Rant Free Classic Spidey Feedback. Constructive and Organized
Loki_Poki1280
Member Posts: 511 ★★★
Low Damage Output Before Special 2 / No source of Increased Damage outside of Special 2
Spider-Man's Weaknesses
Of Course, Spider-Man is not expected to be perfect. But he's just not practical enough to actually be used offensively over other science champions. He doesn't perform particularly well in any Health pool but that can be changed with Method 1, which also plays into streamlining the Shang-Chi and Hit-Monkey Synergies and Smoothly Integrates them into Spider-Man's Intended Play Style.
Personally, Method 2 Seems the most balanced idea and It would really Really help him out.
I'll stop for a while. I know I get annoying. He looks cool. His buff has a really good Idea and It just seems that a little more testing before release may have helped him out. Anyways, sorry for being annoying, Just really want to see this guy be used more, appreciated more, or simply just more usable.
- Method 1: Move "The opponent's Physical Resistance is Lowered by "x" for each Taunt on them" from "Special 2" to "Always Active", and Change "Special 2" Effect to "Stun" and "Pause Taunts while stun is active".
- Why: Spider-Man's Attacks Gradually Hit Harder the more Taunts there are on the opponent. Implementation of this will keep the original idea of Spider-Man ramping up by launching up multiple Special 1's but lessening the reliance of the Special 2 being the only source of increased damage.
- Method 2: Increasing Spider-Man's Combat Power Gain by the Same amount he decreases his Opponent's Combat Power Rate.
- Why: This leaves his Ramp Period and damage before Special 2 the same. However this also allows him to replenish his power quicker to smoothly cycle back to his damage phase while staying much less potent compared to the likes of CGR.
Spider-Man's Weaknesses
- Low Damage before Special 2
- Intended Health pool Targets are Split between Approx.100k, 300k, 500k, and 700k while not performing in any health pool in any outstanding manner.
- Synergies Increase overall Damage output but actually Lower the time it takes to KO an Opponent by Splitting Interests.
- Spider-Man Wants his opponents to move less, however to benefit from the Shang-Chi synergy, Spider-Man has to perform Perfectly Timed Dodges and Blocks to inflict the Physical Vulnerability which Causes the opponent to move more (Undoing Spider-Man's Debuff Ramp up) and ticks down time.
- Spider-Man wants to Do Special 2's for Damage however to benefit from the Hit-Monkey Synergy, Spider-Man has to perform double the amount of Special 1's to Reliably Keep the Fragile Debuff Active.
Of Course, Spider-Man is not expected to be perfect. But he's just not practical enough to actually be used offensively over other science champions. He doesn't perform particularly well in any Health pool but that can be changed with Method 1, which also plays into streamlining the Shang-Chi and Hit-Monkey Synergies and Smoothly Integrates them into Spider-Man's Intended Play Style.
Personally, Method 2 Seems the most balanced idea and It would really Really help him out.
I'll stop for a while. I know I get annoying. He looks cool. His buff has a really good Idea and It just seems that a little more testing before release may have helped him out. Anyways, sorry for being annoying, Just really want to see this guy be used more, appreciated more, or simply just more usable.
2