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Kabam please buff Black Panther Civil War

EdisonLawEdisonLaw Posts: 2,241 ★★★★
edited April 28 in General Discussion


Got troll rolled, from Onslaught to Black Panther Civil War.

Hopefully I get Onslaught next time.

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    BigPoppaCBONEBigPoppaCBONE Posts: 2,315 ★★★★★

    EdisonLaw said:



    Got troll rolled, from Onslaught to Black Panther Civil War.

    Hopefully I get Onslaught next time.

    He BADLY needs a buff and maybe an animations re-work. The reflective stun is the only good thing about him. Damage output is outdated. He should be SHREDDING opponents. Bleeds should be inflicted and stack on all of his hits. He shouldn't have to lose health to gain higher attack damage. That's good for questing, but not good for Battlegrounds when walking outta there with 100% health is trending now. Shuri and Killmonger are better and more relevant than him.

    He should have permanent armor ups along with his reflective stun. Any attempt to stun him will still reflects a stun back. Or a glancing buff, or something that represents how strong vibranium is.

    He should have an ability where he consumes The Heart Shaped Herb and it regens him or gives him a power boost.

    Adding some Wakandan purple special effects/illuminations to his costume during contact or special attacks, wouldn't hurt either.
    I don't think they're ever going to do it. It would be great if they did, but the moment has passed. They took too long. The character is too tied to a real person that passed away.
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    EdisonLawEdisonLaw Posts: 2,241 ★★★★

    EdisonLaw said:



    Got troll rolled, from Onslaught to Black Panther Civil War.

    Hopefully I get Onslaught next time.

    He BADLY needs a buff and maybe an animations re-work. The reflective stun is the only good thing about him. Damage output is outdated. He should be SHREDDING opponents. Bleeds should be inflicted and stack on all of his hits. He shouldn't have to lose health to gain higher attack damage. That's good for questing, but not good for Battlegrounds when walking outta there with 100% health is trending now. Shuri and Killmonger are better and more relevant than him.

    He should have permanent armor ups along with his reflective stun. Any attempt to stun him will still reflects a stun back. Or a glancing buff, or something that represents how strong vibranium is.

    He should have an ability where he consumes The Heart Shaped Herb and it regens him or gives him a power boost.

    Adding some Wakandan purple special effects/illuminations to his costume during contact or special attacks, wouldn't hurt either.
    Maybe some instant bleeds as well or rupture against bleed immune would be nice
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    TerminatrixTerminatrix Posts: 1,357 ★★★★

    EdisonLaw said:



    Got troll rolled, from Onslaught to Black Panther Civil War.

    Hopefully I get Onslaught next time.

    He BADLY needs a buff and maybe an animations re-work. The reflective stun is the only good thing about him. Damage output is outdated. He should be SHREDDING opponents. Bleeds should be inflicted and stack on all of his hits. He shouldn't have to lose health to gain higher attack damage. That's good for questing, but not good for Battlegrounds when walking outta there with 100% health is trending now. Shuri and Killmonger are better and more relevant than him.

    He should have permanent armor ups along with his reflective stun. Any attempt to stun him will still reflects a stun back. Or a glancing buff, or something that represents how strong vibranium is.

    He should have an ability where he consumes The Heart Shaped Herb and it regens him or gives him a power boost.

    Adding some Wakandan purple special effects/illuminations to his costume during contact or special attacks, wouldn't hurt either.
    I don't think they're ever going to do it. It would be great if they did, but the moment has passed. They took too long. The character is too tied to a real person that passed away.
    All the more reason they should buff him
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    FrostGiantLordFrostGiantLord Posts: 1,670 ★★★★

    EdisonLaw said:



    Got troll rolled, from Onslaught to Black Panther Civil War.

    Hopefully I get Onslaught next time.

    He BADLY needs a buff and maybe an animations re-work. The reflective stun is the only good thing about him. Damage output is outdated. He should be SHREDDING opponents. Bleeds should be inflicted and stack on all of his hits. He shouldn't have to lose health to gain higher attack damage. That's good for questing, but not good for Battlegrounds when walking outta there with 100% health is trending now. Shuri and Killmonger are better and more relevant than him.

    He should have permanent armor ups along with his reflective stun. Any attempt to stun him will still reflects a stun back. Or a glancing buff, or something that represents how strong vibranium is.

    He should have an ability where he consumes The Heart Shaped Herb and it regens him or gives him a power boost.

    Adding some Wakandan purple special effects/illuminations to his costume during contact or special attacks, wouldn't hurt either.
    I agree, he does desperately need a full reworking and a huge buff, similar to the ones given to OGBP, Storm and Iron Man. Kabam should get around to buffing all these underpowered OG champs , and BPCW wouldn't be a bad place to start. He has such a huge amount of potential for a kit revolving around reflecting and absorbing damage, and, if properly implemented, could make him an extremely annoying defender with plenty of offensive potential. make it happen Kabam!
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    GrO_ot78GrO_ot78 Posts: 442 ★★★
    He's not that bad, and if you fool around and try to block, you're done.

    It would be easy to buff him a bit, give him a bit more per buff, stronger bleeds and add rupture...then he's just fine 🤝
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    GMAX77GMAX77 Posts: 512 ★★★
    edited April 29
    This actually feels like more than just your standard "bad pull - please buff" thread. There was much talk about this specific champ getting buffed, to the point when Kabam did one of the older promotional videos we saw BP using what seemed to be some kind of kinetic storing mechanic where he began to glow purple. I agree that as things change for the game, those plans may have changed, but it would be nice to get a yay or a nay since he seemed to be officially up for discussion some time ago.

    This Rich the Man video came out in March of 2023. I think its fair to say that plans may have been altered at this point, but then again maybe not.

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    13579rebel_13579rebel_ Posts: 2,442 ★★★★★
    Maybe he'll be the next saga rework after SIM
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    Marvelfan30Marvelfan30 Posts: 1,165 ★★★★
    Kabam said they were going to buff him over a year ago maybe 2 years now but they still haven't figured something out
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    Real_Madrid_76_2Real_Madrid_76_2 Posts: 3,351 ★★★★★
    Just give him big crits and bleeds. Lot of furies and cruelties and Armor make him better than ever
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    TerminatrixTerminatrix Posts: 1,357 ★★★★

    Just give him big crits and bleeds. Lot of furies and cruelties and Armor make him better than ever

    Agreed. Those too. Especially furies! I don't understand why he doesn't have those
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    EdisonLawEdisonLaw Posts: 2,241 ★★★★

    Just give him big crits and bleeds. Lot of furies and cruelties and Armor make him better than ever

    Agreed. Those too. Especially furies! I don't understand why he doesn't have those
    Well he does have furies when paired up with Killmonger
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    TerminatrixTerminatrix Posts: 1,357 ★★★★
    EdisonLaw said:

    Just give him big crits and bleeds. Lot of furies and cruelties and Armor make him better than ever

    Agreed. Those too. Especially furies! I don't understand why he doesn't have those
    Well he does have furies when paired up with Killmonger
    Shouldn't need a synergy to have furies
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    EdisonLawEdisonLaw Posts: 2,241 ★★★★

    EdisonLaw said:

    Just give him big crits and bleeds. Lot of furies and cruelties and Armor make him better than ever

    Agreed. Those too. Especially furies! I don't understand why he doesn't have those
    Well he does have furies when paired up with Killmonger
    Shouldn't need a synergy to have furies
    Yeah it’s like the Gladiator White Tiger synergy
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    MagrailothosMagrailothos Posts: 5,416 ★★★★★
    Here's an attempt at a redesign for you, @EdisonLaw @Real_Madrid_76_2
    Stun reflection, damage reflection, instant bleeds, fury, big SP2 crits....

    Black Panther Civil War

    Stats for a 5* 5/65 champion

    Attack 2301
    Health 36885
    Critical Rate 928
    Critical Damage 850
    Armour 225
    Physical resistance 525
    Critical Resistance 525

    Passive

    Black Panthers Vibranium Armour is non-magnetic, and provides T'challa with base critical resistance, Physical resistance and 60% shock resistance.

    Kinetic Armour
    Kinetic armour passives grant +550 Physical resistance, last 8 seconds, and stack up to five. Whilst he has Kinetic Armour, T'challa is immune to Armour Break; although each time this immunity is triggered, the oldest Kinetic Armour passive is removed.
    - Start the fight with one Kinetic Armour passive
    - When hit, 40% chance to generate a Kinetic Armour passive.
    - If struck whilst blocking, 20% chance to generate a Kinetic Armour passive.
    - When attacking, 12% chance per hit to generate a Kinetic Armour passive.

    Stun Immunity
    Wherever T'challa has Kinetic Armour passives, or whilst Reflective state is active, he is immune to Physical Stun effects.
    Whenever a Physical Stun is prevented by his Immunity, a passive Stun lasting 2.2s is inflicted on the Opponent; and if present, a Kinetic Armour passive is removed. This Stun cannot interrupt Special Attacks.

    Reflective state
    When T'challa has two or more stacks of Kinetic Armour, he can activate a Reflective state by dashing back and holding block for 1.7s. Additionally, when defending, whenever T'challa gains Kinetic Armour he has a 10% chance to trigger his Reflective state, plus a flat 2.5% per Kinetic Armour passive present.

    Reflective state removes any Kinetic Armour passives; it lasts for 9 seconds, plus 2s per stack of Armour Up removed. On defense, it gains an additional 33% duration.

    T'challa's Reflective state grants an additional +550 Critical Resistance, and +2250 Physical Resistance and Block Proficiency. Whilst active, T'challa cannot generate Kinetic Armour passives; after Reflective State ends, the armour enters cool-down, and he cannot generate Kinetic Armour for 9s.

    Reflective state provides immunity to Armour Break; and when this immunity is triggered he gains five Reflect charges and Pauses his Reflective state for 2s.

    Additionally, whilst Reflective state is active, strikes on an opponent who is Unstoppable cannot be interrupted, and will immediately remove the Unstoppable effect and generate five Reflect charges.

    Reflection Charges

    For each 369 damage prevented by Blocking or by Physical resistance, T'challa gains a Reflect charge lasting nine seconds. This includes damage from Physical DoT abilities. T'challa's armour can store a maximum of twenty charges - gaining a charge beyond 20 will Pause Reflect charges for 2.5s.

    When T'challa hits the opponent with a Light attack, Special Attack, or the second blow of his Heavy attack, all Reflect charges are removed and their stored damage is inflicted as a burst of Physical damage.

    Reflected damage is increased by 30% on Heavy attacks, and 60% on Special Attacks. Aside from this, it is unaffected by nodes or effects that adjust T'challa's Attack rating such as Fury or Weakness.

    Medium attacks
    Medium attacks have an 85% chance to inflict Bleed, causing 725 damage over 1.5 seconds. On critical hits, bleeds gain +50% Potency.

    Heavy attacks
    If Reflective state is active, then Reflective state and Reflect charges are paused whilst charging a Heavy Attack. If charged for 0.9s, T'challa generates a non-stacking Fury Passive lasting 9s, and granting +207 Attack per Reflect charge.

    Special Attacks
    On critical hits, bleeds gain +50% Potency.
    Additionally, any bleed debuff inflicted is accompanied by instant bleed damage based on any Reflect charges active when the Attack was launched.
    SP1 - Generate a True Accuracy passive for 9s.
    Each strike has a 90% chance to inflict a stack of bleed for 2464 damage over 3s. Each bleed debuff is accompanied by an instant bleed for 193 damage per Reflect charge.
    SP2 - This attack benefits from +1600 Critical Rating, and +2200 Critical Damage Modifier. If Reflective state is active, then all strikes are guaranteed Critical hits.
    Each strike has a 90% chance to inflict a stack of bleed for 2464 damage over 3s.
    Each bleed debuff is accompanied by an instant bleed for 289 damage per Reflect charge.
    SP3 - 100% chance to stun the opponent for 3.5s. 100% chance to activate a Precision passive granting +1800 Critical Rating for 12s, plus up to five stacks of Armour if Reflective state is not active, and the armour is not on cool-down.

    Signature Ability
    Reflective state provides an additional 2250 Physical Resistance.
    Black Panther starts the fight in his Reflective state, with a duration as if triggered with 5.0 stacks of Armour Up.
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    Real_Madrid_76_2Real_Madrid_76_2 Posts: 3,351 ★★★★★

    Here's an attempt at a redesign for you, @EdisonLaw @Real_Madrid_76_2
    Stun reflection, damage reflection, instant bleeds, fury, big SP2 crits....

    Black Panther Civil War

    Stats for a 5* 5/65 champion

    Attack 2301
    Health 36885
    Critical Rate 928
    Critical Damage 850
    Armour 225
    Physical resistance 525
    Critical Resistance 525

    Passive

    Black Panthers Vibranium Armour is non-magnetic, and provides T'challa with base critical resistance, Physical resistance and 60% shock resistance.

    Kinetic Armour
    Kinetic armour passives grant +550 Physical resistance, last 8 seconds, and stack up to five. Whilst he has Kinetic Armour, T'challa is immune to Armour Break; although each time this immunity is triggered, the oldest Kinetic Armour passive is removed.
    - Start the fight with one Kinetic Armour passive
    - When hit, 40% chance to generate a Kinetic Armour passive.
    - If struck whilst blocking, 20% chance to generate a Kinetic Armour passive.
    - When attacking, 12% chance per hit to generate a Kinetic Armour passive.

    Stun Immunity
    Wherever T'challa has Kinetic Armour passives, or whilst Reflective state is active, he is immune to Physical Stun effects.
    Whenever a Physical Stun is prevented by his Immunity, a passive Stun lasting 2.2s is inflicted on the Opponent; and if present, a Kinetic Armour passive is removed. This Stun cannot interrupt Special Attacks.

    Reflective state
    When T'challa has two or more stacks of Kinetic Armour, he can activate a Reflective state by dashing back and holding block for 1.7s. Additionally, when defending, whenever T'challa gains Kinetic Armour he has a 10% chance to trigger his Reflective state, plus a flat 2.5% per Kinetic Armour passive present.

    Reflective state removes any Kinetic Armour passives; it lasts for 9 seconds, plus 2s per stack of Armour Up removed. On defense, it gains an additional 33% duration.

    T'challa's Reflective state grants an additional +550 Critical Resistance, and +2250 Physical Resistance and Block Proficiency. Whilst active, T'challa cannot generate Kinetic Armour passives; after Reflective State ends, the armour enters cool-down, and he cannot generate Kinetic Armour for 9s.

    Reflective state provides immunity to Armour Break; and when this immunity is triggered he gains five Reflect charges and Pauses his Reflective state for 2s.

    Additionally, whilst Reflective state is active, strikes on an opponent who is Unstoppable cannot be interrupted, and will immediately remove the Unstoppable effect and generate five Reflect charges.

    Reflection Charges

    For each 369 damage prevented by Blocking or by Physical resistance, T'challa gains a Reflect charge lasting nine seconds. This includes damage from Physical DoT abilities. T'challa's armour can store a maximum of twenty charges - gaining a charge beyond 20 will Pause Reflect charges for 2.5s.

    When T'challa hits the opponent with a Light attack, Special Attack, or the second blow of his Heavy attack, all Reflect charges are removed and their stored damage is inflicted as a burst of Physical damage.

    Reflected damage is increased by 30% on Heavy attacks, and 60% on Special Attacks. Aside from this, it is unaffected by nodes or effects that adjust T'challa's Attack rating such as Fury or Weakness.

    Medium attacks
    Medium attacks have an 85% chance to inflict Bleed, causing 725 damage over 1.5 seconds. On critical hits, bleeds gain +50% Potency.

    Heavy attacks
    If Reflective state is active, then Reflective state and Reflect charges are paused whilst charging a Heavy Attack. If charged for 0.9s, T'challa generates a non-stacking Fury Passive lasting 9s, and granting +207 Attack per Reflect charge.

    Special Attacks
    On critical hits, bleeds gain +50% Potency.
    Additionally, any bleed debuff inflicted is accompanied by instant bleed damage based on any Reflect charges active when the Attack was launched.
    SP1 - Generate a True Accuracy passive for 9s.
    Each strike has a 90% chance to inflict a stack of bleed for 2464 damage over 3s. Each bleed debuff is accompanied by an instant bleed for 193 damage per Reflect charge.
    SP2 - This attack benefits from +1600 Critical Rating, and +2200 Critical Damage Modifier. If Reflective state is active, then all strikes are guaranteed Critical hits.
    Each strike has a 90% chance to inflict a stack of bleed for 2464 damage over 3s.
    Each bleed debuff is accompanied by an instant bleed for 289 damage per Reflect charge.
    SP3 - 100% chance to stun the opponent for 3.5s. 100% chance to activate a Precision passive granting +1800 Critical Rating for 12s, plus up to five stacks of Armour if Reflective state is not active, and the armour is not on cool-down.

    Signature Ability
    Reflective state provides an additional 2250 Physical Resistance.
    Black Panther starts the fight in his Reflective state, with a duration as if triggered with 5.0 stacks of Armour Up.

    The heavy charge might be a little problematic in bgs as opponent would have reduced duration , but anyways great concept. Reminds me of caiw
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