I’m all for this right here! Blue Marvel is my most wanted add to the game. Should be an offensive powerhouse. Super Giant (and Thane) should definitely be added.
Kabam goes in runs when it comes to classes/good champs, so I’m thinking 2025 is gonna be a big year for SKILL.
I’m all for this right here! Blue Marvel is my most wanted add to the game. Should be an offensive powerhouse. Super Giant (and Thane) should definitely be added.
Kabam goes in runs when it comes to classes/good champs, so I’m thinking 2025 is gonna be a big year for SKILL.
Oh yeah I designed Blue Marvel to be straight damage, with him basically locking down 90% of all Mystic champions in PvP content because of how he reverses the opponent's Mystic Dispersion Power Gain with all those Withers and buffs that he gets and loses.
I really wanted to balance out all the classes for this concept year, but I kinda gave Skill the short stick as compared the all the other classes, champions that I want to come to the game fit better in the other 5 classes, particularly Tech (which needs its time outside of the spotlight of being considered the weakest class in the game).
Why are there a ton of disagrees? This is very well put together with ideas and abilities of champs. If you’re looking for ideas, I’ve got some to add that you might like to roadmap🙂
I haven’t ever thought of the mandarin as a viable character in game but that’s a cool idea! Aldrich Killian would be cool to see in my opinion. Maybe some more of the hammer tech villains/characters. Wiplash would be really cool to see in game. Maybe with animations similar to those of BWDO. Justin Hammer himself as a skill champ or maybe even iron monger might be cool.
Why are there a ton of disagrees? This is very well put together with ideas and abilities of champs. If you’re looking for ideas, I’ve got some to add that you might like to roadmap🙂
Oh thanks! Unfortunately I've already decided all the champions I'm gonna add, all of the months have already been planned. But thanks for the enthusiasm.
That being said, I do think we need more Iron Man villains in the game. Count Nefaria was a step in the right direction.
Took notes from Overseer and decided to make Blue Marvel unique amongst the Science class by mixing him with the Cosmic class as his powers are sort of a mix of both classes.
Night Thrasher’s advanced combat suit grants him immunity to Incinerate effects, +X Physical Resistance and reduces the Ability Accuracy of incoming Bleed effects by -100%.
For each unique debuff on the opponent and debuff on Night Thrasher, he reduces the duration of incoming debuffs by -6%.
Well Timed Blocks and successful dodges grant 5% of Max Power while Night Thrasher is below 1 Bar of Power.
NOTE: Night Thrasher's Incinerate immunity and Power Gain is here to stay! Combined with new utility to make him strong against Bleed matchups against non-Mutant champions and granting him a way to get rid of debuffs reliably.
Board To Death - Skateboard Attacks:
Night Thrasher employs his skateboard into his Medium Attacks, Heavy Attacks and Special Attacks. Striking the opponent with a skateboard attack fills Night Thrasher with adrenaline and slightly speeds up the duration of active debuffs on Night Thrasher.
Champions of the Contest never see the skateboard coming. Attacks using the skateboard cannot be Evaded or Auto-Blocked.
Night Thrasher’s Dash Attacks are Unstoppable if Night Thrasher is not inflicted with a Concussion effect.
If Night Thrasher loses his Combo, his Unstoppable goes on cooldown for 6 seconds.
NOTE: I wanted Night Thrasher to really feel the skateboard this time around. All that adrenaline should show into his playstyle by having you speed up debuffs while granting you Unstoppable dashes which give you a strong security net for all your intercepts and dash attacks. Kowabunga dudes!
Heavy Attacks:
Inflict a non-stacking 40% Infuriate passive for 12 seconds.
Each time either champion attempts an attack while this Infuriate passive is active, Night Thrasher gains a Fury Passive increasing his Attack by +10% for 12 seconds, these are paused during Special Attacks.
If the opponent triggers a Special while they are infuriated, Night Thrasher increases the potency of all Fury effects by +100% for 16 seconds. This removes the Infuriate passive and puts it on cooldown for 6 seconds.
NOTE: I've moved Night Thrasher's sig into his base kit and changed the Taunt into an Infuriate so you can get more AI cooperation. The way you get your damage is slightly different in that instead it promotes aggressive gameplay from either you or the opponent, but in a way that isn't greatly neutered by AI. ANY attempt at a hit even a WHIFF, that's +1 Fury mate. You can have a lot of fun with this, but try to line it up so that you have a Special Attack ready when the opponent might launch a Special Attack.
Special 1:
Inflict a unique non-stacking 16 second Gadget debuff based on the last attack performed:
Light Attack - Smoke Capsule: Disorient reducing Defensive Ability Accuracy by 50% and the opponent’s Block Proficiency by 50% flat.
Medium Attack - Explosive Gadget: Incinerate dealing X damage, removing Perfect Block Chance and decreasing the opponent’s Block Proficiency by 50% flat.
Heavy Attack - Shock Baton: Inflict a Shock debuff dealing X damage.
Gadget debuffs are refreshed upon intercepting the opponent or knocking the opponent down.
NOTE: Gadget debuffs largely stay the same, except they have a longer duration and also Night Thrasher gets his Shock from a Heavy Attack. Expect a sort of indicator on Night Thrasher to let you know which Gadget debuff is ready.
Special 2:
If this attack intercepts the opponent or Infuriate is on cooldown, this Attack gains +8000 Critical Rating.
Each hit deals a burst of Physical Damage equal to 15% of the Attack’s damage per Gadget debuff on the opponent.
NOTE: Whether the opponent has no power or they just launched a Special Attack, you will cash in on mega crits with crazy bursts of damage if you kept your Gadget Debuffs up
Special 3:
Reapply all Gadget debuffs with twice their duration and +25% flat potency. This can only apply twice to each instance of a Gadget debuff.
Permanently increase the duration of all Fury and Fury Potency Increase effects by +25% each time this Special Attack is launched.
NOTE: Replaces the Debiliate effect for a more long term solution so you can take it easier in fights that you won't smoke in a minute or two.
Back On The Grind - Signature Ability:
The first time a given Gadget debuff triggers an immunity, reduce the opponent's Defensive Ability Accuracy by -200% and all remaining Gadget debuffs gain +20 - +50% Potency. For the rest of the fight, that given Gadget debuff is considered to be active for Night Thrasher's abilities.
Each Gadget Debuff active on the opponent grants Night Thrasher a Cruelty passive increasing his Critical Damage by +150 - +400.
NOTE: This ability allows Night Thrasher to not be punished for triggering an Immunity with a Gadget debuff while allowing him to take full advantage of all the bonuses he gets from Gadget debuffs. Plus he gets bonus Critical Damage so as to keep the reward that Night Thrasher's Signature Ability provides for long term players!
NOTE: "Cosmic Justice On Wheels" synergy bonus with Cosmic Ghost Rider replaced: At the start of the fight, Night Thrasher applies a random Gadget debuff on the opponent.
I'm a little confused here.. maybe I read something wrong.
a) He has unstoppable dashes like Destroyer. Okay, cool. Makes him a little better on defense, if it weren't for the point about it going on cool down when he loses his combo. If he never gains a combo in the first place, how are you supposed to turn off Unstopable? Also, he reduces debuff duration, so let's assume a concussion effect IS applied. First of all, there are not a lot of champions that benefit from a concussion effect in their kit, so you'd need to go out of the way to apply it. Secondly, concussion effect are mainly applied by science and mutant champions. He'll shrug of the debuffa from Science champions, and I don't know a lot of people that regularly use Cable or Jubilee. So that's a very limited number of champions that remove his Unstoppable.
b) The Fury effects seem overtuned. In 12 seconds of an average fight, you'd see 12 hits, meaning 2 combos and 2 hits. Count in parrying and intercepting, you gain 15 Furies over 12 seconds, which is 150% increased attack. Now, you're doubling the potency on activation of special Attacks, which is assured with 15 hits given. So, for a duration of 16 seconds, you have +300% attack Rating. With people like MSD who'll soon enough take advantage of whiffing, maybe 20 Furies, because "attempted" Attacks.
c) +8000 crit Rating is Heavy. With a crit multiplier of x2.54, you deal approximately 10.2 times the base damage, PLUS 15% energy damage on each hit, which gives a total damage of 14.7 times your base damage rate. With max sig, assuming a maximum of 3 debuffs active on the opponent, that's +1200 in Critical Damage by Cruelty.
Night Thrasher’s advanced combat suit grants him immunity to Incinerate effects, +X Physical Resistance and reduces the Ability Accuracy of incoming Bleed effects by -100%.
For each unique debuff on the opponent and debuff on Night Thrasher, he reduces the duration of incoming debuffs by -6%.
Well Timed Blocks and successful dodges grant 5% of Max Power while Night Thrasher is below 1 Bar of Power.
NOTE: Night Thrasher's Incinerate immunity and Power Gain is here to stay! Combined with new utility to make him strong against Bleed matchups against non-Mutant champions and granting him a way to get rid of debuffs reliably.
Board To Death - Skateboard Attacks:
Night Thrasher employs his skateboard into his Medium Attacks, Heavy Attacks and Special Attacks. Striking the opponent with a skateboard attack fills Night Thrasher with adrenaline and slightly speeds up the duration of active debuffs on Night Thrasher.
Champions of the Contest never see the skateboard coming. Attacks using the skateboard cannot be Evaded or Auto-Blocked.
Night Thrasher’s Dash Attacks are Unstoppable if Night Thrasher is not inflicted with a Concussion effect.
If Night Thrasher loses his Combo, his Unstoppable goes on cooldown for 6 seconds.
NOTE: I wanted Night Thrasher to really feel the skateboard this time around. All that adrenaline should show into his playstyle by having you speed up debuffs while granting you Unstoppable dashes which give you a strong security net for all your intercepts and dash attacks. Kowabunga dudes!
Heavy Attacks:
Inflict a non-stacking 40% Infuriate passive for 12 seconds.
Each time either champion attempts an attack while this Infuriate passive is active, Night Thrasher gains a Fury Passive increasing his Attack by +10% for 12 seconds, these are paused during Special Attacks.
If the opponent triggers a Special while they are infuriated, Night Thrasher increases the potency of all Fury effects by +100% for 16 seconds. This removes the Infuriate passive and puts it on cooldown for 6 seconds.
NOTE: I've moved Night Thrasher's sig into his base kit and changed the Taunt into an Infuriate so you can get more AI cooperation. The way you get your damage is slightly different in that instead it promotes aggressive gameplay from either you or the opponent, but in a way that isn't greatly neutered by AI. ANY attempt at a hit even a WHIFF, that's +1 Fury mate. You can have a lot of fun with this, but try to line it up so that you have a Special Attack ready when the opponent might launch a Special Attack.
Special 1:
Inflict a unique non-stacking 16 second Gadget debuff based on the last attack performed:
Light Attack - Smoke Capsule: Disorient reducing Defensive Ability Accuracy by 50% and the opponent’s Block Proficiency by 50% flat.
Medium Attack - Explosive Gadget: Incinerate dealing X damage, removing Perfect Block Chance and decreasing the opponent’s Block Proficiency by 50% flat.
Heavy Attack - Shock Baton: Inflict a Shock debuff dealing X damage.
Gadget debuffs are refreshed upon intercepting the opponent or knocking the opponent down.
NOTE: Gadget debuffs largely stay the same, except they have a longer duration and also Night Thrasher gets his Shock from a Heavy Attack. Expect a sort of indicator on Night Thrasher to let you know which Gadget debuff is ready.
Special 2:
If this attack intercepts the opponent or Infuriate is on cooldown, this Attack gains +8000 Critical Rating.
Each hit deals a burst of Physical Damage equal to 15% of the Attack’s damage per Gadget debuff on the opponent.
NOTE: Whether the opponent has no power or they just launched a Special Attack, you will cash in on mega crits with crazy bursts of damage if you kept your Gadget Debuffs up
Special 3:
Reapply all Gadget debuffs with twice their duration and +25% flat potency. This can only apply twice to each instance of a Gadget debuff.
Permanently increase the duration of all Fury and Fury Potency Increase effects by +25% each time this Special Attack is launched.
NOTE: Replaces the Debiliate effect for a more long term solution so you can take it easier in fights that you won't smoke in a minute or two.
Back On The Grind - Signature Ability:
The first time a given Gadget debuff triggers an immunity, reduce the opponent's Defensive Ability Accuracy by -200% and all remaining Gadget debuffs gain +20 - +50% Potency. For the rest of the fight, that given Gadget debuff is considered to be active for Night Thrasher's abilities.
Each Gadget Debuff active on the opponent grants Night Thrasher a Cruelty passive increasing his Critical Damage by +150 - +400.
NOTE: This ability allows Night Thrasher to not be punished for triggering an Immunity with a Gadget debuff while allowing him to take full advantage of all the bonuses he gets from Gadget debuffs. Plus he gets bonus Critical Damage so as to keep the reward that Night Thrasher's Signature Ability provides for long term players!
NOTE: "Cosmic Justice On Wheels" synergy bonus with Cosmic Ghost Rider replaced: At the start of the fight, Night Thrasher applies a random Gadget debuff on the opponent.
I'm a little confused here.. maybe I read something wrong.
a) He has unstoppable dashes like Destroyer. Okay, cool. Makes him a little better on defense, if it weren't for the point about it going on cool down when he loses his combo. If he never gains a combo in the first place, how are you supposed to turn off Unstopable? Also, he reduces debuff duration, so let's assume a concussion effect IS applied. First of all, there are not a lot of champions that benefit from a concussion effect in their kit, so you'd need to go out of the way to apply it. Secondly, concussion effect are mainly applied by science and mutant champions. He'll shrug of the debuffa from Science champions, and I don't know a lot of people that regularly use Cable or Jubilee. So that's a very limited number of champions that remove his Unstoppable.
b) The Fury effects seem overtuned. In 12 seconds of an average fight, you'd see 12 hits, meaning 2 combos and 2 hits. Count in parrying and intercepting, you gain 15 Furies over 12 seconds, which is 150% increased attack. Now, you're doubling the potency on activation of special Attacks, which is assured with 15 hits given. So, for a duration of 16 seconds, you have +300% attack Rating. With people like MSD who'll soon enough take advantage of whiffing, maybe 20 Furies, because "attempted" Attacks.
c) +8000 crit Rating is Heavy. With a crit multiplier of x2.54, you deal approximately 10.2 times the base damage, PLUS 15% energy damage on each hit, which gives a total damage of 14.7 times your base damage rate. With max sig, assuming a maximum of 3 debuffs active on the opponent, that's +1200 in Critical Damage by Cruelty.
a) Thank you for pointing that out! There are unbalanced aspects to that ability. I'll try to find a way to increase Night Thrasher's Combo on defensive without being largely punishing, while making an exemption for Concussion debuffs in Endurance. I will note that Concussion is most certainly a Mutant ability as roughly like 75% of all champions with Concussion as an offensive ability are Mutants, with Stryfe, Gambit, Emma Frost, Apocalypse, Mister Sinister all having in their kit to name a few.
b) That's fair. This kind of number scaling is why I've decided to substitute +X values in the place of straight numbers in my current concepts as I'm largely eyeballing it. The X allows for any fitting value to take its place, but the kit would function the same so X can be some reasonably arbitrary constant within the confines of allowing Night Thrasher to be a short-form/medium-form goat.
c) The SP2 is meant to be effectively Guaranteed Critical Hits, the same wording that Captain Britain users for her Special Attacks. Balanced in a way that you are rewarded for skill/keeping to the rotation of getting Furies and applying your Infuriate. You are also confusing Critical Rating for Critical Damage rating, Critical Rating is the chance to land a Critical Hit. This attack does not change Night Thrasher's Critical Damage, it essentially forces each hit to be Critical if you play well.
Comments
I’m all for this right here! Blue Marvel is my most wanted add to the game. Should be an offensive powerhouse. Super Giant (and Thane) should definitely be added.
Kabam goes in runs when it comes to classes/good champs, so I’m thinking 2025 is gonna be a big year for SKILL.
I really wanted to balance out all the classes for this concept year, but I kinda gave Skill the short stick as compared the all the other classes, champions that I want to come to the game fit better in the other 5 classes, particularly Tech (which needs its time outside of the spotlight of being considered the weakest class in the game).
That being said, I do think we need more Iron Man villains in the game. Count Nefaria was a step in the right direction.
a) He has unstoppable dashes like Destroyer. Okay, cool. Makes him a little better on defense, if it weren't for the point about it going on cool down when he loses his combo. If he never gains a combo in the first place, how are you supposed to turn off Unstopable? Also, he reduces debuff duration, so let's assume a concussion effect IS applied. First of all, there are not a lot of champions that benefit from a concussion effect in their kit, so you'd need to go out of the way to apply it. Secondly, concussion effect are mainly applied by science and mutant champions. He'll shrug of the debuffa from Science champions, and I don't know a lot of people that regularly use Cable or Jubilee. So that's a very limited number of champions that remove his Unstoppable.
b) The Fury effects seem overtuned. In 12 seconds of an average fight, you'd see 12 hits, meaning 2 combos and 2 hits. Count in parrying and intercepting, you gain 15 Furies over 12 seconds, which is 150% increased attack. Now, you're doubling the potency on activation of special Attacks, which is assured with 15 hits given. So, for a duration of 16 seconds, you have +300% attack Rating. With people like MSD who'll soon enough take advantage of whiffing, maybe 20 Furies, because "attempted" Attacks.
c) +8000 crit Rating is Heavy. With a crit multiplier of x2.54, you deal approximately 10.2 times the base damage, PLUS 15% energy damage on each hit, which gives a total damage of 14.7 times your base damage rate. With max sig, assuming a maximum of 3 debuffs active on the opponent, that's +1200 in Critical Damage by Cruelty.
b) That's fair. This kind of number scaling is why I've decided to substitute +X values in the place of straight numbers in my current concepts as I'm largely eyeballing it. The X allows for any fitting value to take its place, but the kit would function the same so X can be some reasonably arbitrary constant within the confines of allowing Night Thrasher to be a short-form/medium-form goat.
c) The SP2 is meant to be effectively Guaranteed Critical Hits, the same wording that Captain Britain users for her Special Attacks. Balanced in a way that you are rewarded for skill/keeping to the rotation of getting Furies and applying your Infuriate. You are also confusing Critical Rating for Critical Damage rating, Critical Rating is the chance to land a Critical Hit. This attack does not change Night Thrasher's Critical Damage, it essentially forces each hit to be Critical if you play well.