Buff suggestions for the Summoner's Choice Rework

MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
Hi there,

Since the game team are offering to rework several classic champions, I thought I'd share some reworks I've posted previously for them. I haven't done any for Kamala or Black Bolt, as yet.

Hopefully they'll just spark some discussion about what could be done with these classic champions.

My designs below are intentionally fairly straightforward (Kabam could go more complex); with the aim of making the champs useable, often with a niche ability/use, like my version of Cap completely countering the Aspect of War node (and he'll be pretty solid against Onslaught, too).

Please feel free to add reactions and thoughts below!

Comments

  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    Elektra

    Attack 2437
    Health 29264

    All Attacks

    Elektra gains +15 Critical Rating for each percentage of their health the opponent is Bertie maximum.

    When the opponent has a debuff or is bleeding, Elektra reduces their Defensive ability Accuracy by 65%

    Final Strike
    Elektra strikes with Guaranteed critical Hits when the opponent is below 15% health.
    When the opponent is in Final strike range, they passively suffer an additional -25% Defensive Ability accuracy

    Assassin's Training
    During the opponents recovery window following a Heavy or Special attack, Elektra reduces their Defensive Ability accuracy by 25%.

    Elektra gains a Cruelty passive whenever she interrupts the opponent's Heavy attacks, or strikes them during their Recovery window from a Heavy/Special attack.

    Cruelty passives grant +128 Critical Damage Rating. They last 8 seconds (+100% when defending) and expire one at a time, but all stacks are refreshed whenever a new passive would be gained.

    Black Sky
    At nine stacks of Cruelty, Elektra triggers a Black Sky passive for 18 seconds. When this expires, all her Cruelty passives are also removed.
    She can generate new Cruelty Passives during Black Sky, to a maximum of four.

    Whilst Black Sky is active, Elektra can't Miss, is immune to Reversed controls, and cannot be stunned when attacking. Additionally, she places any bleeds as Passive effects and they gain +100% to their base duration.

    Heavy Attacks
    Pause any bleed effects for 3 seconds.
    If interrupting the opponents Heavy, or during the recovery window for a Special attack, inflict a non-stacking Disorient debuff for seven seconds (-25% Defensive Ability accuracy and Block Proficiency)

    Signature
    No Loose Ends - Final Strike now triggers at 25% health, and whilst she is in Final Strike range, the Black Sky passive is Paused
    Additionally, when her Black Sky passive ends, Elektra gains 3% Cruelty Passives (rounded down).

    Special attacks
    Against bleed-immune opponents, when this immunity triggers, instead inflict a non-stacking Fragility debuff for 10 seconds. When attacking a Fragile opponent, gain +750 Critical damage Modifier, and reduce their Block Proficiency by 50%.
    • SP1 - Hits have 100% Critical rating and cannot Miss if the opponent is bleeding.
      Each shuriken has an 85% chance to inflict bleed (2868 over 8s).
      When defending, gain 1 Cruelty passive on activation, plus a second if she inflicts a Bleed.
    • SP2 - This attack benefits from +2250 Critical rating. Non-critical hits inflict Bleed for 3852 damage over 6 seconds. Critical hits inflict Critical Bleeds benefiting from Elektra's Critical Damage modifier.
      All bleeds gain 1 second duration per stack of Cruelty.
      All Cruelty passives are removed at the end of this attack if it struck the opponent.
    • SP3 - 100% chance to Inflict Bleed (7452 damage over 3s, plus 0.5s per stack of Cruelty)
      - 100% chance to Inflict a Fragility debuff for 14 seconds.
      - Gain two Cruelty passives. When defending, gain nine. This triggers Black Sky.
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    Iron Fist

    For this rework, I'm trying to actually give Iron Fist some Mystic utility, whilst keeping him a hard-hitting martial artist.
    This rework would benefit from an animation changes: whilst Holding Heavy Attack: just 'borrow' CAIW's stance/strike, combined with Mordo's animation of drawing energy into the fist.

    Health 25606
    Attack 2527

    Defensive Abilities:

    Iron Fist still wears no armour; however his base block proficiency is 6500.
    Thanks to his mastery of Martial arts, Iron Fist can activate the Parry mastery against non-contact attacks.

    Critical hits:
    Critical hits have a 60% chance to Armour Break (-460 Armour), plus 2.5% flat chance per Chi counter. These armour break effects stack, and last seven seconds.
    If the armour break is resisted due to an immunity, Iron Fist gains a Cruelty passive (+150 Critical damage Modifier) which lasts for seven seconds and is paused during Iron Fist's Special attacks. Max stacks equal to his current Chi.

    Chi
    Iron Fist gains Chi passives lasting seven seconds each time he dodges an Attack, or makes a well-timed block (max five). All Chi is refreshed when another charge would be gained.
    Each Chi passive increases Iron Fist's Regeneration rate by 8%, and grants +250 Energy resistance, and +145 Critical Rating. Chi passives also enhance Iron Fist's Heavy and Special Attacks.

    Heavy Attacks:
    If he has Chi, Iron Fist rapidly accumulates Cruelty passives whilst charging his Heavy attack (one per 0.25 seconds), which grant +150 Critical damage Modifier for seven seconds and are paused during Iron Fist's Special attacks. He can sustain a maximum number of Cruelty passives equal to his current Chi.
    With four or more Chi, when chaining his Heavy attack from a combo Iron Fist becomes passively Unstoppable for 0.7s.

    Landing a Heavy attack has a 25% chance per Chi passive to Nullify a buff on each of the two strikes. Each buff removed from the opponent costs Iron Fist two Chi charges.

    This Chi-based Nullify is ineffective against the artificial buffs of Robots.

    Signature ability:

    Iron Fist develops increasing control over his Chi:
    • He can stack up to 10 Chi passives.
    • Chi now also increases the Potency of his Armour breaks by 15% each.
    Special attacks:
    • With three or more Chi, Special Attacks cannot Miss
    • With five or more Chi, Special Attacks are Unblockable
    • All Special Attacks inflict an additional +10% Physical Burst Damage per Chi counter, and all counters are consumed at the end of the Special attack.
      If the Special attack is chained from a Heavy attack, this Physical Burst damage is doubled.
    Special-1: When activated, Iron Fist recovers 2% of his Max health.
    This attack has a bonus critical rating of +650, and each hit has the same chance to cause Nullify as though it were a Heavy attack.
    Special-2: The Potency of Chi and Cruelty passives, and Physical Burst damage are doubled during this attack. Additionally, with three or more Chi, this attack gains True Accuracy.
    Special-3: 100% chance to Remove all Armour from the opponent, and inflict Armour Break (-1200 Armour) and Fragility (-50% block and suffer +650 Critical damage when struck), both lasting 12 seconds. If activated with six or more Chi, this Special only consumes five of them.
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    Black Widow

    Attack: 2637
    Health: 29264

    Passive: Subtlety

    Black Widow is expert at bypassing the opponent's defenses; reducing the opponent's Defensive Ability Accuracy by 40%. This is reduced by a flat 15% against mutants.
    Additionally, when Black Widow's personal abilities fail, she has a chance equal to her current DAAR for this to bypass effects that punish 'Ability failure'.

    When the opponents defensive abilities fail by chance, Black Widow gains a Precision passive granting +120 Critical rating for 7 seconds.

    When attacked
    Black Widow has a 3% chance to Evade all attacks.

    Heavy attacks
    Heavy attacks utilise Black Widow's Shock bracelets, do not make contact with the opponent, and inflict Shock damage. Critical hits on Heavy Attacks will also inflict a Shock debuff for 2377 damage over four seconds.
    (Animations borrowed from BWDO)

    Well-Timed blocks
    Expert at turning the opponent's strength and momentum against them, on well-timed blocks, Black Widow immediately Evades and counter-attacks, gaining a Fury passive lasting 1 second and granting +50% Attack. This Fury passive is Paused during Black Widow's Special Attacks.
    This ability is even more effective against attacks that would be Unblockable or are non-contact attacks; Pausing her Fury passive for 2s.
    Cool-down nine seconds.

    Special Attacks
    Throwing a Special Attack generates a non-stacking Evade passive lasting 6 seconds, and granting a flat +30% chance to Evade any attack.
    • SP1: Inflict a non-stacking Disorient debuff for 8 seconds, reducing Defensive Ability accuracy and Block Proficiency by 30%. The DAAR Potency is reduced by a flat 15% against mutants.
    • SP2: Pause Precision and Evade Passives for six seconds. For each Precision passive, gain a Cruelty passive granting +150 Critical damage rating lasting eight seconds and paused during Black Widow's special attacks.
    • SP3: Inflict a burst of 6592 Shock damage.
      Additionally, inflict an Instant Power Drain of 30% of the opponent's Max Power.
    Signature
    Improved Subtlety - The Potency of Black Widow's Subtlety abilities rise to 80%. The potency of both this ability, and her Disorient are now only reduced by a flat 10% against mutants.
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    Cyclops

    The leader of the X-men, Cyclops's tactical skills are legendary. Cyclops inflicts ever-increasing stacks of Armour break on the opponent, eventually reducing even the strongest-armoured opponent to dust.

    Attack 2301
    Health 31398

    Tactical takedown

    Cyclops uses his optic blasts to decisive effect, enhancing his basic attacks and eventually permanently disabling his opponents Armour abilities.
    • When Armour Break debuffs expire, they have 75% chance to be replaced with an indefinite Armour Break passive, which reduces Armour rating by 115. Inflicting an Armour break passive does not remove an additional stack of Armour. Max stacks 20.
    • For each Armour break effect or Fragility debuff on the opponent, gain +85 critical rating, armour penetration and block penetration.
    • All Armour breaks on the opponent reduce the ability Accuracy and Potency of new Armour Up effects by 5% (max -100% Potency).
    • If Armour break is prevented by an Immunity, Cyclops has a 60% chance to inflict stacking Fragility debuffs of equal duration. When attacking a Fragile opponent, increase Critical Damage Rating by 350 and decrease their block proficiency by 30%.
    Prowess
    Cyclops builds Prowess Passives over time, one every eight seconds, to a maximum of ten. Each grants +12% Attack to his Special attacks, and extends the duration of his Armour break debuffs by 10%. All Prowess are consumed at the end of each Special Attack.

    Special attacks
    70% chance to trigger a Cruelty buff granting +1230 Critical Damage Modifier for 9 seconds.
    Beam attacks gain +450 Block penetration, and for each Prowess effect he has when activating them, inflict 10% of the damage done as Physical Burst damage.
    • SP1: Each beam has 70% chance to Armour Break (-950 armour for 7 seconds)
    • SP2: Each beam has 85% chance to Armour Break (-1550 armour for 9 seconds)
    • SP3: Inflict five stacks of Armour Break (each removing a stack of Armour, and reducing Armour Rating by -1450 for 12 seconds). Cyclops only ever fully unleashes his Optic Blasts against #Robots, granting his SP3 +4602 Attack against them.
    Heavy Attacks
    Animation borrowed from Destroyer (short-range Optic Blast)
    During this attack, the opponent's Stand Your Ground Mastery is removed.
    This attack benefits from Prowess as though it were a Special Attack, at 50% Potency. It does not consume Prowess when thrown.

    Signature Ability:
    Prowess Potency increases by +50%, and each Prowess increases Armour break ability Accuracy by a flat 2.5%.
    Additionally, when he has a combo of 15 or more, Beam attacks are Unblockable and Burst damage on Special Attacks is increased by 40%

    Synergies
    Phoenix Rising (Unique, with Phoenix)
    Cyclops - Beam attacks gain +10% Attack, and True Accuracy
    Phoenix - When she reaches ten Fury buffs, Phoenix pauses her generation of new Fury buffs for ten seconds.
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    Dr Strange

    Health 24826
    Attack 2189


    Passive
    Dr Strange is immune to Nullify, Stagger, Neutralise and Fate Seal.

    Dr Strange benefits from +1400 Energy Resistance, but has zero base armour.

    Dr Strange inflicts Energy damage on all his Attacks.

    Dr Strange does not gain power from being stuck, or striking his opponent. He passively gains power at a rate of one bar over nine seconds.

    Dr Strange's exceptional Mystic training reduces the damage penalty of Recoil and Power Stings by 40%.

    On a fourth light attack, Dr Strange disables his highest Special Attack for 0.5s.

    Nullify abilities
    When interrupting the opponents Heavy attack with his own, Dr Strange has an 80% chance to Nullify one buff, or to Stagger the opponent for 8s if no buff is currently active.

    Whenever any buff is Nullified from the opponent, Dr Strange gains an indefinite Mystical Energy passive granting +10% Special Attack damage (max ten).
    Unless otherwise specified, Mystical Energy passives are consumed at the end of his Special Attacks.

    Mystic Blessings:
    Dr Strange invokes a series of Vishanti blessings to counter his opponents; starting with Oshtur's Refuge. Each lasts nine seconds and then cycles to the next blessing.

    By dashing back and holding block for 1.8s, Dr Strange can refresh his current blessing. This can only be done once per Blessing.

    Each Mystical Energy passive increases the potency of the buffs/benefits of Dr Strange's Mystical Blessings by 10%, to a maximum of +100%

    Oshtur's Refuge (OR)
    • Gain an Armour Up buff granting +800 Armour and Critical Resistance
    • Gain a Bulwark buff granting +800 Block proficiency
    • Gain 150% Bleed Resistance
    Hoggoth's Wisdom (HW)
    • Gain a Fury buff granting +1095 Attack
    • Gain a Precision buff granting +550 Critical Rate
    • Attacks inflict a burst of Energy damage equal to 25% of the damage dealt
    Agamotto's Insight (AI)
    • Life Steal 504 Health on every hit
    • Opponent's defensive combat Power rate is reduced by 40%
    • MLLM combo: Power Steal 5% of Opponents Maximum Power
    Signature - Counterspell:
    Whenever his opponent triggers a buff, Dr Strange automatically tries to Nullify it, with 80% chance of success.
    Additionally, each time Dr Strange rotates to the next Mystic blessing he has 60% chance to automatically generate a Mystical Energy Passive. This does not trigger if he refreshes an existing Blessing.

    Special Attacks
    Special attacks gain different effects depending on Strange's current Blessing. Effects marked *effect* gain +10% Potency per Mystical Energy when they are cast.
    SP1 (Magic Missile): This missile cannot be Evaded, and reduces the opponents Dexterity ability Accuracy by 50%. Additional Blessing effects:
    • OR: Uniquely, during this Blessing, the SP1 does not benefit from or consume Mystical Energy.
      The missile has a 90% chance to Nullify a buff on a hit. If a buff is Nullified by this attack, Dr Strange gains a burst of 33% of a bar of Power
    • HW: SP1 benefits from +550 Critical Damage rating, and gains Power Efficiency, reducing the Power cost by *35%*.
    • AI: 90% chance to inflict Power Burn on hit (burning *15%* of the opponent's Current Power)
    SP2 (Faltinian Triplicate): Dr Strange conjures ethereal flashes of magical energy as if from nowhere; reducing the opponent's Evade Ability accuracy by 75%. Additional Blessing effects:
    • OR: Each hit has an 80% chance to Nullify a buff. If the opponent has no buffs to Nullify, each hit inflicts a burst of *1295* Direct Energy damage.
    • HW: Each hit has an 80% chance to inflict Armour Break (-850 Armour for seven seconds). Each Mystical Energy passive Pauses the Armour Break debuffs for one second.
    • AI: The Special Attack grants no Power to the opponent. Each hit has an 80% chance to inflict a *15%* Power Burn.
    SP3 (The Prestige): This attack inflicts a Passive Fate Seal; nullifying all buffs and preventing any buffs from activating for ten seconds, plus one second per Mystical Energy passive.
    Additional Blessing effects:
    • OR: During Oshtur's Refuge, instead of a Passive Fate Seal, a passive 150% Neutralise of equal duration is inflicted
    • HW: Inflict Concussion (-60% ability accuracy) for the duration of Fate Seal. Potency increased by 100% against Cosmic opponents.
    • AI: The opponent is additionally Enervated for the duration of Fate Seal.
    Synergies (new)
    Black Panther (Classic): Illuminati
    (Unique synergy, does not stack)
    • Any time Dr Strange nullifies an opponent's buff, he also drains 6% of their Maximum power
    • Black Panther (Classic) starts the fight with two Panther's Might charges, and his maximum charge count rises to seven

    Guillotine - Blood and Magic (Unique synergy, does not stack):
    • Guillotine starts the fight with a True Strike buff for 12 seconds. She can re-trigger it subsequently after a 10-second cool-down by dashing back and holding block for 2 seconds, consuming six souls.
    • Dr Strange gains +50% Potency on all Life Steal and Power Steal effects
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    @EdisonLaw
    @ItsClobberinTime
    @Emilia90

    I'm not suggesting Severe debuffs for Cyclops, @ItsClobberinTime although I quite like that idea. However, check out his indefinite Armour Break passives...
  • Archit_1812Archit_1812 Member Posts: 592 ★★
    @PT_99 amen.

    @Magrailothos, if you don't mind me asking, how do you come up with health and attack numbers for these champions? Do you just write a random number or..
  • captain_rogerscaptain_rogers Member Posts: 9,594 ★★★★★

    Captain America (Classic)

    Stats for 5/65 champion

    Attack 2414
    Health 32922

    World's First Super-Soldier:

    • Cap has trained long and hard to do what he does: when fighting against Skill champions, he removes his Attack penalty and the opponent loses their Attack bonus
    • Attacks with his Shield gain +550 Armour and Block penetration
    • Cap's enhancement with the Super Soldier Serum grants him 15% Poison resistance, and reduces the Potency of Exhaustion and Fatigue effects by 80%
    Mastery of the shield:
    • Cap has a base 15% Perfect Block.
    • Captain America's Block proficiency cannot be passively reduced, only by active effects.
    • Cap always gains the benefits of the Parry mastery. If the Summoner already has points in Parry, then Cap's Parries inflict Passive stuns instead of debuffs.
    • Cap can stun the opponent when he Parries Non-contact attacks.
    Serum charges
    Well-Timed blocks generate Serum charges, to a maximum of five. On defense, Cap also gains a Serum charge any time he stands back up after being knocked down..
    Serum charges last for eight seconds, expire one at a time, and stack to a maximum of five.
    - Whenever a Serum charge would be gained, gain 10% of a bar of Power.
    - Each Serum charge increases the duration of Cap's personal non-stun debuffs by +20%, and increases his Attack by +121; this Attack boost is doubled for Special Attacks
    - Any time Cap would gain a Crush debuff, if he has Serum charges, remove one charge to prevent the Crush debuff.
    - When fighting #Villains, Cap gains two serum charges at the start of the match, plus one every time he gets back to his feet after being knocked down.

    When blocking
    As his Power bar rises, Cap gains additional abilities when blocking his opponent's attacks:
    • Increasing perfect block (up to +30% dependent on stored Power)
    • >1 bar of Power: Reduce opponent's Offensive Ability Accuracy by 50% per full bar of Power
    • >2 bars of Power: Whilst he has Serum charges, Cap can block Unblockable attacks at the cost of one charge
    Special attacks
    If triggered when Cap has five or more Serum charges, his Special Attacks benefit from passive True Sense (bypassing Evade and Autoblock).
    • SP1: Each hit inflicts a Suppression debuff for 8 seconds, each reducing the opponent's Combat Power Gain by 15%. Max stacks five.
      Against Mystic opponents, instead inflict Wither debuffs of equal Potency.
    • SP2: The shield-bash inflicts a 60% Concussion for eight seconds (max stacks two). The Shield-throw inflicts Armour Break (-1250 Armour for nine seconds) and gains +950 Critical rating and +650 Critical damage Modifier for each Serum charge. At the end of this attack, Cap loses half of his Serum charges (rounded up).
    • SP3: This attack inflicts Stun for 3.0 seconds and a Fragility debuff (-50% Block proficiency, +750 Critical damage Modifier when struck) for 12 seconds. Gain two Serum charges.
    Signature:
    Cap starts the match with two Serum charges, and can now stack up to a total of 10 Serum charges instead of five.
    Additionally, when Cap has five or more charges, any time that another would be gained, inflict a stack of Suppression on the Opponent (equal to SP1).

    Synergies

    Who the hell is Bucky?

    Captain America - Once per fight, when he would be struck by a lethal blow other than a Special-3, Cap has a 100% chance to Autoblock the attack. This block can trigger Parry.
    Winter Soldier - Once per fight, when he would be struck by a lethal blow other than a Special-3, Winter Soldier has a 100% chance to use his assassin training to avoid defeat (All attacks Miss for 1 second).
    Great buff. I approve this.

    I have three suggestions.
    When cap has more than 2 bars of power, He should get a indefinite steadfast passive until his power goes below 2 bars.

    I'll also let his sig ability gives him a reflect damage passive which reflects upto 20-100% of damage he takes via blocked hits back to the attacker. This reflect damage is disabled when suffering from a disorient or intimidate effect, or opponent has a active cleanse or pierce effect.

    His sp2 shouldn't inflict armor breaks for obvious reasons. Instead it should inflict a physical vulnerability debuff and a sunder debuff. Instead of concussions I'll suggest High potency weakness effects to enhance his defenses.

  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★
    The problem is that all of these are really just variations of a few different effects. They gain charges by performing actions, the charges give attack rating or crit rating, specials do more depending on the amount of charges etc. So far none of these really seem like kits that would be attractive to a player they just seem like a random collection of abilities.
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    edited August 3

    @PT_99 amen.

    @Magrailothos, if you don't mind me asking, how do you come up with health and attack numbers for these champions? Do you just write a random number or..

    They're the Health and Attack values of the existing 5* version at 5/65. Usually taken from the game, or AuntM.ai

    Other than that, all numbers should be considered suggestions that would need to be amended by the actual design team who can calculate their effects properly: you and I can't make those calculations, just suggest numbers that sound plausible and are in line with other champions who might, for example, inflict a DoT debuff on their SP1, or gain Cruelty passives.

    The problem is that all of these are really just variations of a few different effects. They gain charges by performing actions, the charges give attack rating or crit rating, specials do more depending on the amount of charges etc. So far none of these really seem like kits that would be attractive to a player they just seem like a random collection of abilities.

    Random is a little harsh. The champion kits do tend to have some kind of theme to them.

    But yes, they're largely using existing mechanics or types of mechanics to build some kind of charges, inflict more damage, etc.

    What else would you expect? That's what most champions do; and certainly what most reworks do. Take a look at SIMs new kit - here - lots of buffs, improved damage and DoT resistances. Nightcrawler's rework did the same - safer Evade, more Prowess and more damage.

    SIM will be useable. But he's not going to dethrone Hercules, Hulkling or CGR. Nightcrawler isn't going to replace Onslaught or Archangel. That was never the point of reworking them.

    I'll happily concede that they're not over-complicated: all these kits are intended to make old useless champions into useable versions that you can pick up, play with and inflict a reasonable amount of damage with.

    My primary intention is simply that you, the player, can enjoy using classic champions without deliberately hampering yourself.
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    edited August 3

    Captain America (Classic)

    Stats for 5/65 champion

    Attack 2414
    Health 32922

    World's First Super-Soldier:

    • Cap has trained long and hard to do what he does: when fighting against Skill champions, he removes his Attack penalty and the opponent loses their Attack bonus
    • Attacks with his Shield gain +550 Armour and Block penetration
    • Cap's enhancement with the Super Soldier Serum grants him 15% Poison resistance, and reduces the Potency of Exhaustion and Fatigue effects by 80%
    Mastery of the shield:
    • Cap has a base 15% Perfect Block.
    • Captain America's Block proficiency cannot be passively reduced, only by active effects.
    • Cap always gains the benefits of the Parry mastery. If the Summoner already has points in Parry, then Cap's Parries inflict Passive stuns instead of debuffs.
    • Cap can stun the opponent when he Parries Non-contact attacks.
    Serum charges
    Well-Timed blocks generate Serum charges, to a maximum of five. On defense, Cap also gains a Serum charge any time he stands back up after being knocked down..
    Serum charges last for eight seconds, expire one at a time, and stack to a maximum of five.
    - Whenever a Serum charge would be gained, gain 10% of a bar of Power.
    - Each Serum charge increases the duration of Cap's personal non-stun debuffs by +20%, and increases his Attack by +121; this Attack boost is doubled for Special Attacks
    - Any time Cap would gain a Crush debuff, if he has Serum charges, remove one charge to prevent the Crush debuff.
    - When fighting #Villains, Cap gains two serum charges at the start of the match, plus one every time he gets back to his feet after being knocked down.

    When blocking
    As his Power bar rises, Cap gains additional abilities when blocking his opponent's attacks:
    • Increasing perfect block (up to +30% dependent on stored Power)
    • >1 bar of Power: Reduce opponent's Offensive Ability Accuracy by 50% per full bar of Power
    • >2 bars of Power: Whilst he has Serum charges, Cap can block Unblockable attacks at the cost of one charge
    Special attacks
    If triggered when Cap has five or more Serum charges, his Special Attacks benefit from passive True Sense (bypassing Evade and Autoblock).
    • SP1: Each hit inflicts a Suppression debuff for 8 seconds, each reducing the opponent's Combat Power Gain by 15%. Max stacks five.
      Against Mystic opponents, instead inflict Wither debuffs of equal Potency.
    • SP2: The shield-bash inflicts a 60% Concussion for eight seconds (max stacks two). The Shield-throw inflicts Armour Break (-1250 Armour for nine seconds) and gains +950 Critical rating and +650 Critical damage Modifier for each Serum charge. At the end of this attack, Cap loses half of his Serum charges (rounded up).
    • SP3: This attack inflicts Stun for 3.0 seconds and a Fragility debuff (-50% Block proficiency, +750 Critical damage Modifier when struck) for 12 seconds. Gain two Serum charges.
    Signature:
    Cap starts the match with two Serum charges, and can now stack up to a total of 10 Serum charges instead of five.
    Additionally, when Cap has five or more charges, any time that another would be gained, inflict a stack of Suppression on the Opponent (equal to SP1).

    Synergies

    Who the hell is Bucky?

    Captain America - Once per fight, when he would be struck by a lethal blow other than a Special-3, Cap has a 100% chance to Autoblock the attack. This block can trigger Parry.
    Winter Soldier - Once per fight, when he would be struck by a lethal blow other than a Special-3, Winter Soldier has a 100% chance to use his assassin training to avoid defeat (All attacks Miss for 1 second).
    Great buff. I approve this.

    I have three suggestions.
    When cap has more than 2 bars of power, He should get a indefinite steadfast passive until his power goes below 2 bars.

    I'll also let his sig ability gives him a reflect damage passive which reflects upto 20-100% of damage he takes via blocked hits back to the attacker. This reflect damage is disabled when suffering from a disorient or intimidate effect, or opponent has a active cleanse or pierce effect.

    His sp2 shouldn't inflict armor breaks for obvious reasons. Instead it should inflict a physical vulnerability debuff and a sunder debuff. Instead of concussions I'll suggest High potency weakness effects to enhance his defenses.

    Thanks for providing feedback.

    Damage reflection sounds very fun, and workable.

    The Armour Break I debated over; largely because of several Mystics now being immune. And it's not really a 'Science-type' ability (we could say the same about Iron Fist, though: it's not really a Mystic ability, either).

    However I went with it, because (1) no matter what I did with Cap, there's zero chance he'll dethrone Torch; or even out-perform lesser Mystic killers like Rhulk and Cage; and (2) Armour Break is a useful and versatile ability; so it would make for a unique ability for Cap to have as a Science champion, and would be in keeping with the in-canon effects of him hitting armoured opponents with his shield.

  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    edited August 3
    Deleted - duplicate comment
  • captain_rogerscaptain_rogers Member Posts: 9,594 ★★★★★
    Yeah I understand your concern about armor break being a unique effect, But it will backfire him a lot against mystics, like he can't fight dragonman, make abs man ramp faster, Makes rintrah more tanky and such. Maybe a new effect like "Armor reset", which reduces the armor rating of opponent to zero? That'll be unique and he can take more mystic champs.

    Also I'll suggest weaknesses instead of suppression effects, to reduce opponent's damage and make him more of a tanky attacker.
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★

    Yeah I understand your concern about armor break being a unique effect, But it will backfire him a lot against mystics, like he can't fight dragonman, make abs man ramp faster, Makes rintrah more tanky and such. Maybe a new effect like "Armor reset", which reduces the armor rating of opponent to zero? That'll be unique and he can take more mystic champs.

    Also I'll suggest weaknesses instead of suppression effects, to reduce opponent's damage and make him more of a tanky attacker.

    Inequity means any debuff can reduce your opponents damage; and fewer Specials = less damage and less added effects like Shock, Degeneration, Delirium, Evade charges, etc. So I'd suggest that Suppression>Weakness

    Very fair point against Armour Break, though 😢 It probably doesn't make sense for him to have an effect that means he'll have to actively avoid multiple Mystic opponents.
  • WednesdayLengthWednesdayLength Member Posts: 1,471 ★★★

    @PT_99 amen.

    @Magrailothos, if you don't mind me asking, how do you come up with health and attack numbers for these champions? Do you just write a random number or..

    They're the Health and Attack values of the existing 5* version at 5/65. Usually taken from the game, or AuntM.ai

    Other than that, all numbers should be considered suggestions that would need to be amended by the actual design team who can calculate their effects properly: you and I can't make those calculations, just suggest numbers that sound plausible and are in line with other champions who might, for example, inflict a DoT debuff on their SP1, or gain Cruelty passives.

    The problem is that all of these are really just variations of a few different effects. They gain charges by performing actions, the charges give attack rating or crit rating, specials do more depending on the amount of charges etc. So far none of these really seem like kits that would be attractive to a player they just seem like a random collection of abilities.

    Random is a little harsh. The champion kits do tend to have some kind of theme to them.

    But yes, they're largely using existing mechanics or types of mechanics to build some kind of charges, inflict more damage, etc.

    What else would you expect? That's what most champions do; and certainly what most reworks do. Take a look at SIMs new kit - here - lots of buffs, improved damage and DoT resistances. Nightcrawler's rework did the same - safer Evade, more Prowess and more damage.

    SIM will be useable. But he's not going to dethrone Hercules, Hulkling or CGR. Nightcrawler isn't going to replace Onslaught or Archangel. That was never the point of reworking them.

    I'll happily concede that they're not over-complicated: all these kits are intended to make old useless champions into useable versions that you can pick up, play with and inflict a reasonable amount of damage with.

    My primary intention is simply that you, the player, can enjoy using classic champions without deliberately hampering yourself.
    The problem is that the iron man rework set a precedent. He went from borderline useless to a champion that hard counters a lot of incredibly annoying mutant defenders and has damage to boot. I'm not saying every champion needs to be this if they're reworked, but the point is that when we're voting from top to bottom reworks it's unlikely that they'll end up being essentially champions from a couple years after they were introduced that have a kit theme but don't offer much in terms of usability. These are mostly just slightly better versions of what they are already and some have abilities that just don't really make sense.

    Cyclops inflicts armour break on his specials and the duration of armour breaks is increased for each prowess, but his prowess are removed after each special so the effect will be immediately removed, plus his abilities work better when armour breaks expire so you can remove the chance for future armor ups, so i don't quite understand why increasing the duration of them would be as beneficial. There's also the fact that he gains 1 prowess every 8 seconds up to 10, but consumes them all after each special. This means that in order to achieve his maximum damage you would have to not use a special attack for 80 seconds.

    Iron first being able to nullify a single buff every time he parries twice is a little underwhelming and even if his damage is good, hard to tell from this guide, I'm just unsure why anyone would use him when his utility is essentially just nullifying or Miss counter during specials.

    They aren't bad kits, they're just not the sort of thing that would make any kind of splash in the current state of the game
  • EdisonLawEdisonLaw Member Posts: 7,639 ★★★★★

    @EdisonLaw
    @ItsClobberinTime
    @Emilia90

    I'm not suggesting Severe debuffs for Cyclops, @ItsClobberinTime although I quite like that idea. However, check out his indefinite Armour Break passives...

    You can do either, it’s fine.

    Also I suggested that Dr Strange should have a spell casting system like Enchantress since he has a lot of spells, would that work?
  • ItsClobberinTimeItsClobberinTime Member Posts: 5,444 ★★★★★

    @EdisonLaw
    @ItsClobberinTime
    @Emilia90

    I'm not suggesting Severe debuffs for Cyclops, @ItsClobberinTime although I quite like that idea. However, check out his indefinite Armour Break passives...

    @Magrailothos awesome ideas, passives would definitely be more in line since he's a mutant.
    I also like the prowess building up every few seconds similar to Havok with his charges but I'd love Cyclops to have a heavy into counter evade into unblockable special mechanic. I think something like this makes a lot of sense and would be very cool considering his feats in the comics: great at hand to hand combat regularly sparring with Wolverine, crazy reflexes and reaction time as shown when he casually reacted to a grapple attack from Quicksilver and used his own momentum to take him down, and of course superhuman tactical analysis which is the main reason I think he should be a mutant crit machine.
  • ItsClobberinTimeItsClobberinTime Member Posts: 5,444 ★★★★★
    No idea why this thread has so many disagrees, a lot of these ideas are great!
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★

    No idea why this thread has so many disagrees, a lot of these ideas are great!

    Thanks, man 😊

    I mean, they're not all golden, clearly. But it's nice to get some positive feedback 😉
  • MagrailothosMagrailothos Member Posts: 5,973 ★★★★★
    On the off-chance that a mod reads this, can you look at comment #3 (https://forums.playcontestofchampions.com/en/discussion/comment/2596700/#Comment_2596700) for Elektra, and edit the first sentence?

    There's a very bizarre autocorrect of "Bertie" in that sentence; which would make a lot more sense if it was changed to "below"... 😂
  • EdisonLawEdisonLaw Member Posts: 7,639 ★★★★★
    @ItsClobberinTime w
    EdisonLaw said:

    @EdisonLaw
    @ItsClobberinTime
    @Emilia90

    I'm not suggesting Severe debuffs for Cyclops, @ItsClobberinTime although I quite like that idea. However, check out his indefinite Armour Break passives...

    You can do either, it’s fine.

    Also I suggested that Dr Strange should have a spell casting system like Enchantress since he has a lot of spells, would that work?
    For example, Flames of the Faltine would inflict incinerate, Crimson bands of Cyttorak would root or slow the opponent, Eye of agamotto would grant true strike, Astral form would grant invisibility, etc.
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