts: 1,680 ★★★★

    That cranky charge management would make the fight a real pain, while the idea is nice, getting hit to generate charges is not. And losing them for basic in-game functions is even worse.
    Its like i need to get hit and not dex and parry, making fights extremely stressful and not enjoyable.
    The cost for the punishment is also extremely bonkers, 4 for a parry and 4 for a dex, and 1 gain for a heavy...not fun my guy.
    Needs a little tweak in numbers but the base idea is really good.

    I think your point is valid so I would remove this:

    Lose 4 Cranky charges with a well-timed block

    and maybe include this:

    Generate 4 Cranky charges with a well-timed block
  • ErcarretErcarret Member Posts: 3,061 ★★★★★
    edited December 2021
    Yeah, building Cranky charges by getting hit seems fairly counterintuitive, at least without a little polish to the idea in order to make him able to soak up those punches better. If you are going down that route, I would suggest giving him a hefty chunk of damage mitigation while he's unstoppable so that he doesn't really care about taking damage at that time. Let's say that he regenerates 90% of any damage he takes when he's intercepted, for example. That way, you could just intercept with reckless abandon when you have that buff, safely knowing that you won't take much damage if you're countered and, in addition to that, can just go in and hammer the opponent even if they counter you since you're unstoppable anyway.

    He could also maybe build those Cranky charges when hitting into an opponent's block? Just something that can be used offensively. It just feels like he's on the back foot a lot and everything builds up as he's defending, which feels off for a character that's all about moving forward with unstoppable momentum.
  • NikoBravoNikoBravo Member Posts: 452 ★★★
    edited December 2021
    I think that he should gain a passive unstoppable when he blocks every 3 hits without any cooldown.

    And can become unblockable for 3 seconds after holding block for 1.5 seconds with a 10 second cooldown before reuse.
  • BulmktBulmkt Member Posts: 1,680 ★★★★
    NikoBravo said:

    I think that he should gain a passive unstoppable when he blocks every 3 hits without any cooldown.

    And can become unblockable for 3 seconds after holding block for 1.5 seconds with a 10 second cooldown before reuse.

    How about this…

    When Attacked

    10% chance to gain a cruelty buff for 7 seconds increasing Critical Damage Rating by 990
    15% chance to gain an unstoppable buff for 5 seconds
    Cool down: 20 seconds
  • BulmktBulmkt Member Posts: 1,680 ★★★★
    The idea behind this post is to gather ideas on how Juggernaut can be improved.

    I look at Juggernaut 2.0 through the lens of an attacker - build up those cranky charges and let him rip.
  • ShadowstrikeShadowstrike Member Posts: 3,115 ★★★★★
    Something I had been toying around with my own concept was that on whenever he triggers a special, he would be cleansed by cyttorak and it would remove any and all active debuffs on him.

    Essentially it would make him a little more suicide friendly but it would also give him that extra mystical aspect where he may not be notifying people left and right like some of the other heavy names but as an avatar cyttorak, he would be what he's supposed to be... A Juggernaut.

    And from then on he would be a pain in the neck to take down.
  • BulmktBulmkt Member Posts: 1,680 ★★★★

    Something I had been toying around with my own concept was that on whenever he triggers a special, he would be cleansed by cyttorak and it would remove any and all active debuffs on him.

    Essentially it would make him a little more suicide friendly but it would also give him that extra mystical aspect where he may not be notifying people left and right like some of the other heavy names but as an avatar cyttorak, he would be what he's supposed to be... A Juggernaut.

    And from then on he would be a pain in the neck to take down.

    That’s a good suggestion…
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