Ways to fix Carnage
A_Noob_Is1
Member Posts: 762 ★★
Feel free to add anything on how to fix carnage.
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Carnage is an extremely popular character in Marvel history and he deserves to be good "AT LEAST" in one area. Unfortunately, he is almost useless for now. Yes, even IP and Spider gwen outweigh him in AW and AQ.
Regen % of the bleed damage would offset his fragility.
And the bleeds generation from specials or chance on hit would make him much more fluid to play.
He's already capped at his buffs number. so there's a limit to how strong he gets.
I don't care if he's game breaking but he should be comparable to gwenpool/drax/BP/x23
If you want 5 block prof buffs, this is how you do it
1) use special
2) block to keep that bloc prof buff active
3) once the 10 second timer runs out, you will get perm buff of block prof.
Rinse repeat until you have 5
You can do this with crit damaga, crit rate, physical damage buff. Etc
You can mix and match as you please
Bonus
100% chance to bleed on heavy attack
WHEN THEY BLEED YOU GAIN ADDITIONAL POWER GAIN PERCENTAGE
SPECIAL 3 is 20 seconds of bleed which means you gain an addition % of power gain
CARNAGE IS A MONSTER OFFENSIVE CHAMP
Carnage should suppose to be a ruthless killer with no mercy, but for now, I think it is just a kid trying to play a killer game with a water gun.
lol bro he is not even that good offensively, just fight a debuff immune champ like in act 5 and you will see how truly **** he is
Mate. We are trying to be constructive with our initial feedback.
I feel like you're just trolling.
Option 1:
- Make his sig a flat power gain rather than something that scales with bleed duration (especially since maintaining that bleed is so hard).
- Make the second part of his sig scale the 0.5s bleeds up to 20s based on how long they've already been bleeding.
Option 2:
- Make his 0.5s bleeds trigger on any crit, not only when they're already bleeding.
- Add bleeds to his special 1 and 2.
Option 3:
- Make his special 1/2 refresh any existing bleeds.
Any of those *might* bring him up to mid tier. He's utterly useless as he is now. Option 1 would make him the most viable, but still not even that good.
Carnage should have basic attributes slightly lower than most champions'.
Carnage should be able to cause bleed through sp or base attacks.
Increase the damage of the bleed OR Increase the duration of the bleed.
Grant him the ability to Regen OR Grant him much noticeable ability in power gain.
For now, carnage's damage heavily relies on the sp3 and buffs mutated. That means you have to wait for at least 25-35s for you to have two buffs or wait until your sp3 is ready. It doesn't make any sense for a low-health and no-regen "monster offensive champion" to do some decent damage after such a long wait.
Even if he has two or more buffs, a lot more offensive champions can do more damage than he does.
To be honest, I don't understand the design concept of this champion, the carnage is designed to a pure offensive champion but he was added a lot of restrictions to lower his offensive ability.
Increased Base Stats: By himself, Carnage is really weak. Even with five furies, his crits don't do much damage. Increasing the base stats so you can have a larger reward for taking all that time acquiring furies, crit rating, etc., would make this champion more desirable.
Regen: Most of us have requested this already but I thought I would reiterate. Carnage has been known to heal damaged bodily tissue before. Possibly he could gain a regen gaining X% life based off of how many stacks of bleed he has on his opponent. (I've gotten up to 12 stacks at one time)
Bleed: Increased bleed damage would also suffice. The duration of the stacks, in my opinion, are perfectly fine as they are (Especially with deep wounds on). The current duration will balance out the regen since you have only a small amount of time to build up all those stacks of bleed. All specials should also have a chance to cause bleed (Possibly like Agent Venom's percent chance to bleed).
I have spent a few hours playing him and I really think he has a lot of potential. His animations are great (The victory pose could use some work though). I understand how Kabam wants me to play him (L2 for damage and L1 to stack those bleeds), but he really needs some work to make him a more desirable champion. Hopefully, someone at Kabam sees this so they can gain some ideas.
Note: I did mention his signature ability since I currently have no experience with it.
What is 923.61 phy resist? 5 stacks of it how much damage reduction does it provide? 923 BP what is the relations between 923 and the bp masteries? How does flat rate come into play? Same with crit rate and crit damage.
Against civil warrior, how does civil's ability accuracy work against carnage's abilities? Especially bleed. Its pretty damn hard to parry against champs with ability accuracy. We all know what happens when you try to heavy...against the AI...
Challenge rating will definitely play against this champ...
Or he should have a constant power gain like Hyper which would allow more use of his stacking ability. In timed fights he doesn't have the bleed or attack to be useful or dependable.
-> This also grants him a permanent regeneration passive (think old man Logan) (and maybe it could reduce the chance of him being Poisoned?)
Bleeds on any hits->The chance starts out at zero and increases by 5% for each bleed currently on the opponent. Short duration, these ones, for about 2.5-3.5 seconds.
Critical hits-> 25% chance to Bleed the opponent for 5 seconds.
Open Wounds-> If Carnage finishes a combo, no matter the hits, on an opponent with 7 bleeds, he has a 50% chance to leave an Open Wound. This chance increases by 10% for any additional bleed. His heavy has a 10% chance/Bleed to cause another Open Wound. If the opponent is Bleeding, his sp2 has a 75% chance to leave another Open Wound, and his sp3 leaves another Open Wound no matter what.
Twist The Wound-> Each Open Wound increases Critical Damage by X. Every time Carnage Bleeds an Open Wounded opponent, he also deals X% of their health as bleed damage instantly.
CHAOS!!!->Carnage relishes in chaos, and hates being orderly with a passion. Every time you use the same combo in a row, Carnage gains a reduced power gain debuff and removes his other CHAOS!!! half. For each different combo he instead gains a Precision and a Fury buff, while also removing all power gain debuffs generated by CHAOS!!!.(These are not treated as ACTUAL buffs, so they can't be replicated, nullified, and if they go away they will not feed Mystic Dispersion.) If Carnage uses a heavy when in a combo, he becomes Unstoppable for 1.5 seconds. Every combo needs to have at least two other combos between uses to be considered a different combo.
Ex.: If you'd do M-L-L-L-M twice in a row, you'd get reduced power gain. But if you'd do M-L-L-L-M, then L-M-L-M, you'd get a buff. If you do another M-L-L-L-M after, you'd lose the buff and gain the debuff. So go wild!
-> Give him an extra 500 Armor passively, which turns into the opposite when affected by an Incinerate.
Signature Ability: MAXIMUM CARNAGE!!!!!:
-> Every buff from CHAOS!!! now doubles the current power of the buffs. If 5 or more buffs from CHAOS!!! are active, Carnage now only removes one instance of them and does not gain a debuff if he disrespects CHAOS!!!.
-> For each instance of CHAOS!!! on Carnage, all of his Bleeds gain an additional X% chance to trigger.
Here you go! A redesign; feels like Carnage and wouldn't be useless! What do you think?
->The buffs from CHAOS!!! wouldn't be all that strong by themselves, their power lies in stacking up on them;
Specials:
-> Sp2 would send him into a Blood-lust, increasing crit rate/bleed; 10-15 second duration; again, not powerful by itself, needs some stacking up.
-> Sp3 should just send him into a maniacal Frenzy, gaining some attack, crit rate and crit damage+the same amount/any current bleed on the opponent ( he has a base, to which he bloodily adds more); 15-20 second duration
-> His sig should also increase the effectiveness of the "Blood-lust" and "Frenzy" by Y%
This. Why do everyone want new popular champs to be OP close-god tier? I have it myself, he's decent, nothing exceptional, but all these changes you suggested would make him too unbalanced. There are so many older champs who'd need a significant buff but people don't care because they're old / unpopular. Maybe a longer "additional" bleed would be better, 0.5 second is ridicolous, but other than that she's all around a good champ.
I know I'm just gonna collect flags, but I prefer when new champs aren't insanely OP like Gwenpool, Hyperion, Iceman and just are in the average. makes the game more balanced and widen the usable champs pool.
I get what you're saying and I agree with some of the suggestions being over the top.
I do, however, think he needs a buff. He's incredibly fragile, takes too long to ramp up, and is awkward to play.
I think he needs a base stat buff, a more fluid form of bleed generation and I'd like to see him have a form of utility, which I think some sort of regen would suit his character.
Compare him to any other character and it's very clear, he's lacking.
I don't want him to be game breaking, I just want him to be a viable character to take to most game modes. He's already a cosmic, which due to the favoritism of mystic classes, already puts him at a disadvantage.
He would be ok if he caused bleed all the time like Gwenpool, way too stingy bleeds right now. 10 seconds is half a fight in a lot of cases... his buffs are usually too little too late
Because there is no more that can be added at this time, and because there are multiple threads on this topic already, we're going to close this thread down now.