Cloak and Dagger (as separate characters): Concept Ability Kit

Archit_1812Archit_1812 Member Posts: 592 ★★
CLOAK

Class: Science

Abilities

Passive
Cloak’s Body is half ethereal. All attacks have a 20% chance to Miss.
The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills a bar every 7 seconds.
Advanced regenerative abilities double the original regeneration abilities of Cloak, including through Willpower Mastery. He is not affected by the Recoil Mastery, but takes damage from Double Edge and Poison.
After a damaging debuff ends on Cloak, regenerate upto 33% of damage taken by that damaging debuff. Regeneration stack-able.

Darkforce meter
Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. Charges fall off when Cloak is away from his opponent. Dashing in to the opponent gains charges depending on the distance from which dashed. If he is knocked down, he loses 20 charges.
Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 0.4% of his current health every 3 seconds, but increasing attack rating by %, and proximity to the attacker steals <> health every <> seconds.
(For example, at 224 charges, his attack rating is increased by 24%)

Basic hits
All basic hits inflict a Rupture debuff for 10 seconds.

Heavy Attack
Charging a heavy attack gains Darkforce charges scaling with time charged.
(Hard to pinpoint a number)

Delirium
Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

Special Attack 1:
When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Hitting the opponent inflicts Degeneration for 10 seconds, he gains Buff Immunity and Stun Immunity.

Special Attack 2:
When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Rupture and replaces them with Degenerations of 1.5x the potency for 8 seconds. Gains an indefinite Passive Prowess increasing damage by all special attacks by +35%.

Special Attack 3
Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.

Signature Ability
Darkforce Overload Boost: When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200. Additionally, his health steal from proximity to the opponent is increased by X%. He loses X% health less during Darkforce Overload.
Cloak becomes immune to Nullify effects.
The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.




DAGGER

Class: Science (although I've built her like a Mutant)

Abilities
Passive
Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal over 10 seconds. As a defender, if the attacker lands an energy attack, she gains a non-stacking Regeneration Buff. The potency is increased by +7.5% each time it activates or refreshes.
All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

Dodging
If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds. (Does not apply if Precision effect by Dexterity is already active) If she has a relic equipped, she gains 2 Prowess Buffs.

Phasing
If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds.
All hits except blocked hits or hits landed while Dagger is charging a heavy attack Miss.
Each hit by Dagger during Phase deals a %age of the attack as a burst of energy, and Tandy regenerates <%> of the energy damage.
If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.

Heavy Attack
Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
(Works for about 3 intercepts)

Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws):
The second hit of this special attack Life Steals 0.5% of the opponent’s health (max. 2500). Each dagger hit inflicts Bleed, dealing <> damage.

Special Attack 2
Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun debuff, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

Special Attack 3
Inflict a Crush Passive for 10 seconds.
Gain a high-damaging Fury buff for 15 seconds. This Fury is passive if the special attack is launched when Phase is active.

Signature Ability: Darkforce Inversion
Dagger’s Lightforce is reversed as she enters the Darkforce. At the start of each fight, she gains <1-5> (rounded down) Darkforce Charges. Every time Dagger activates a special attack, the opponent is inflicted with Disillusioned. While Disillusioned is active, the opponent is Reverse Controlled, and takes <> damage over time, scaling with sigs and base attack.

Rotation
• The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish heavy to inflict Infuriate.
• Build to 2.5 bars of power.
• Launch sp2
• Charge heavy during Perfect Stun
• Launch sp2 again
• Rinse and repeat



To those who asked for Cloak and Dagger as the same character: DON'T WORRY. I'm releasing that soon.

Once again, I shall repeat, ALL SUGGESTIONS ARE WELCOME. PLEASE REFRAIN FROM DEROGATORY REMARKS. THIS IS THE USE OF MY BRAIN AND MY BRAIN ONLY. EVERY IDEA IS UNIQUE.
PS. The only reason I post in General "Discussion" is so that the entire community can actually "discuss" these matters.

Comments

  • Archit_1812Archit_1812 Member Posts: 592 ★★


    I don't think giving him a 20% chance to miss attacks all the time is really necessary, since even at a low chance it's not even worth risking attacking in if you don't have a miss counter and doesn't really add anything to the fight.

    My thoughts? Spidey has a 30% chance to evade attacks. Almost everytime he evades a medium, he dashes right back in for a combo to you face, which is just annoying unless you have a slow or coldsnap champ on your team.


    Increasing his regen rate by 100% at the start of the fight is pretty nuts even with his self damaging abilities, and the biggest issue with the kit is the 20 seconds of untouchable on the sp2. That's way too strong. That in conjunction with getting 2 bars of power every 14 seconds without even having a reduced combat power rate means that he's essentially going to be phasing for the entire match and before you know it your back is against the wall and you can't get away from him so his degen just destroys you while he just keeps stealing your health.

    I thought so too, but then i remembered hood. It's basically sp2 spam till KO. In retrospect, it would be optimal to reduce the untouchable time to 12 seconds, prehaps?


    His sp2 also grants an indefinite 35% prowess which doesn't seem to have a stack limit, which just sky rockets his damage with no skill required since even he gets hit with dot he heals 66% of the damage taken from it at the end of the debuff, whilst also healing a lot from just having the debuff on him if he's got willpower. Then take into account that in war and bgs he's gonna likely benefit from willpower and inequity he's gonna just gonna be impossible to kill with even 1 or 2 nodes that would make him genuinely unkillable.

    It's the same thing you had against Lizard as well, @WednesdayLength. I'd like a suggestion. Perhaps you'd prefer if the debuff regen was reduced to 16%? that way, he can actually regen just 33%?


    His sp3 and sig are both way too much also. The last thing he needs his more damage and he gains 3 separate damage increases from his sp3 and sig on top of also gaining even more healing and dark force charges. There's also the inclusion of him becoming nullify immune despite having buff immunity as a part of his kit and no personal buffs which just feels like adding things for the sake of adding them.


    I disagree to this. It's a number game that I really couldn't pinpoint no matter how heard I tried, but I have enough experience to know that it can be edited as needed. Too strong? Decrease the number. Too weak? Give it a little boost. But the signature ability is based on the fact that Cloak relies on Darkforce Charges, so their fall off rate is decreased slightly. As for sp3, perhaps you'd prefer if Dark Horse of Negative was reduced to 15 seconds?


    Cloak is similar, her kit is solid as an idea but still need another pass. Unless I'm reading the kit wrong, she can basically phase indefinitely as long as you don't use mediums or parry while still being able to attack? That on top of having a lot of life steal and reverse controls which just feels like it's there to be there.

    It's not easy. Absman needs immense skill to light intercept with. It also implies that even against the most aggressive of opponents, you can only launch 3 hits against them before you can dodge back, and you can't even dodge in to bait the AI into dodging in when you dash back so you can light-intercept.
    And parrying: Have you played with Adam Warlock? Not easy to not parry against aggressive opponents. But he has Unblockable till Sovereignty Buffs are active he can use medium attacks. Dagger doesn't. It would take skill to keep Phase active. And it's not even like Kitty, where you can dash in, launch 3 hits, and dash back and do it all over again. You have to light intercept, or hope that your heavy lands. You'll notice that if the opponent lands a Miss or a hit while Dagger is charging a heavy, Phase turns off there as well. So yes, in my opinion, it will take skill to keep Phase up.


    @DNA3000, if you can, I'd love some insight on pinpointing a number for the Darkforce Charge rate, and for Phase on Dagger, as @WednesdayLength says the issue may seem.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★


    I don't think giving him a 20% chance to miss attacks all the time is really necessary, since even at a low chance it's not even worth risking attacking in if you don't have a miss counter and doesn't really add anything to the fight.

    My thoughts? Spidey has a 30% chance to evade attacks. Almost everytime he evades a medium, he dashes right back in for a combo to you face, which is just annoying unless you have a slow or coldsnap champ on your team.

    This is true, but miss is an entirely seperate thing. there are very few champions that can counter miss right out of the gate meaning that for the most part you're going to be parrying and hitting him a couple times but maybe still missing because stun doesn't stop miss. then if you look at characters that can stop miss from the start of the fight you have bullseye who has no way to stop the regen, and gladiator who applies too many dot debuffs so he'll be regenerating like crazy.


    Increasing his regen rate by 100% at the start of the fight is pretty nuts even with his self damaging abilities, and the biggest issue with the kit is the 20 seconds of untouchable on the sp2. That's way too strong. That in conjunction with getting 2 bars of power every 14 seconds without even having a reduced combat power rate means that he's essentially going to be phasing for the entire match and before you know it your back is against the wall and you can't get away from him so his degen just destroys you while he just keeps stealing your health.

    I thought so too, but then i remembered hood. It's basically sp2 spam till KO. In retrospect, it would be optimal to reduce the untouchable time to 12 seconds, prehaps?

    you're ignoring that hoods miss only gets 3 guaranteed misses before the chance to miss goes down. even if you are sp2 spamming you're not gonna be able to be consistently missing every single attack for the entire match. Honestly giving him a straight up untouchable when he already has a chance to miss just feels too much especially given that that as an attacker he's gonna be near unkillable. I think if anything the sp2 effect should just increase his base chance to miss for maybe 10 seconds, because with his power gain and not having reduced combat power rate he'll be back up to sp2 in like 2 5 hit combos


    His sp2 also grants an indefinite 35% prowess which doesn't seem to have a stack limit, which just sky rockets his damage with no skill required since even he gets hit with dot he heals 66% of the damage taken from it at the end of the debuff, whilst also healing a lot from just having the debuff on him if he's got willpower. Then take into account that in war and bgs he's gonna likely benefit from willpower and inequity he's gonna just gonna be impossible to kill with even 1 or 2 nodes that would make him genuinely unkillable.

    It's the same thing you had against Lizard as well, @WednesdayLength. I'd like a suggestion. Perhaps you'd prefer if the debuff regen was reduced to 16%? that way, he can actually regen just 33%?

    I think it's a case of giving him one or the other. if you wanna give him double strength willpower that alone is nuts, he doesn't need an additional 2 sources of regen. there are very few characters in the game with more than 1 source of regen and those are do either require skill to keep them up or they're just consistently quite weak


    His sp3 and sig are both way too much also. The last thing he needs his more damage and he gains 3 separate damage increases from his sp3 and sig on top of also gaining even more healing and dark force charges. There's also the inclusion of him becoming nullify immune despite having buff immunity as a part of his kit and no personal buffs which just feels like adding things for the sake of adding them.


    I disagree to this. It's a number game that I really couldn't pinpoint no matter how heard I tried, but I have enough experience to know that it can be edited as needed. Too strong? Decrease the number. Too weak? Give it a little boost. But the signature ability is based on the fact that Cloak relies on Darkforce Charges, so their fall off rate is decreased slightly. As for sp3, perhaps you'd prefer if Dark Horse of Negative was reduced to 15 seconds?

    sure it can be edited, which is why i'm giving suggestions. take kindred for example, his damage is entirely in his degen. his special attacks basically exist to either get to the degen quicker or keep it active for longer, and his sig increases the damage of it based on lost health. he doesn't have 4 seperate ways of increasing not only the degend damage by 200% but also increasing his base attack rating and his special damage indefinitely. like my last point there are very few champions in the game that have more than 1 maybe 2 ways of increasing their damage and for each one the potency of the others decreases to balance it out. i get that he's supposed to be a high risk high rewward character, but you can't increase the reward whilst decreasing the risk because that makes him completely unbalanced. with all the regen in this kit and all the ways to increase his damage it basically becomes easier and easier to stay alive even when he's damaging himself whilst also increasing the damage he does which is completely unbalanced. I think you should go back through and just choose a few elements to take out because it sounds like you want to create this high risk character but also want to minimise the risk, you have to pick one.


    Cloak is similar, her kit is solid as an idea but still need another pass. Unless I'm reading the kit wrong, she can basically phase indefinitely as long as you don't use mediums or parry while still being able to attack? That on top of having a lot of life steal and reverse controls which just feels like it's there to be there.

    It's not easy. Absman needs immense skill to light intercept with. It also implies that even against the most aggressive of opponents, you can only launch 3 hits against them before you can dodge back, and you can't even dodge in to bait the AI into dodging in when you dash back so you can light-intercept.
    And parrying: Have you played with Adam Warlock? Not easy to not parry against aggressive opponents. But he has Unblockable till Sovereignty Buffs are active he can use medium attacks. Dagger doesn't. It would take skill to keep Phase active. And it's not even like Kitty, where you can dash in, launch 3 hits, and dash back and do it all over again. You have to light intercept, or hope that your heavy lands. You'll notice that if the opponent lands a Miss or a hit while Dagger is charging a heavy, Phase turns off there as well. So yes, in my opinion, it will take skill to keep Phase up.

    heres the thing though, based on the kit you created her phase doesn't end when she takes a hit into miss. unless i'm missing something the only way to end phase is to use a medium or parry, so how does it take skill to keep up? even if you light intercept it's pretty risk free because you're going to be phasing every attack anyway, and there's nothing in the kit that suggests missing an attack causes the phase to end. additionally, if she's designed as a character that you light intercept with then there's no need for her to regen so much since she's not gonna be taking much damage to begin with. absorbing man isn't that hard to light intercept with, and his forms don't offer as much protection as her phase does. I implore you to reread the kit because i'm not seeing anyting in there that states phase ends when she misses a hit.


    @DNA3000, if you can, I'd love some insight on pinpointing a number for the Darkforce Charge rate, and for Phase on Dagger, as @WednesdayLength says the issue may seem.
    I think the issue with these kits is that it feels like you just keep adding things without looking back at what's already been written. editing is important, and whilst it can be fun to keep adding abilities these kits are full of unecessary elements that should havebeen changed or removed as you do various passes through them.

    I'm not going to say that my champion concepts are perfect or the best example of how they should be done, but I go back through them 4 or 5 times once the whole thing has been finished to try and decide if all of the elements come together and are balanced and that's why they take so long to put together. I genuinely really like the general idea of cloaks kit, but it's simply too strong and even if you say it's a numbers game and it all balances out it really doesn't and could do with another pass and comparison to characters already in the game to decide if it feels balanced.

    idk if you watch the spotlight with context videos that DLL does, but i would reccomend them. he talks about the economy of character design and how there's essentially only so much room for a characters kit and certain things like immunities take up a lot of space within that, so characters with lots of immunities have to have their other abilities toned down to make sure that a character isn't completely unkillable. almost all of the individual elements in these kits are strong on their own and in most kits would be the entire focus as they take up a lot of design room, but they have about 5 or 6 things of the same size all crammed into a kit that becomes overloaded with unecessary elements. cloak as he is here would be borderline impossible to fight as a defender and completely unkillable on attack
  • DNA3000DNA3000 Member, Guardian Posts: 19,690 Guardian

    @DNA3000, if you can, I'd love some insight on pinpointing a number for the Darkforce Charge rate, and for Phase on Dagger, as @WednesdayLength says the issue may seem.

    I haven't responded to this yet, because I'm not sure there's a right number for Darkforce charge rate, in the sense that I'm still thinking about how all this is going to work numerically. Like why wouldn't I just try to corner the defender and melt him?

    Above 200 charges he degens himself for 0.4%/3s, which is 0.13%/s. This is a trivial degen amount. For reference, the design doubles base regen rate, which means when Willpower ordinarily heals 0.7%/sec per unique debuff, Cloak will now be healing 1.4%/s. We kinda know this is broken, because of the Willpower changes of long ago, but let's calculate. With Liquid Courage we're taking 0.6%/sec. Poison reduces regen by 30%, so our Willpower heal from LC drops from 1.4%/sec to 0.98%/s. We're already regen positive with LC: we're healing 0.38%/s, and taking 0.13% from Darkforce degen. That's net 0.25%/sec positive health recovery.

    If we add DE1 to the mix, we add an additional 10%/8s = 1.25%/s damage over eight seconds. Willpower will counter 0.98%/s, which means we will be taking 0.27%/s from DE. With the 0.25% positive health recovery we had, we're left with -0.02%/s net overall damage taken over eight seconds. That's completely unnoticeable. What's more, after DE expires, Cloak would heal back 33% of DE's damage, which means Cloak would get a 3.3% insta-heal. 0.02%/s of damage over eight seconds is 0.16% net health lost. So Cloak with LC and DE1 is in a position that, even if he somehow just always had the degeneration on him constantly, would still be net regen positive, and by a lot. Which means there is just no real downside to just pushing a defender to the wall and melting them. His gigantic regeneration and interactions with Willpower and recoil masteries mean he just doesn't notice the degen at all.

    [Note: I know I didn't factor in Recovery. It wasn't even necessary given where the numbers were going.]

    So the question is less how fast should he ramp up, and more is this too powerful at any ramp up. I guess it would depend on the strength of the passive degen (above 150) and the life steal, but if both of those are trivial in strength that would make one of his big selling point abilities meaningless.

    The *idea* of it seems too strong, and it is difficult to find numbers that aren't too powerful but still meaningful.
  • Barrier ReefBarrier Reef Member Posts: 755 ★★★
    Yall writing some mf novels over here.
  • DNA3000DNA3000 Member, Guardian Posts: 19,690 Guardian

    Yall writing some mf novels over here.

    These aren't actually novels. Novels were a form of fictional prose primarily consumed by the reasonably educated from around two thousand years ago to about 2006, when twitter was invented and literacy became obsolete. Definitions vary, but the generally accepted length requirement for them was about 50,000 words or so: works shorter than that were typically referred to as short stories or novellas.

    You might be surprised to learn this, but once upon a time printed words were the primary means of communication outside of person to person conversation, not just to convey fictional stories but also ideas and expressions of a non-fictional nature, and while they were limited in many ways they focused much of their constructive effort on things like grammar, precision of expression, disambiguity, and pertinent perspective, things now seen as generally vestigial distractions to the primary purpose of expression, which is to draw attention to one's self in as aggrandizing manner as possible.
  • Archit_1812Archit_1812 Member Posts: 592 ★★
    @DNA3000 thank you kindly. Working on bug fixes.
  • Archit_1812Archit_1812 Member Posts: 592 ★★
    CLOAK



    Class: Science

    Abilities

    Passive

    Cloak’s body is half ethereal. All attacks have a 10% chance to Miss.
    The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills 7% of a bar every second.
    Advanced regenerative abilities double the original regeneration abilities of Cloak, excluding Willpower Mastery. He is not affected by the Recoil Mastery, but takes more damage from Double Edge and Poison.
    After a damaging debuff ends on Cloak, regenerate 34% of damage taken by that damaging debuff.

    Darkforce meter

    Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. While his opponent is Cornered, charges are gained at double the rate.
    Charges fall off when Cloak is away from his opponent, at the rate of 3 charges per second. ?Dashing in to the opponent gains charges depending on the distance from which dashed.? If he is knocked down, he loses 20 charges, but takes -20% damage from the knockdown.
    Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
    Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 1% of his current health every 3 seconds, but increasing attack rating by %, and proximity to the attacker steals <> health every <> seconds.
    (For example, at 224 charges, his attack rating is increased by 24%)

    Basic hits

    All basic hits inflict a Rupture debuff for 10 seconds.


    Delirium

    Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

    Special Attack 1

    When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Proximity to the opponent inflicts Degeneration every 2 seconds for 10 seconds, he gains Buff Immunity and Stun Immunity while a Degeneration is active.

    Special Attack 2

    When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable for a duration of 7.5 seconds. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Ruptures. Gains an indefinite Passive Prowess increasing damage by all special attacks by +34%. This prowess can be stacked a maximum of 3 times.

    Special Attack 3

    Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
    The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.



    Signature Ability

    When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200. Additionally, his health steal from proximity to the opponent is increased by X%.
    He loses X% less health during Darkforce Overload.
    Cloak becomes immune to Nullify effects. Each failed Nullify grants him 10 Darkforce charges.
    The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.






    DAGGER



    Class: Science (Author's note: I've built her like a Mutant)

    Abilities

    Passive

    Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
    Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal <> over 10 seconds.
    All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

    Dodging

    If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds (Does not apply if Precision effect by Dexterity is already active). If she has a relic equipped, she gains 2 Prowess Buffs.

    Phasing

    If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase for 10 seconds. While Phase is active, all hits Miss unless Dagger is blocking. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds and refereshes the duration of phase with -0.3 seconds duration.
    Each hit by Dagger during Phase deals a % of the attack as a burst of energy.
    If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.
    While Phase is active, the opponent cannot Resist or Glance. The "Stand your Ground" mastery is disabled for the duration of the phase.
    Phase goes on cooldown for 5 seconds.

    Heavy Attack

    Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
    If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
    (Works for about 3 intercepts)

    Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws)

    The second hit of this special attack Life Steals the damage inflicted through that hit. Each dagger hit inflicts Bleed, dealing <> damage.

    Special Attack 2

    Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun passive, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

    Special Attack 3

    All Active Bleeds are consumed, dealing energy burst scaling with number of Bleeds consumed.
    Dagger's opponent is inflicted with a passive Power Drain, draining 1 bars of power every 3 seconds till the opponent is left with only 1 bar of power.



    Signature Ability: Light and Grace

    Tandy Bowen becomes a more proficient wielder of her light-based powers, gaining enhanced healing and improved offensive capabilities.
    Signature Level 1-99: Each time Dagger activates Phase, she gains a permanent Lifeforce Flow buff, increasing the potency of her Regeneration Buffs by 10-40% (based on Signature Level). Additionally, damaging debuffs on Dagger now fall off 10-20% faster.
    Signature Level 100-200: Dagger’s dagger throws have a 25-50% chance to trigger a Perfect Release, automatically critting and dealing 5% of the damage as Life Steal. Additionally, Perfect Release now triggers a Perfect Precision buff, increasing Critical Rating by 200% for 10 seconds.


    Rotation
    • The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish with heavy to inflict Infuriate.
    • Build to 2.5 bars of power.
    • Launch sp2
    • Charge heavy during Perfect Stun
    • Launch sp2 again
    • Rinse and repeat



    Once again, I shall repeat, ALL SUGGESTIONS ARE WELCOME. PLEASE REFRAIN FROM DEROGATORY REMARKS. THIS IS THE USE OF MY BRAIN AND MY BRAIN ONLY. EVERY IDEA IS UNIQUE.
    PS. The only reason I post in General "Discussion" is so that the entire community can actually "discuss" these matters.

  • Archit_1812Archit_1812 Member Posts: 592 ★★
    @DNA3000 still gonna need help at pinpointing a number for Cloak, I've corrected everything I can, all taken into consideration, I think Cloak should well balanced now.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    CLOAK



    Class: Science


    Abilities

    Passive

    Cloak’s body is half ethereal. All attacks have a 10% chance to Miss.
    The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills 7% of a bar every second.
    Advanced regenerative abilities double the original regeneration abilities of Cloak, excluding Willpower Mastery. He is not affected by the Recoil Mastery, but takes more damage from Double Edge and Poison.
    After a damaging debuff ends on Cloak, regenerate 34% of damage taken by that damaging debuff.

    Darkforce meter

    Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. While his opponent is Cornered, charges are gained at double the rate.
    Charges fall off when Cloak is away from his opponent, at the rate of 3 charges per second. ?Dashing in to the opponent gains charges depending on the distance from which dashed.? If he is knocked down, he loses 20 charges, but takes -20% damage from the knockdown.
    Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
    Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 1% of his current health every 3 seconds, but increasing attack rating by %, and proximity to the attacker steals <> health every <> seconds.
    (For example, at 224 charges, his attack rating is increased by 24%)

    Basic hits

    All basic hits inflict a Rupture debuff for 10 seconds.


    Delirium

    Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

    Special Attack 1

    When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Proximity to the opponent inflicts Degeneration every 2 seconds for 10 seconds, he gains Buff Immunity and Stun Immunity while a Degeneration is active.

    Special Attack 2

    When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable for a duration of 7.5 seconds. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Ruptures. Gains an indefinite Passive Prowess increasing damage by all special attacks by +34%. This prowess can be stacked a maximum of 3 times.

    Special Attack 3

    Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
    The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.



    Signature Ability

    When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200. Additionally, his health steal from proximity to the opponent is increased by X%.
    He loses X% less health during Darkforce Overload.
    Cloak becomes immune to Nullify effects. Each failed Nullify grants him 10 Darkforce charges.
    The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.






    DAGGER



    Class: Science (Author's note: I've built her like a Mutant)

    Abilities

    Passive

    Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
    Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal <> over 10 seconds.
    All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

    Dodging

    If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds (Does not apply if Precision effect by Dexterity is already active). If she has a relic equipped, she gains 2 Prowess Buffs.

    Phasing

    If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase for 10 seconds. While Phase is active, all hits Miss unless Dagger is blocking. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds and refereshes the duration of phase with -0.3 seconds duration.
    Each hit by Dagger during Phase deals a % of the attack as a burst of energy.
    If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.
    While Phase is active, the opponent cannot Resist or Glance. The "Stand your Ground" mastery is disabled for the duration of the phase.
    Phase goes on cooldown for 5 seconds.

    Heavy Attack

    Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
    If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
    (Works for about 3 intercepts)

    Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws)

    The second hit of this special attack Life Steals the damage inflicted through that hit. Each dagger hit inflicts Bleed, dealing <> damage.

    Special Attack 2

    Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun passive, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

    Special Attack 3

    All Active Bleeds are consumed, dealing energy burst scaling with number of Bleeds consumed.
    Dagger's opponent is inflicted with a passive Power Drain, draining 1 bars of power every 3 seconds till the opponent is left with only 1 bar of power.



    Signature Ability: Light and Grace

    Tandy Bowen becomes a more proficient wielder of her light-based powers, gaining enhanced healing and improved offensive capabilities.
    Signature Level 1-99: Each time Dagger activates Phase, she gains a permanent Lifeforce Flow buff, increasing the potency of her Regeneration Buffs by 10-40% (based on Signature Level). Additionally, damaging debuffs on Dagger now fall off 10-20% faster.
    Signature Level 100-200: Dagger’s dagger throws have a 25-50% chance to trigger a Perfect Release, automatically critting and dealing 5% of the damage as Life Steal. Additionally, Perfect Release now triggers a Perfect Precision buff, increasing Critical Rating by 200% for 10 seconds.


    Rotation
    • The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish with heavy to inflict Infuriate.
    • Build to 2.5 bars of power.
    • Launch sp2
    • Charge heavy during Perfect Stun
    • Launch sp2 again
    • Rinse and repeat



    Once again, I shall repeat, ALL SUGGESTIONS ARE WELCOME. PLEASE REFRAIN FROM DEROGATORY REMARKS. THIS IS THE USE OF MY BRAIN AND MY BRAIN ONLY. EVERY IDEA IS UNIQUE.
    PS. The only reason I post in General "Discussion" is so that the entire community can actually "discuss" these matters.


    The issue weird Cloak is that it seems like you still want him to be a high risk high reward character with his self degen but you put in so many abilities that mean he'll still be gaining way more health than he's losing without even needing to do much. Losing 1% of current health a second even with just willpower is essentially nothing when he gets such a strong increase to dps, but then you throw in the life Steal and his increase to all regen effects bar willpower which means 60% of dot damage. Also when your say Life Steal, is that a separate string of damage to the degen he inflicts or is it a percentage of that degen damage? It's worth specificying.

    I still think the untouchable on his sp2 is too much given that it doesn't have a cooldown and he already has a chance to Miss on base. I'm imagining virtually any match where he's a defender going south quickly as he pushes you into the corner, degen and Life Steals you, then can't be pushed back because of his phasing. You wouldn't be able to reliably hit him when he isn't stunned because of the phase chance and when he goes Stun immune he's essentially a death sentence. On attack he'll be borderline unkillable since the damage he takes is vastly outweighed by the regen he has. I also still think the increase to regen clause of his abilities is odd, if it's always active and not a part of his sig then it's the equivalent of saying he gains a fury on his specials that increased damage by 10%, but then have a separate clause that says his furies actually increase damage by 20%. If he's being tuned around the doubled number, just make his individual effects the doubled number (which I still think is way too much regen).

    It's not a bad idea for a kit, but you kinda need to commit to him being a high risk character if that's what you want him to be. His damage is so strong that it seems as if you're supposed to play him close to death or really risky when really whenever you're dealing any form of damage you'll also be healing more than he loses, so all he is is an overtuned attacker that's completely unkillable
  • Archit_1812Archit_1812 Member Posts: 592 ★★

    CLOAK



    Class: Science


    Abilities

    Passive

    Cloak’s body is half ethereal. All attacks have a 10% chance to Miss.
    The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills 7% of a bar every second.
    Advanced regenerative abilities double the original regeneration abilities of Cloak, excluding Willpower Mastery. He is not affected by the Recoil Mastery, but takes more damage from Double Edge and Poison.
    After a damaging debuff ends on Cloak, regenerate 34% of damage taken by that damaging debuff.

    Darkforce meter

    Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. While his opponent is Cornered, charges are gained at double the rate.
    Charges fall off when Cloak is away from his opponent, at the rate of 3 charges per second. ?Dashing in to the opponent gains charges depending on the distance from which dashed.? If he is knocked down, he loses 20 charges, but takes -20% damage from the knockdown.
    Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
    Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 1% of his current health every 3 seconds, but increasing attack rating by %, and proximity to the attacker steals <> health every <> seconds.
    (For example, at 224 charges, his attack rating is increased by 24%)

    Basic hits

    All basic hits inflict a Rupture debuff for 10 seconds.


    Delirium

    Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

    Special Attack 1

    When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Proximity to the opponent inflicts Degeneration every 2 seconds for 10 seconds, he gains Buff Immunity and Stun Immunity while a Degeneration is active.

    Special Attack 2

    When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable for a duration of 7.5 seconds. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Ruptures. Gains an indefinite Passive Prowess increasing damage by all special attacks by +34%. This prowess can be stacked a maximum of 3 times.

    Special Attack 3

    Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
    The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.



    Signature Ability

    When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200. Additionally, his health steal from proximity to the opponent is increased by X%.
    He loses X% less health during Darkforce Overload.
    Cloak becomes immune to Nullify effects. Each failed Nullify grants him 10 Darkforce charges.
    The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.






    DAGGER



    Class: Science (Author's note: I've built her like a Mutant)

    Abilities

    Passive

    Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
    Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal <> over 10 seconds.
    All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

    Dodging

    If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds (Does not apply if Precision effect by Dexterity is already active). If she has a relic equipped, she gains 2 Prowess Buffs.

    Phasing

    If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase for 10 seconds. While Phase is active, all hits Miss unless Dagger is blocking. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds and refereshes the duration of phase with -0.3 seconds duration.
    Each hit by Dagger during Phase deals a % of the attack as a burst of energy.
    If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.
    While Phase is active, the opponent cannot Resist or Glance. The "Stand your Ground" mastery is disabled for the duration of the phase.
    Phase goes on cooldown for 5 seconds.

    Heavy Attack

    Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
    If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
    (Works for about 3 intercepts)

    Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws)

    The second hit of this special attack Life Steals the damage inflicted through that hit. Each dagger hit inflicts Bleed, dealing <> damage.

    Special Attack 2

    Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun passive, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

    Special Attack 3

    All Active Bleeds are consumed, dealing energy burst scaling with number of Bleeds consumed.
    Dagger's opponent is inflicted with a passive Power Drain, draining 1 bars of power every 3 seconds till the opponent is left with only 1 bar of power.



    Signature Ability: Light and Grace

    Tandy Bowen becomes a more proficient wielder of her light-based powers, gaining enhanced healing and improved offensive capabilities.
    Signature Level 1-99: Each time Dagger activates Phase, she gains a permanent Lifeforce Flow buff, increasing the potency of her Regeneration Buffs by 10-40% (based on Signature Level). Additionally, damaging debuffs on Dagger now fall off 10-20% faster.
    Signature Level 100-200: Dagger’s dagger throws have a 25-50% chance to trigger a Perfect Release, automatically critting and dealing 5% of the damage as Life Steal. Additionally, Perfect Release now triggers a Perfect Precision buff, increasing Critical Rating by 200% for 10 seconds.


    Rotation
    • The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish with heavy to inflict Infuriate.
    • Build to 2.5 bars of power.
    • Launch sp2
    • Charge heavy during Perfect Stun
    • Launch sp2 again
    • Rinse and repeat



    Once again, I shall repeat, ALL SUGGESTIONS ARE WELCOME. PLEASE REFRAIN FROM DEROGATORY REMARKS. THIS IS THE USE OF MY BRAIN AND MY BRAIN ONLY. EVERY IDEA IS UNIQUE.
    PS. The only reason I post in General "Discussion" is so that the entire community can actually "discuss" these matters.
    The issue weird Cloak is that it seems like you still want him to be a high risk high reward character with his self degen but you put in so many abilities that mean he'll still be gaining way more health than he's losing without even needing to do much. Losing 1% of current health a second even with just willpower is essentially nothing when he gets such a strong increase to dps, but then you throw in the life Steal and his increase to all regen effects bar willpower which means 60% of dot damage. Also when your say Life Steal, is that a separate string of damage to the degen he inflicts or is it a percentage of that degen damage? It's worth specificying.

    I still think the untouchable on his sp2 is too much given that it doesn't have a cooldown and he already has a chance to Miss on base. I'm imagining virtually any match where he's a defender going south quickly as he pushes you into the corner, degen and Life Steals you, then can't be pushed back because of his phasing. You wouldn't be able to reliably hit him when he isn't stunned because of the phase chance and when he goes Stun immune he's essentially a death sentence. On attack he'll be borderline unkillable since the damage he takes is vastly outweighed by the regen he has. I also still think the increase to regen clause of his abilities is odd, if it's always active and not a part of his sig then it's the equivalent of saying he gains a fury on his specials that increased damage by 10%, but then have a separate clause that says his furies actually increase damage by 20%. If he's being tuned around the doubled number, just make his individual effects the doubled number (which I still think is way too much regen).

    It's not a bad idea for a kit, but you kinda need to commit to him being a high risk character if that's what you want him to be. His damage is so strong that it seems as if you're supposed to play him close to death or really risky when really whenever you're dealing any form of damage you'll also be healing more than he loses, so all he is is an overtuned attacker that's completely unkillable

    @DNA3000, a little help, please. What would you think is a legitimate number for the degen and regen? @WednesdayLength, according to me, as my calculations have gone, Cloak loses a net of 0.25% health per second due to his degen. Yes, I definitely made him a high risk/high reward character, and I think the number is okay. I have tagged DNA, perhaps he can help.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    CLOAK



    Class: Science


    Abilities

    Passive

    Cloak’s body is half ethereal. All attacks have a 10% chance to Miss.
    The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills 7% of a bar every second.
    Advanced regenerative abilities double the original regeneration abilities of Cloak, excluding Willpower Mastery. He is not affected by the Recoil Mastery, but takes more damage from Double Edge and Poison.
    After a damaging debuff ends on Cloak, regenerate 34% of damage taken by that damaging debuff.

    Darkforce meter

    Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. While his opponent is Cornered, charges are gained at double the rate.
    Charges fall off when Cloak is away from his opponent, at the rate of 3 charges per second. ?Dashing in to the opponent gains charges depending on the distance from which dashed.? If he is knocked down, he loses 20 charges, but takes -20% damage from the knockdown.
    Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
    Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 1% of his current health every 3 seconds, but increasing attack rating by %, and proximity to the attacker steals <> health every <> seconds.
    (For example, at 224 charges, his attack rating is increased by 24%)

    Basic hits

    All basic hits inflict a Rupture debuff for 10 seconds.


    Delirium

    Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

    Special Attack 1

    When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Proximity to the opponent inflicts Degeneration every 2 seconds for 10 seconds, he gains Buff Immunity and Stun Immunity while a Degeneration is active.

    Special Attack 2

    When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable for a duration of 7.5 seconds. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Ruptures. Gains an indefinite Passive Prowess increasing damage by all special attacks by +34%. This prowess can be stacked a maximum of 3 times.

    Special Attack 3

    Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
    The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.



    Signature Ability

    When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200. Additionally, his health steal from proximity to the opponent is increased by X%.
    He loses X% less health during Darkforce Overload.
    Cloak becomes immune to Nullify effects. Each failed Nullify grants him 10 Darkforce charges.
    The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.






    DAGGER



    Class: Science (Author's note: I've built her like a Mutant)

    Abilities

    Passive

    Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
    Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal <> over 10 seconds.
    All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

    Dodging

    If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds (Does not apply if Precision effect by Dexterity is already active). If she has a relic equipped, she gains 2 Prowess Buffs.

    Phasing

    If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase for 10 seconds. While Phase is active, all hits Miss unless Dagger is blocking. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds and refereshes the duration of phase with -0.3 seconds duration.
    Each hit by Dagger during Phase deals a % of the attack as a burst of energy.
    If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.
    While Phase is active, the opponent cannot Resist or Glance. The "Stand your Ground" mastery is disabled for the duration of the phase.
    Phase goes on cooldown for 5 seconds.

    Heavy Attack

    Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
    If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
    (Works for about 3 intercepts)

    Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws)

    The second hit of this special attack Life Steals the damage inflicted through that hit. Each dagger hit inflicts Bleed, dealing <> damage.

    Special Attack 2

    Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun passive, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

    Special Attack 3

    All Active Bleeds are consumed, dealing energy burst scaling with number of Bleeds consumed.
    Dagger's opponent is inflicted with a passive Power Drain, draining 1 bars of power every 3 seconds till the opponent is left with only 1 bar of power.



    Signature Ability: Light and Grace

    Tandy Bowen becomes a more proficient wielder of her light-based powers, gaining enhanced healing and improved offensive capabilities.
    Signature Level 1-99: Each time Dagger activates Phase, she gains a permanent Lifeforce Flow buff, increasing the potency of her Regeneration Buffs by 10-40% (based on Signature Level). Additionally, damaging debuffs on Dagger now fall off 10-20% faster.
    Signature Level 100-200: Dagger’s dagger throws have a 25-50% chance to trigger a Perfect Release, automatically critting and dealing 5% of the damage as Life Steal. Additionally, Perfect Release now triggers a Perfect Precision buff, increasing Critical Rating by 200% for 10 seconds.


    Rotation
    • The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish with heavy to inflict Infuriate.
    • Build to 2.5 bars of power.
    • Launch sp2
    • Charge heavy during Perfect Stun
    • Launch sp2 again
    • Rinse and repeat



    Once again, I shall repeat, ALL SUGGESTIONS ARE WELCOME. PLEASE REFRAIN FROM DEROGATORY REMARKS. THIS IS THE USE OF MY BRAIN AND MY BRAIN ONLY. EVERY IDEA IS UNIQUE.
    PS. The only reason I post in General "Discussion" is so that the entire community can actually "discuss" these matters.
    The issue weird Cloak is that it seems like you still want him to be a high risk high reward character with his self degen but you put in so many abilities that mean he'll still be gaining way more health than he's losing without even needing to do much. Losing 1% of current health a second even with just willpower is essentially nothing when he gets such a strong increase to dps, but then you throw in the life Steal and his increase to all regen effects bar willpower which means 60% of dot damage. Also when your say Life Steal, is that a separate string of damage to the degen he inflicts or is it a percentage of that degen damage? It's worth specificying.

    I still think the untouchable on his sp2 is too much given that it doesn't have a cooldown and he already has a chance to Miss on base. I'm imagining virtually any match where he's a defender going south quickly as he pushes you into the corner, degen and Life Steals you, then can't be pushed back because of his phasing. You wouldn't be able to reliably hit him when he isn't stunned because of the phase chance and when he goes Stun immune he's essentially a death sentence. On attack he'll be borderline unkillable since the damage he takes is vastly outweighed by the regen he has. I also still think the increase to regen clause of his abilities is odd, if it's always active and not a part of his sig then it's the equivalent of saying he gains a fury on his specials that increased damage by 10%, but then have a separate clause that says his furies actually increase damage by 20%. If he's being tuned around the doubled number, just make his individual effects the doubled number (which I still think is way too much regen).

    It's not a bad idea for a kit, but you kinda need to commit to him being a high risk character if that's what you want him to be. His damage is so strong that it seems as if you're supposed to play him close to death or really risky when really whenever you're dealing any form of damage you'll also be healing more than he loses, so all he is is an overtuned attacker that's completely unkillable
    @DNA3000, a little help, please. What would you think is a legitimate number for the degen and regen? @WednesdayLength, according to me, as my calculations have gone, Cloak loses a net of 0.25% health per second due to his degen. Yes, I definitely made him a high risk/high reward character, and I think the number is okay. I have tagged DNA, perhaps he can help.

    If you want him to be high risk you need to increase the self damage and reduce his regen. You have it listed as current health, not max health, so that 1% would only be 1% of max health when he's literally full and it gave him so much regen that it's negligible
  • DNA3000DNA3000 Member, Guardian Posts: 19,690 Guardian

    @DNA3000, a little help, please. What would you think is a legitimate number for the degen and regen? @WednesdayLength, according to me, as my calculations have gone, Cloak loses a net of 0.25% health per second due to his degen. Yes, I definitely made him a high risk/high reward character, and I think the number is okay. I have tagged DNA, perhaps he can help.

    I'm not sure it is a numbers problem per se. I agree with Wednesday, you say you want the design to be high risk high reward. So what's the risk? Self damage is not a risk unto itself. What specifically are you risking when you play a character that loses 1% health every 3 seconds and still has access to willpower?

    The problem seems to be that you're trying to create a downside, then mitigate that downside in the same set. If self-degen is his "risk" then why does he have double the regeneration? If he takes more damage from DE and LC, why does he also heal a big chunk of that damage back. None of his downsides seem to me to be actual downsides.

    Many of the numbers seem to be missing still, like the precise values for the two life steals, but I think there isn't a perfect number there. The problem is it is unclear what the final result of the numbers is intending to be.
  • Archit_1812Archit_1812 Member Posts: 592 ★★
    DNA3000 said:

    @DNA3000, a little help, please. What would you think is a legitimate number for the degen and regen? @WednesdayLength, according to me, as my calculations have gone, Cloak loses a net of 0.25% health per second due to his degen. Yes, I definitely made him a high risk/high reward character, and I think the number is okay. I have tagged DNA, perhaps he can help.

    I'm not sure it is a numbers problem per se. I agree with Wednesday, you say you want the design to be high risk high reward. So what's the risk? Self damage is not a risk unto itself. What specifically are you risking when you play a character that loses 1% health every 3 seconds and still has access to willpower?

    The problem seems to be that you're trying to create a downside, then mitigate that downside in the same set. If self-degen is his "risk" then why does he have double the regeneration? If he takes more damage from DE and LC, why does he also heal a big chunk of that damage back. None of his downsides seem to me to be actual downsides.

    Many of the numbers seem to be missing still, like the precise values for the two life steals, but I think there isn't a perfect number there. The problem is it is unclear what the final result of the numbers is intending to be.
    Willpower is excluded, mate. If you look at it, only Recovery has double the healing, which just means he regenerates +8 instead of +4, running max Recovery, and this is just for the first 60 seconds of the fight. Secondly, he cannot heal back the degeneration because it's a passive thing. He just takes damage over time, there's no specific debuff to it. Coming to suicides, running calculations gave me the result that he would only start "regenerating" health from LC after about 2 minutes in the fight, that too being really less.

    Coming to the life steal, yes the numbers are an issue there as well; I've tagged you above to help me out there as well. The main idea was to have Rogue-like regen; not too much, but just enough Life Steal, scaling with base stats.

    In conclusion, I feel the risk factor with Cloak remains, but boosting regenerative capabilities helps to mitigate the risk as well. Notice that even at 201 charges you start to lose health every 3 seconds, meaning by the time your charges fall off, you've lost the same amount of damage as about 2 extra parries. But for that health lost, you just got +1% of damage. I couldn't think of a good enough number in the Signature Ability as well, but what I was thinking was that at max. sig, he loses practically no net health compared to sig 0. When I say net, i mean taking into account the regenerative factor as well.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    DNA3000 said:

    @DNA3000, a little help, please. What would you think is a legitimate number for the degen and regen? @WednesdayLength, according to me, as my calculations have gone, Cloak loses a net of 0.25% health per second due to his degen. Yes, I definitely made him a high risk/high reward character, and I think the number is okay. I have tagged DNA, perhaps he can help.

    I'm not sure it is a numbers problem per se. I agree with Wednesday, you say you want the design to be high risk high reward. So what's the risk? Self damage is not a risk unto itself. What specifically are you risking when you play a character that loses 1% health every 3 seconds and still has access to willpower?

    The problem seems to be that you're trying to create a downside, then mitigate that downside in the same set. If self-degen is his "risk" then why does he have double the regeneration? If he takes more damage from DE and LC, why does he also heal a big chunk of that damage back. None of his downsides seem to me to be actual downsides.

    Many of the numbers seem to be missing still, like the precise values for the two life steals, but I think there isn't a perfect number there. The problem is it is unclear what the final result of the numbers is intending to be.
    Willpower is excluded, mate. If you look at it, only Recovery has double the healing, which just means he regenerates +8 instead of +4, running max Recovery, and this is just for the first 60 seconds of the fight. Secondly, he cannot heal back the degeneration because it's a passive thing. He just takes damage over time, there's no specific debuff to it. Coming to suicides, running calculations gave me the result that he would only start "regenerating" health from LC after about 2 minutes in the fight, that too being really less.

    Coming to the life steal, yes the numbers are an issue there as well; I've tagged you above to help me out there as well. The main idea was to have Rogue-like regen; not too much, but just enough Life Steal, scaling with base stats.

    In conclusion, I feel the risk factor with Cloak remains, but boosting regenerative capabilities helps to mitigate the risk as well. Notice that even at 201 charges you start to lose health every 3 seconds, meaning by the time your charges fall off, you've lost the same amount of damage as about 2 extra parries. But for that health lost, you just got +1% of damage. I couldn't think of a good enough number in the Signature Ability as well, but what I was thinking was that at max. sig, he loses practically no net health compared to sig 0. When I say net, i mean taking into account the regenerative factor as well.
    Even unawakened this kit would lose virtually no net health whatsoever because it's not a high risk kit. Even with normal willpower values he's going to be healing way more than he loses because the self degen is barely noticeable when he hits 70% health and you've given him so much access to regen that is virtually non existent. As per this kit, when he starts self degenning he also instantly starts life stealing as well. There's no risk involved because the 2 aspects are linked.

    If you want him to be high risk then you're going to have to seriously reduce the amount of regen he has access to
  • DNA3000DNA3000 Member, Guardian Posts: 19,690 Guardian

    DNA3000 said:

    @DNA3000, a little help, please. What would you think is a legitimate number for the degen and regen? @WednesdayLength, according to me, as my calculations have gone, Cloak loses a net of 0.25% health per second due to his degen. Yes, I definitely made him a high risk/high reward character, and I think the number is okay. I have tagged DNA, perhaps he can help.

    I'm not sure it is a numbers problem per se. I agree with Wednesday, you say you want the design to be high risk high reward. So what's the risk? Self damage is not a risk unto itself. What specifically are you risking when you play a character that loses 1% health every 3 seconds and still has access to willpower?

    The problem seems to be that you're trying to create a downside, then mitigate that downside in the same set. If self-degen is his "risk" then why does he have double the regeneration? If he takes more damage from DE and LC, why does he also heal a big chunk of that damage back. None of his downsides seem to me to be actual downsides.

    Many of the numbers seem to be missing still, like the precise values for the two life steals, but I think there isn't a perfect number there. The problem is it is unclear what the final result of the numbers is intending to be.
    Willpower is excluded, mate. If you look at it, only Recovery has double the healing, which just means he regenerates +8 instead of +4, running max Recovery, and this is just for the first 60 seconds of the fight. Secondly, he cannot heal back the degeneration because it's a passive thing. He just takes damage over time, there's no specific debuff to it. Coming to suicides, running calculations gave me the result that he would only start "regenerating" health from LC after about 2 minutes in the fight, that too being really less.

    Coming to the life steal, yes the numbers are an issue there as well; I've tagged you above to help me out there as well. The main idea was to have Rogue-like regen; not too much, but just enough Life Steal, scaling with base stats.

    In conclusion, I feel the risk factor with Cloak remains, but boosting regenerative capabilities helps to mitigate the risk as well. Notice that even at 201 charges you start to lose health every 3 seconds, meaning by the time your charges fall off, you've lost the same amount of damage as about 2 extra parries. But for that health lost, you just got +1% of damage. I couldn't think of a good enough number in the Signature Ability as well, but what I was thinking was that at max. sig, he loses practically no net health compared to sig 0. When I say net, i mean taking into account the regenerative factor as well.
    If you want to turn off Willpower, that would be one thing. But Willpower is not excluded as a factor, because not only can he heal from LC and DE, when DE expires he heals back a portion of that damage as well. If you're running LC that would be reduced to 23.8% of DE's damage, but that's still very substantial.

    As to risk, let's look at the 1% current health every three second self degen. Specifically, what would happen if you had to sustain that with *no* healing at all. No Willpower, no life steal, nothing.

    Here's a two minute fight with that degen on all the time:



    You lose about one third of your health with no healing to compensate. That might sound like a lot, but what happens if you don't heal and just walk right into the next fight?



    This time you lose about 22% of your health. Because your degen is off of current health, it gets weaker as your health gets lower, which is another way of saying the cost drops while your healing, which we aren't counting at all here, stays the same. Whatever the numbers are, there will be a break even point.

    What would happen if you were to walk into an end game fight that lasts ten minutes long:



    With no healing from anywhere at all, the self degen would drop you to about 14% health. On the one hand, that's a lot. But on the other hand, that's not counting any healing at all, in a fight longer than 99.9% of the fights any player will experience. The "risk" side of the numbers seems very small when a) you can unambiguously mitigate most of it, b) you can arguably reverse it completely, and c) it isn't that high even if you can't mitigate any of it. If a player plays completely without skill, in my opinion the degen won't be a serious threat to them in and of itself.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★
    DNA3000 said:

    DNA3000 said:

    @DNA3000, a little help, please. What would you think is a legitimate number for the degen and regen? @WednesdayLength, according to me, as my calculations have gone, Cloak loses a net of 0.25% health per second due to his degen. Yes, I definitely made him a high risk/high reward character, and I think the number is okay. I have tagged DNA, perhaps he can help.

    I'm not sure it is a numbers problem per se. I agree with Wednesday, you say you want the design to be high risk high reward. So what's the risk? Self damage is not a risk unto itself. What specifically are you risking when you play a character that loses 1% health every 3 seconds and still has access to willpower?

    The problem seems to be that you're trying to create a downside, then mitigate that downside in the same set. If self-degen is his "risk" then why does he have double the regeneration? If he takes more damage from DE and LC, why does he also heal a big chunk of that damage back. None of his downsides seem to me to be actual downsides.

    Many of the numbers seem to be missing still, like the precise values for the two life steals, but I think there isn't a perfect number there. The problem is it is unclear what the final result of the numbers is intending to be.
    Willpower is excluded, mate. If you look at it, only Recovery has double the healing, which just means he regenerates +8 instead of +4, running max Recovery, and this is just for the first 60 seconds of the fight. Secondly, he cannot heal back the degeneration because it's a passive thing. He just takes damage over time, there's no specific debuff to it. Coming to suicides, running calculations gave me the result that he would only start "regenerating" health from LC after about 2 minutes in the fight, that too being really less.

    Coming to the life steal, yes the numbers are an issue there as well; I've tagged you above to help me out there as well. The main idea was to have Rogue-like regen; not too much, but just enough Life Steal, scaling with base stats.

    In conclusion, I feel the risk factor with Cloak remains, but boosting regenerative capabilities helps to mitigate the risk as well. Notice that even at 201 charges you start to lose health every 3 seconds, meaning by the time your charges fall off, you've lost the same amount of damage as about 2 extra parries. But for that health lost, you just got +1% of damage. I couldn't think of a good enough number in the Signature Ability as well, but what I was thinking was that at max. sig, he loses practically no net health compared to sig 0. When I say net, i mean taking into account the regenerative factor as well.
    If you want to turn off Willpower, that would be one thing. But Willpower is not excluded as a factor, because not only can he heal from LC and DE, when DE expires he heals back a portion of that damage as well. If you're running LC that would be reduced to 23.8% of DE's damage, but that's still very substantial.

    As to risk, let's look at the 1% current health every three second self degen. Specifically, what would happen if you had to sustain that with *no* healing at all. No Willpower, no life steal, nothing.

    Here's a two minute fight with that degen on all the time:



    You lose about one third of your health with no healing to compensate. That might sound like a lot, but what happens if you don't heal and just walk right into the next fight?



    This time you lose about 22% of your health. Because your degen is off of current health, it gets weaker as your health gets lower, which is another way of saying the cost drops while your healing, which we aren't counting at all here, stays the same. Whatever the numbers are, there will be a break even point.

    What would happen if you were to walk into an end game fight that lasts ten minutes long:



    With no healing from anywhere at all, the self degen would drop you to about 14% health. On the one hand, that's a lot. But on the other hand, that's not counting any healing at all, in a fight longer than 99.9% of the fights any player will experience. The "risk" side of the numbers seems very small when a) you can unambiguously mitigate most of it, b) you can arguably reverse it completely, and c) it isn't that high even if you can't mitigate any of it. If a player plays completely without skill, in my opinion the degen won't be a serious threat to them in and of itself.
    Can I just say, you're iconic for pulling up the graphs haha
  • Archit_1812Archit_1812 Member Posts: 592 ★★
    DNA3000 said:

    DNA3000 said:

    @DNA3000, a little help, please. What would you think is a legitimate number for the degen and regen? @WednesdayLength, according to me, as my calculations have gone, Cloak loses a net of 0.25% health per second due to his degen. Yes, I definitely made him a high risk/high reward character, and I think the number is okay. I have tagged DNA, perhaps he can help.

    I'm not sure it is a numbers problem per se. I agree with Wednesday, you say you want the design to be high risk high reward. So what's the risk? Self damage is not a risk unto itself. What specifically are you risking when you play a character that loses 1% health every 3 seconds and still has access to willpower?

    The problem seems to be that you're trying to create a downside, then mitigate that downside in the same set. If self-degen is his "risk" then why does he have double the regeneration? If he takes more damage from DE and LC, why does he also heal a big chunk of that damage back. None of his downsides seem to me to be actual downsides.

    Many of the numbers seem to be missing still, like the precise values for the two life steals, but I think there isn't a perfect number there. The problem is it is unclear what the final result of the numbers is intending to be.
    Willpower is excluded, mate. If you look at it, only Recovery has double the healing, which just means he regenerates +8 instead of +4, running max Recovery, and this is just for the first 60 seconds of the fight. Secondly, he cannot heal back the degeneration because it's a passive thing. He just takes damage over time, there's no specific debuff to it. Coming to suicides, running calculations gave me the result that he would only start "regenerating" health from LC after about 2 minutes in the fight, that too being really less.

    Coming to the life steal, yes the numbers are an issue there as well; I've tagged you above to help me out there as well. The main idea was to have Rogue-like regen; not too much, but just enough Life Steal, scaling with base stats.

    In conclusion, I feel the risk factor with Cloak remains, but boosting regenerative capabilities helps to mitigate the risk as well. Notice that even at 201 charges you start to lose health every 3 seconds, meaning by the time your charges fall off, you've lost the same amount of damage as about 2 extra parries. But for that health lost, you just got +1% of damage. I couldn't think of a good enough number in the Signature Ability as well, but what I was thinking was that at max. sig, he loses practically no net health compared to sig 0. When I say net, i mean taking into account the regenerative factor as well.
    If you want to turn off Willpower, that would be one thing. But Willpower is not excluded as a factor, because not only can he heal from LC and DE, when DE expires he heals back a portion of that damage as well. If you're running LC that would be reduced to 23.8% of DE's damage, but that's still very substantial.

    As to risk, let's look at the 1% current health every three second self degen. Specifically, what would happen if you had to sustain that with *no* healing at all. No Willpower, no life steal, nothing.

    Here's a two minute fight with that degen on all the time:



    You lose about one third of your health with no healing to compensate. That might sound like a lot, but what happens if you don't heal and just walk right into the next fight?



    This time you lose about 22% of your health. Because your degen is off of current health, it gets weaker as your health gets lower, which is another way of saying the cost drops while your healing, which we aren't counting at all here, stays the same. Whatever the numbers are, there will be a break even point.

    What would happen if you were to walk into an end game fight that lasts ten minutes long:



    With no healing from anywhere at all, the self degen would drop you to about 14% health. On the one hand, that's a lot. But on the other hand, that's not counting any healing at all, in a fight longer than 99.9% of the fights any player will experience. The "risk" side of the numbers seems very small when a) you can unambiguously mitigate most of it, b) you can arguably reverse it completely, and c) it isn't that high even if you can't mitigate any of it. If a player plays completely without skill, in my opinion the degen won't be a serious threat to them in and of itself.
    You spent quite a lot of time on this. Thanks a ton. Just for my info, what app/platform do you use for these graphs? Especially the realm-wide graph.
  • Archit_1812Archit_1812 Member Posts: 592 ★★
    Working on changes. Will be back soon!
  • Archit_1812Archit_1812 Member Posts: 592 ★★
    CLOAK



    Class: Science

    Abilities

    Passive

    Cloak’s body is half ethereal. All attacks have a 10% chance to Miss.
    The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills 7% of a bar every second.
    Advanced regenerative abilities double the original regeneration abilities of Cloak, excluding Willpower Mastery. He is not affected by the Recoil Mastery, but takes more damage from Double Edge and Loose Cannon.
    After an opponent-inflicted damaging debuff ends on Cloak, regenerate 34% of damage taken by that damaging debuff.

    Darkforce meter

    Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. While his opponent is Cornered, charges are gained at double the rate.
    Charges fall off when Cloak is away from his opponent, at the rate of 3 charges per second. Dashing in to the opponent gains charges depending on the distance from which dashed, up to a maximum of 25 charges If he is knocked down, he loses 20 charges, but takes -20% damage from the knockdown.
    Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
    Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 1% of his health every 3.5 seconds, but increasing attack rating by %.
    (For example, at 224 charges, his attack rating is increased by 24%)

    Basic hits

    All basic hits inflict a Rupture debuff for 10 seconds.


    Delirium

    Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

    Special Attack 1

    When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Proximity to the opponent inflicts Degeneration every 2 seconds for 10 seconds, he gains Buff Immunity and Stun Immunity while a Degeneration is active. Cloak is regenerated for 25% of the Degeneration damage.

    Special Attack 2

    When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable for a duration of 7.5 seconds. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Ruptures. Gains an indefinite Passive Prowess increasing damage by all special attacks by +34%. This prowess can be stacked a maximum of 3 times.

    Special Attack 3

    Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
    The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.



    Signature Ability

    When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200, but loses more health proportionately.
    Cloak becomes immune to Nullify effects. Each failed Nullify grants him <10-30> Darkforce charges.
    The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.
    If Cloak is struck by 3 consecutive hits, the next hit landed on him is a Guaranteed Miss.






    DAGGER



    Class: Science (Author's note: I've built her like a Mutant)

    Abilities

    Passive

    Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
    Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal <> over 10 seconds.
    All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

    Dodging

    If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds (Does not apply if Precision effect by Dexterity is already active). If she has a relic equipped, she gains 2 Prowess Buffs.

    Phasing

    If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase for 10 seconds. While Phase is active, all hits Miss unless Dagger is blocking. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds and refereshes the duration of phase with -0.3 seconds duration.
    Each hit by Dagger during Phase deals a % of the attack as a burst of energy.
    If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.
    While Phase is active, the opponent cannot Resist or Glance. The "Stand your Ground" mastery is disabled for the duration of the phase.
    Phase goes on cooldown for 5 seconds.

    Heavy Attack

    Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
    If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
    (Works for about 3 intercepts)

    Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws)

    The second hit of this special attack Life Steals the damage inflicted through that hit. Each dagger hit inflicts Bleed, dealing <> damage.

    Special Attack 2

    Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun passive, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

    Special Attack 3

    All Active Bleeds are consumed, dealing energy burst scaling with number of Bleeds consumed.
    Dagger's opponent is inflicted with a passive Power Drain, draining 1 bars of power every 3 seconds till the opponent is left with only 1 bar of power.



    Signature Ability: Light and Grace

    Tandy Bowen becomes a more proficient wielder of her light-based powers, gaining enhanced healing and improved offensive capabilities.
    Signature Level 1-99: Each time Dagger activates Phase, she gains a permanent Lifeforce Flow buff, increasing the potency of her Regeneration Buffs by 10-40% (based on Signature Level). Additionally, damaging debuffs on Dagger now fall off 10-20% faster.
    Signature Level 100-200: Dagger’s dagger throws have a 25-50% chance to trigger a Perfect Release, automatically critting and dealing 5% of the damage as Life Steal. Additionally, Perfect Release now triggers a Perfect Precision buff, increasing Critical Rating by 200% for 10 seconds.


    Rotation
    • The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish with heavy to inflict Infuriate.
    • Build to 2.5 bars of power.
    • Launch sp2
    • Charge heavy during Perfect Stun
    • Launch sp2 again
    • Rinse and repeat

  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    CLOAK



    Class: Science


    Abilities

    Passive

    Cloak’s body is half ethereal. All attacks have a 10% chance to Miss.
    The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills 7% of a bar every second.
    Advanced regenerative abilities double the original regeneration abilities of Cloak, excluding Willpower Mastery. He is not affected by the Recoil Mastery, but takes more damage from Double Edge and Loose Cannon.
    After an opponent-inflicted damaging debuff ends on Cloak, regenerate 34% of damage taken by that damaging debuff.

    Darkforce meter

    Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. While his opponent is Cornered, charges are gained at double the rate.
    Charges fall off when Cloak is away from his opponent, at the rate of 3 charges per second. Dashing in to the opponent gains charges depending on the distance from which dashed, up to a maximum of 25 charges If he is knocked down, he loses 20 charges, but takes -20% damage from the knockdown.
    Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
    Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 1% of his health every 3.5 seconds, but increasing attack rating by %.
    (For example, at 224 charges, his attack rating is increased by 24%)

    Basic hits

    All basic hits inflict a Rupture debuff for 10 seconds.


    Delirium

    Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

    Special Attack 1

    When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Proximity to the opponent inflicts Degeneration every 2 seconds for 10 seconds, he gains Buff Immunity and Stun Immunity while a Degeneration is active. Cloak is regenerated for 25% of the Degeneration damage.

    Special Attack 2

    When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable for a duration of 7.5 seconds. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Ruptures. Gains an indefinite Passive Prowess increasing damage by all special attacks by +34%. This prowess can be stacked a maximum of 3 times.

    Special Attack 3

    Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
    The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.



    Signature Ability

    When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200, but loses more health proportionately.
    Cloak becomes immune to Nullify effects. Each failed Nullify grants him <10-30> Darkforce charges.
    The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.
    If Cloak is struck by 3 consecutive hits, the next hit landed on him is a Guaranteed Miss.






    DAGGER



    Class: Science (Author's note: I've built her like a Mutant)

    Abilities

    Passive

    Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
    Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal <> over 10 seconds.
    All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

    Dodging

    If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds (Does not apply if Precision effect by Dexterity is already active). If she has a relic equipped, she gains 2 Prowess Buffs.

    Phasing

    If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase for 10 seconds. While Phase is active, all hits Miss unless Dagger is blocking. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds and refereshes the duration of phase with -0.3 seconds duration.
    Each hit by Dagger during Phase deals a % of the attack as a burst of energy.
    If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.
    While Phase is active, the opponent cannot Resist or Glance. The "Stand your Ground" mastery is disabled for the duration of the phase.
    Phase goes on cooldown for 5 seconds.

    Heavy Attack

    Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
    If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
    (Works for about 3 intercepts)

    Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws)

    The second hit of this special attack Life Steals the damage inflicted through that hit. Each dagger hit inflicts Bleed, dealing <> damage.

    Special Attack 2

    Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun passive, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

    Special Attack 3

    All Active Bleeds are consumed, dealing energy burst scaling with number of Bleeds consumed.
    Dagger's opponent is inflicted with a passive Power Drain, draining 1 bars of power every 3 seconds till the opponent is left with only 1 bar of power.



    Signature Ability: Light and Grace

    Tandy Bowen becomes a more proficient wielder of her light-based powers, gaining enhanced healing and improved offensive capabilities.
    Signature Level 1-99: Each time Dagger activates Phase, she gains a permanent Lifeforce Flow buff, increasing the potency of her Regeneration Buffs by 10-40% (based on Signature Level). Additionally, damaging debuffs on Dagger now fall off 10-20% faster.
    Signature Level 100-200: Dagger’s dagger throws have a 25-50% chance to trigger a Perfect Release, automatically critting and dealing 5% of the damage as Life Steal. Additionally, Perfect Release now triggers a Perfect Precision buff, increasing Critical Rating by 200% for 10 seconds.


    Rotation
    • The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish with heavy to inflict Infuriate.
    • Build to 2.5 bars of power.
    • Launch sp2
    • Charge heavy during Perfect Stun
    • Launch sp2 again
    • Rinse and repeat

    The self damage is definitely closer, probably worth specifying what you mean by 1% of his health though assuming you mean max health, but there's still issues with his phasing being too much to deal with and I still think the double regen and dot healing is a little much. I also think he just gains too many effects on each of his specials, that sp1 which you'll be able to spam pretty consistently gives huge damage as well as Life Steal that will get stronger the longer he stays near the opponent.

    I think with this kit it's probably worth taking a while to really dig into every element of it instead of just trying to make little changes and keep pushing it out because there's quite a lot that needs doing to it before it's really balanced and the abilities you've given him need to be thought through quite a lot in order to get right. Even with the increase in self damage I'm not even sure who a good counter to him would be since it's virtually impossible to get space on him because of the phase so the degens aren't going to fall off
  • Archit_1812Archit_1812 Member Posts: 592 ★★

    CLOAK



    Class: Science


    Abilities

    Passive

    Cloak’s body is half ethereal. All attacks have a 10% chance to Miss.
    The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills 7% of a bar every second.
    Advanced regenerative abilities double the original regeneration abilities of Cloak, excluding Willpower Mastery. He is not affected by the Recoil Mastery, but takes more damage from Double Edge and Loose Cannon.
    After an opponent-inflicted damaging debuff ends on Cloak, regenerate 34% of damage taken by that damaging debuff.

    Darkforce meter

    Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. While his opponent is Cornered, charges are gained at double the rate.
    Charges fall off when Cloak is away from his opponent, at the rate of 3 charges per second. Dashing in to the opponent gains charges depending on the distance from which dashed, up to a maximum of 25 charges If he is knocked down, he loses 20 charges, but takes -20% damage from the knockdown.
    Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
    Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 1% of his health every 3.5 seconds, but increasing attack rating by %.
    (For example, at 224 charges, his attack rating is increased by 24%)

    Basic hits

    All basic hits inflict a Rupture debuff for 10 seconds.


    Delirium

    Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

    Special Attack 1

    When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Proximity to the opponent inflicts Degeneration every 2 seconds for 10 seconds, he gains Buff Immunity and Stun Immunity while a Degeneration is active. Cloak is regenerated for 25% of the Degeneration damage.

    Special Attack 2

    When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable for a duration of 7.5 seconds. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Ruptures. Gains an indefinite Passive Prowess increasing damage by all special attacks by +34%. This prowess can be stacked a maximum of 3 times.

    Special Attack 3

    Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
    The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.



    Signature Ability

    When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200, but loses more health proportionately.
    Cloak becomes immune to Nullify effects. Each failed Nullify grants him <10-30> Darkforce charges.
    The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.
    If Cloak is struck by 3 consecutive hits, the next hit landed on him is a Guaranteed Miss.






    DAGGER



    Class: Science (Author's note: I've built her like a Mutant)

    Abilities

    Passive

    Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
    Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal <> over 10 seconds.
    All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

    Dodging

    If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds (Does not apply if Precision effect by Dexterity is already active). If she has a relic equipped, she gains 2 Prowess Buffs.

    Phasing

    If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase for 10 seconds. While Phase is active, all hits Miss unless Dagger is blocking. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds and refereshes the duration of phase with -0.3 seconds duration.
    Each hit by Dagger during Phase deals a % of the attack as a burst of energy.
    If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.
    While Phase is active, the opponent cannot Resist or Glance. The "Stand your Ground" mastery is disabled for the duration of the phase.
    Phase goes on cooldown for 5 seconds.

    Heavy Attack

    Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
    If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
    (Works for about 3 intercepts)

    Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws)

    The second hit of this special attack Life Steals the damage inflicted through that hit. Each dagger hit inflicts Bleed, dealing <> damage.

    Special Attack 2

    Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun passive, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

    Special Attack 3

    All Active Bleeds are consumed, dealing energy burst scaling with number of Bleeds consumed.
    Dagger's opponent is inflicted with a passive Power Drain, draining 1 bars of power every 3 seconds till the opponent is left with only 1 bar of power.



    Signature Ability: Light and Grace

    Tandy Bowen becomes a more proficient wielder of her light-based powers, gaining enhanced healing and improved offensive capabilities.
    Signature Level 1-99: Each time Dagger activates Phase, she gains a permanent Lifeforce Flow buff, increasing the potency of her Regeneration Buffs by 10-40% (based on Signature Level). Additionally, damaging debuffs on Dagger now fall off 10-20% faster.
    Signature Level 100-200: Dagger’s dagger throws have a 25-50% chance to trigger a Perfect Release, automatically critting and dealing 5% of the damage as Life Steal. Additionally, Perfect Release now triggers a Perfect Precision buff, increasing Critical Rating by 200% for 10 seconds.


    Rotation
    • The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish with heavy to inflict Infuriate.
    • Build to 2.5 bars of power.
    • Launch sp2
    • Charge heavy during Perfect Stun
    • Launch sp2 again
    • Rinse and repeat

    The self damage is definitely closer, probably worth specifying what you mean by 1% of his health though assuming you mean max health, but there's still issues with his phasing being too much to deal with and I still think the double regen and dot healing is a little much. I also think he just gains too many effects on each of his specials, that sp1 which you'll be able to spam pretty consistently gives huge damage as well as Life Steal that will get stronger the longer he stays near the opponent.

    I think with this kit it's probably worth taking a while to really dig into every element of it instead of just trying to make little changes and keep pushing it out because there's quite a lot that needs doing to it before it's really balanced and the abilities you've given him need to be thought through quite a lot in order to get right. Even with the increase in self damage I'm not even sure who a good counter to him would be since it's virtually impossible to get space on him because of the phase so the degens aren't going to fall off
    I think you've read something wrong, because Cloak doesn't have Phase. He has a 10% chance to Miss (which is pretty nominal, even Vulture has it), and he has a 7.5 second Untouchable after sp2. Considering that there any a lot of champs that you do not want to get to sp2, or you cannot get them to sp2, it's a reasonable mechanic. For the degen from sp1, you have the same amount of time as you do with Kindred's.

    Coming to DoT healing, even as a high risk character, there HAS to be a source to mitigate damage. And look, I've corrected it to just opponent-inflicted DoT effects, so he doesn't heal through DE, LC except what is needed. No double healing on WP either. Note that he heals AFTER he takes damage, so if you die from that damaging debuff, you won't heal back. If it takes away 99% of your health, you regen back upto 35%, 40% if you count through WP. It's a pretty decent amount, especially now that he does not Life Steal either. I don't know what else can be done, but he already takes a ton of damage.

    Counters: He does not apply a lot of non-damaging debuffs, so Juggs is one. Herc him, obviously. Massacre (be mindful of Incinerates), Valkyrie, Morbius (because his Bleeds deal a max of 10 per tick, so even if he regens 3 who cares, the sp2 will hit like a truck anyway), CGR, Shang-Chi, True Sense champions, Kate Bishop, Omega Sentinel, Photon, Bullseye (instant Bleeds, so it won't count as a debuff ending), Mr. Sinister, Kingpin, and a whole lotta others.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    CLOAK



    Class: Science


    Abilities

    Passive

    Cloak’s body is half ethereal. All attacks have a 10% chance to Miss.
    The Darkforce Dimension grants Cloak immense power. Under 2 bars of power, he passively fills 7% of a bar every second.
    Advanced regenerative abilities double the original regeneration abilities of Cloak, excluding Willpower Mastery. He is not affected by the Recoil Mastery, but takes more damage from Double Edge and Loose Cannon.
    After an opponent-inflicted damaging debuff ends on Cloak, regenerate 34% of damage taken by that damaging debuff.

    Darkforce meter

    Cloak starts the fight with 100 charges in his Darkforce meter. Each hit gains 1 charge. While his opponent is Cornered, charges are gained at double the rate.
    Charges fall off when Cloak is away from his opponent, at the rate of 3 charges per second. Dashing in to the opponent gains charges depending on the distance from which dashed, up to a maximum of 25 charges If he is knocked down, he loses 20 charges, but takes -20% damage from the knockdown.
    Above 150 charges, Cloak gains a Dark Aura around him. Proximity to the attacker inflicts 1 indefinite Passive Degeneration per second, that falls off one at a time when Cloak moves away from the opponent.
    Above 200 charges, Cloak enters Darkforce Overload. He himself starts to Degenerate, removing 1% of his health every 3.5 seconds, but increasing attack rating by %.
    (For example, at 224 charges, his attack rating is increased by 24%)

    Basic hits

    All basic hits inflict a Rupture debuff for 10 seconds.


    Delirium

    Above 100 Darkforce Charges, all of Cloak’s Special Attacks inflict Delirium on the opponent.

    Special Attack 1

    When special attack 1 ends, Cloak enters Krakoan Might for 20 seconds. During this mode, his DNA overloads and consumes Darkforce charges rapidly. Proximity to the opponent inflicts Degeneration every 2 seconds for 10 seconds, he gains Buff Immunity and Stun Immunity while a Degeneration is active. Cloak is regenerated for 25% of the Degeneration damage.

    Special Attack 2

    When special attack 2 starts, Cloak enters Negative Dimension for 20 seconds. During Negative Dimension, Cloak is Shrouded and is hence Untouchable for a duration of 7.5 seconds. Each hit consumes up-to 3 Rupture debuffs on the opponent, dealing burst damage for each Rupture removed. The last hit consumes all remaining Ruptures. Gains an indefinite Passive Prowess increasing damage by all special attacks by +34%. This prowess can be stacked a maximum of 3 times.

    Special Attack 3

    Dagger helps her friend Cloak with her Lightforce Powers. All Darkforce charges are consumed and Cloak is regenerated by Dagger’s Life Steal.
    The first 3 times this special attack activates, Cloak gains Dark Horse of Negative for 20 seconds. The potency of all Degenerations is increased by +200% and inflict 50 Physical Vulnerability Debuffs of 1 second each, that fall off one by one.



    Signature Ability

    When Cloak enters Darkforce Overload, his Attack Rating increases by an additional X% for every 10 Darkforce charges above 200, but loses more health proportionately.
    Cloak becomes immune to Nullify effects. Each failed Nullify grants him <10-30> Darkforce charges.
    The Darkforce meter charges fall off at a slower rate when Cloak is away from his opponent, allowing him to maintain his Darkforce state longer. The rate of charge gain from dashing in is increased by X%.
    If Cloak is struck by 3 consecutive hits, the next hit landed on him is a Guaranteed Miss.






    DAGGER



    Class: Science (Author's note: I've built her like a Mutant)

    Abilities

    Passive

    Dagger’s first light, second light, fourth light heavy and some hits of special attacks are dagger throws and are hence, non-contact and energy. All dagger hits inflict Bleed for 7 seconds unless specified otherwise.
    Tandy’s Bowen Lifeforce powers help her heal and shrug off damaging debuffs. The duration of all damaging debuffs are decreased by 70%. When a damage over time Debuff or Passive expires on Tandy, she gains a Regeneration Buff, allowing her to heal <> over 10 seconds.
    All of Dagger’s damaging debuffs fall off one at a time, and their duration is refreshed when landing a heavy attack.

    Dodging

    If Dagger activates the Dexterity mastery by dodging an attack, she gains a Prowess Buff of +10% potency 10 seconds (Does not apply if Precision effect by Dexterity is already active). If she has a relic equipped, she gains 2 Prowess Buffs.

    Phasing

    If Phase is not active, ending a combo with a medium attack causes Dagger to enter Phase for 10 seconds. While Phase is active, all hits Miss unless Dagger is blocking. Striking a medium attack or Parrying the opponent removes Phase. Light-intercepting the opponent during Phase inflicts a Vulnerability Passive for 8 seconds and refereshes the duration of phase with -0.3 seconds duration.
    Each hit by Dagger during Phase deals a % of the attack as a burst of energy.
    If Phase ends, or if a hit lands on Dagger while Phase is active, it goes on cooldown for 25 seconds.
    While Phase is active, the opponent cannot Resist or Glance. The "Stand your Ground" mastery is disabled for the duration of the phase.
    Phase goes on cooldown for 5 seconds.

    Heavy Attack

    Dagger’s heavy attack can be charged for up to 1.8 seconds. Charging this heavy during Perfect Stun grants 12% of a bar of power for every 0.2 seconds charged.
    If Perfect Stun is not active, inflict an Infuriate debuff for 6 seconds.
    (Works for about 3 intercepts)

    Special Attack 1 (Dagger hit, Phase hand through opponent, Uppercut, 3 knife throws)

    The second hit of this special attack Life Steals the damage inflicted through that hit. Each dagger hit inflicts Bleed, dealing <> damage.

    Special Attack 2

    Holding block during the duration of this attack slows down time. Swiping right on the screen just before a dagger throw activates Perfect Release. All hits by Perfect Release are Guaranteed Critical and deal +5% damage as Life Steal. Dagger is regenerated for 100% of additional damage. If the opponent is knocked down by a Perfect Release, the opponent is inflicted with a Perfect Stun for 3 seconds. This acts as a normal Stun passive, but the opponent’s regeneration rate is reduced by -150% and buff duration is reduced by 5 seconds for the duration of this Stun.

    Special Attack 3

    All Active Bleeds are consumed, dealing energy burst scaling with number of Bleeds consumed.
    Dagger's opponent is inflicted with a passive Power Drain, draining 1 bars of power every 3 seconds till the opponent is left with only 1 bar of power.



    Signature Ability: Light and Grace

    Tandy Bowen becomes a more proficient wielder of her light-based powers, gaining enhanced healing and improved offensive capabilities.
    Signature Level 1-99: Each time Dagger activates Phase, she gains a permanent Lifeforce Flow buff, increasing the potency of her Regeneration Buffs by 10-40% (based on Signature Level). Additionally, damaging debuffs on Dagger now fall off 10-20% faster.
    Signature Level 100-200: Dagger’s dagger throws have a 25-50% chance to trigger a Perfect Release, automatically critting and dealing 5% of the damage as Life Steal. Additionally, Perfect Release now triggers a Perfect Precision buff, increasing Critical Rating by 200% for 10 seconds.


    Rotation
    • The basal idea was to use her like Absorbing Man to keep Phase up. MM to get Phase. To keep Phase up, light-intercept. For passive opponent, block and bait heavy, then punish with heavy to inflict Infuriate.
    • Build to 2.5 bars of power.
    • Launch sp2
    • Charge heavy during Perfect Stun
    • Launch sp2 again
    • Rinse and repeat

    The self damage is definitely closer, probably worth specifying what you mean by 1% of his health though assuming you mean max health, but there's still issues with his phasing being too much to deal with and I still think the double regen and dot healing is a little much. I also think he just gains too many effects on each of his specials, that sp1 which you'll be able to spam pretty consistently gives huge damage as well as Life Steal that will get stronger the longer he stays near the opponent.

    I think with this kit it's probably worth taking a while to really dig into every element of it instead of just trying to make little changes and keep pushing it out because there's quite a lot that needs doing to it before it's really balanced and the abilities you've given him need to be thought through quite a lot in order to get right. Even with the increase in self damage I'm not even sure who a good counter to him would be since it's virtually impossible to get space on him because of the phase so the degens aren't going to fall off
    I think you've read something wrong, because Cloak doesn't have Phase. He has a 10% chance to Miss (which is pretty nominal, even Vulture has it), and he has a 7.5 second Untouchable after sp2. Considering that there any a lot of champs that you do not want to get to sp2, or you cannot get them to sp2, it's a reasonable mechanic. For the degen from sp1, you have the same amount of time as you do with Kindred's.

    Coming to DoT healing, even as a high risk character, there HAS to be a source to mitigate damage. And look, I've corrected it to just opponent-inflicted DoT effects, so he doesn't heal through DE, LC except what is needed. No double healing on WP either. Note that he heals AFTER he takes damage, so if you die from that damaging debuff, you won't heal back. If it takes away 99% of your health, you regen back upto 35%, 40% if you count through WP. It's a pretty decent amount, especially now that he does not Life Steal either. I don't know what else can be done, but he already takes a ton of damage.

    Counters: He does not apply a lot of non-damaging debuffs, so Juggs is one. Herc him, obviously. Massacre (be mindful of Incinerates), Valkyrie, Morbius (because his Bleeds deal a max of 10 per tick, so even if he regens 3 who cares, the sp2 will hit like a truck anyway), CGR, Shang-Chi, True Sense champions, Kate Bishop, Omega Sentinel, Photon, Bullseye (instant Bleeds, so it won't count as a debuff ending), Mr. Sinister, Kingpin, and a whole lotta others.
    Phase/miss/untouchable are interchangeable terms, they literally mean the same thing, and vulture absolutely doesn't have a 10% chance to phase all attacks. He gains a 1 hit phase charge after raptor striking into block, not a permanent chance to Miss 1 out of every 10 hits. You would not be able to safely hit him unless he's stunned because at any point you could miss an attack and he could counter and rock you. I really don't know what you think I'm misunderstanding unless you don't understand why a champion having a random chance to Miss attacks at all times is so difficult to deal with.

    The Untouchable on his sp2 isn't so horrendous by itself, until you bring in the fact that he gains power up to sp2, can go Stun immune meaning you can't parry and wait it out, and because he inflicts degen by proximity that doesn't have a stack limit and can only be removed by getting away from, if he uses the sp2 even half way across the stage there is no way of pushing him back to get space so unless you have done insane degen resistance or Indestructible you're just going to melt. Not to mention that he's going to be gaining huge Prowess everytime he activates it so one slip up and you're completely unable to recover the fight.

    The issue with the dot regen is that you're still going to be getting willpower healing whilst the dot is active, and with his unnecessary boost to double all his regen that should just be folded into the individual parameters he's going to regain most of that damage depending on how strong it is, and that's not including his sp3 regen.

    You listed a lot of counters without even considering that unless they have true strike you aren't going to be able to fight him lmao. What is Kingpin going to do when you miss a basic attack, get hit towards the back wall and start degenning only for him to drop an sp2 and become Untouchable for 7 seconds, in which time you can't push him back and he's probably already got you in the corner and you're dead. It doesn't matter if morbius' Bleeds would get regenned if he's also pushed into the corner and degenned to death, I don't know what massacre could do to him since he's going to be regenerating like crazy and also probably push you into the corner. Kate Bishop will work until he drops a single sp1 and then you can Stun him to get the tracking active on him so you end up in the exact same situation. Sure juggernaut won't have his unstoppable shut off, but he's got no Miss counter so again, 1 sp2 and the fight is unwinnable. In fact I only just saw that his sig gives him a guaranteed miss every 3 hits? Once he goes Stun immune how on earth are you able to deal with that?

    I don't want to keep pointing out why these counters won't work, but I'm genuinely not sure if you even realise how the kit as is written here would operate. The combination of both random and Guaranteed missing, Stun Immunity, DoT mitigation and infinitely stacking proximity Degeneration Aura is so brutal that the only option is literally to just use hercules because he's the only champ who can deal with his base kit, so literally any half difficult node on him will completely ruin the fight. If he's an aw boss with permanent Stun Immunity I genuinely don't know who you're expecting people to use beyond hercules who will 100% get banned every war.

    As I've said before, I think there is a realy good kit idea on here but it's buried underneath so many brutal or unnecessary abilities that just make it borderline impossible to imagine as anything less than a worse version of Serpent with less counters.

    I think in order to make this kit actually balanced as both a defender and an attacker, you need to remove all missing except from his sp2 Untouchable, get rid of the Stun Immunity on sp1, and honestly I think you need to change his damage focus from dot Aura to straight up attack damage. If you got rid of the damage Aura and some of the missing it would be an annoying but manageable defender, whereas now I just can't picture anyway to fight him that doesn't involve a lot of revives
  • Archit_1812Archit_1812 Member Posts: 592 ★★
    edited October 2
    Well then, @WednesdayLength, why don't you give me the numbers? As much as I love math, this kit HAS been BRUTAL in the numbers department. Instead of explaining why it's bad, come to the point and tell me what to remove, lower or increase. Quoting what I said earlier, I've reduced a ton of regen, I don't know what you want anymore.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    Well then, @WednesdayLength, why don't you give me the numbers? As much as I love math, this kit HAS been BRUTAL in the numbers department. Instead of explaining why it's bad, come to the point and tell me what to remove, lower or increase. Quoting what I said earlier, I've reduced a ton of regen, I don't know what you want anymore.

    Nothing I said in my last comment was to do with regen, it wad to do with Stun Immunity and an over abundance of missing, both of which I gave options for. I literally did exactly what you're asking in my last comment
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