Ivanka's Character and Scenario Ideas

2

Comments

  • IvankaIvanka Member Posts: 236
    I also like that my ability idea is totally unique, while yours is... pretty similar to a combination of OG Captain America with a bit of inverted Elektra thrown in there. It's cool... but just kinda samey.
  • Jh_DezJh_Dez Member Posts: 1,307 ★★★
    Thats why it's going to be unfair lol
    I'd hate to throw a light attack and the game triggers a heavy
    Then I'd remember that I could have stopped ivanka's idea 😂

    Another extra ability for her would be that opponent will always have a 50% chance to use their specials
  • IvankaIvanka Member Posts: 236
    Jh_Dez wrote: »
    Thats why it's going to be unfair lol
    I'd hate to throw a light attack and the game triggers a heavy
    Then I'd remember that I could have stopped ivanka's idea 😂

    Another extra ability for her would be that opponent will always have a 50% chance to use their specials

    Hey no worries you can kill her with Nimrod which I also designed. Ivanka taketh away... but Ivanka also giveth.
  • This content has been removed.
  • charaderdude2charaderdude2 Member Posts: 1,530 ★★★
    SKK65 wrote: »
    TrojanX05 wrote: »
    qb47zwn4h9o8.jpeg
    Different profiles... same situation:
    pf5gajw9bogm.png

    Not Monika!
  • This content has been removed.
  • IvankaIvanka Member Posts: 236
    #Soul Collectors - Unique Synergy
    with Morningstar and Guillotine
    Dracula: Opponents of Dracula start each fight with a Mesmerized Counter.
    Morningstar: Morningstar starts each fight with a Soul Capture Counter. Opponents of Morningstar start each fight with a bleed debuff that deals 574 damage over 10 seconds.
    Guillotine: Guillotine's special 3, instead of consuming all of Guillotine's accumulated souls, increases the number of souls she has by 50% (round up). On Alliance War defense Guillotine is less likely to activate her special 1 and special 2 and more likely to activate her special 3.

    I thought of a much cooler name for this synergy than Soul Collectors.

    Since Dracula already has a "Blood Brothers" synergy with Blade... how about a "Soul Sisters" synergy with Morningstar and Guillotine? That sounds better.

  • IvankaIvanka Member Posts: 236
    New Character: Nimrod
    Class: Tech

    latest?cb=20111013145415


    Nimrod is a robot constructed of futuristic high-tech materials highly resistant to damage. As such it is fully immune to bleed, poison, shock, coldsnap and frostbite. It also cannot be magnetized.

    [Dev. Notes: I wanted to make Nimrod immune to most debuffs favored by mutants in the game. I chose not to make him immune to incinerate since currently the champions that use incinerate are mostly cosmic, mystic, or skill champions.]

    Class advantages and disadvantages of fights involving Nimrod are doubled.

    At the start of each fight Nimrod immediately and automatically scans his opponent to determine if they should be classified as mutants. [Dev. Note: thus earning double class advantage and some other bonuses below] There is a 100% chance that this scan will trigger a positive result against a mutant, and a 50% chance that this scan will trigger vs science champions (treating them as mutants for the rest of the fight).

    [In game text for a positive scan:
    Scanning...
    ...
    ... Unlawful physical form detected.
    Criminal Infraction: Unsanctioned use of mutant powers.
    Sentence: Death.]


    When Attacked:
    15% chance to activate an Armor Up buff.

    Special Attack 1
    Nimrod attacks its opponent with a blast of concussive energy that does physical damage and can cause an armor break. At the same time it surrounds itself in an energy field, giving itself an Armor Up buff and a Power Suppression Field buff.
    The Power Suppression Field buff lasts for 20 seconds. While active, any enemy near Nimrod suffers 50 Damage per second for every active buff on them and also has -25% reduced defensive ability accuracy.
    Mutants instead suffer 100 Damage per second for every active buff and a -75% reduction in their defensive ability accuracy.
    The Power Suppression Field has no effect on Cosmic champions.

    [Dev. Notes: this suppression field was meant mostly as an answer to Nightcrawler, who is still among the most annoying champions to fight in the game, but of course it also works great against Colossus, Wolverine, etc. - champs usually strong against other defensive accuracy reducers like Black Widow. It can also work against some science champions like Spider-Man and Electro who, at times in the comics, are grouped together with mutants by the Sentinels who target all super-powered humans.
    At the same time it does not punish Cosmic champions for the large number of buffs they have, preserving the class advantage wheel.]


    Special Attack 2
    Nimrod fires multiple disintegration blasts at its opponent dealing energy damage to them. Against inorganic opponents these blasts have increased damage and also apply a heal block debuff.

    [Dev. Notes: the original Sentinels in the comics had disintegration beams that only worked on inorganic material. In the game the extra damage and heal block should apply to robot champions and perhaps to some others like Morningstar if you wanted to make another tag for "Inorganic"]


    Special Attack 3
    Nimrod unleashes a barrage of destructive weapons against its opponent. The opponent goes running for cover. There are a number of explosions followed by a great cloud of dust and debris. Nimrod emerges through the dust cloud searching for its prey. The opponent tries to sneak up on Nimrod from behind, lunging at its back. At the last second Nimrod turns, raises an arm, and unleases an intense blast of plasma engulfing its enemy's body in fire, burning the flesh from their bones.
    In addition to the base energy damage this attack deals, it also deals additional Direct Damage (once per fight) equal to 150% of all health the opponent has gained since the beginning of the fight. This extra damage has no effect on bleed immune champions.
    At the end of the special 3 animation an incinerate debuff is applied. This debuff deals incinerate damage over 30 seconds while also reducing block proficiency and perfect block chance.

    [Dev. Notes: I wanted this special 3 to be an homage to the death of Wolverine in the Days of Future Past comic. The heal reversal effect should be ineffective versus bleed immune champions such as Ultron and Morningstar as, though they can heal, they have no flesh to burn off]

    screen-shot-2011-01-23-at-11-01-22-pm.png




    Nimrod also has the capacity to self repair when damaged. The greater the damage taken, the stronger the repair response will be.
    - Once per fight, if Nimrod loses any health equal to less than 10% of its max base health, it initiates a self-repair gaining 2% of its max base health over 20 seconds.
    - Once per fight, if Nimrod loses health equal to 10% of its max base health from a single attack, it initiates a self-repair gaining 5% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 20% of its max base health from a single attack, it initiates a self-repair gaining 15% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 30% of its max base health from a single attack, it initiates a self-repair gaining 45% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 60% of its max base health from a single attack, it initiates a self-repair gaining 100% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 85% of its max base health from a single attack, it initiates a self-repair gaining 200% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.


    Synergies:

    #AntiMutantAgenda - Unique Synergy with Sentinel
    Nimrod: Nimrod has a +25% chance to classify non-Tech opponents as Mutants at the start of the fight. [So Science champs would be classified as Mutant 75% of the time, while Skill, Cosmic, and Mystic champs would be classified as Mutants 25% of the time.]
    Sentinel: Gain twice as many Analysis Charges in every fight.

    Nimrod should also definitely have a unique synergy with Cable.

    And probably one with Scarlet Witch and/or Storm.
  • IvankaIvanka Member Posts: 236
    New Character: Nimrod
    Class: Tech

    latest?cb=20111013145415


    Nimrod is a robot constructed of futuristic high-tech materials highly resistant to damage. As such it is fully immune to bleed, poison, shock, coldsnap and frostbite. It also cannot be magnetized.

    [Dev. Notes: I wanted to make Nimrod immune to most debuffs favored by mutants in the game. I chose not to make him immune to incinerate since currently the champions that use incinerate are mostly cosmic, mystic, or skill champions.]

    Class advantages and disadvantages of fights involving Nimrod are doubled.

    At the start of each fight Nimrod immediately and automatically scans his opponent to determine if they should be classified as mutants. [Dev. Note: thus earning double class advantage and some other bonuses below] There is a 100% chance that this scan will trigger a positive result against a mutant, and a 50% chance that this scan will trigger vs science champions (treating them as mutants for the rest of the fight).

    [In game text for a positive scan:
    Scanning...
    ...
    ... Unlawful physical form detected.
    Criminal Infraction: Unsanctioned use of mutant powers.
    Sentence: Death.]


    When Attacked:
    15% chance to activate an Armor Up buff.

    Special Attack 1
    Nimrod attacks its opponent with a blast of concussive energy that does physical damage and can cause an armor break. At the same time it surrounds itself in an energy field, giving itself an Armor Up buff and a Power Suppression Field buff.
    The Power Suppression Field buff lasts for 20 seconds. While active, any enemy near Nimrod suffers 50 Damage per second for every active buff on them and also has -25% reduced defensive ability accuracy.
    Mutants instead suffer 100 Damage per second for every active buff and a -75% reduction in their defensive ability accuracy.
    The Power Suppression Field has no effect on Cosmic champions.

    [Dev. Notes: this suppression field was meant mostly as an answer to Nightcrawler, who is still among the most annoying champions to fight in the game, but of course it also works great against Colossus, Wolverine, etc. - champs usually strong against other defensive accuracy reducers like Black Widow. It can also work against some science champions like Spider-Man and Electro who, at times in the comics, are grouped together with mutants by the Sentinels who target all super-powered humans.
    At the same time it does not punish Cosmic champions for the large number of buffs they have, preserving the class advantage wheel.]


    Special Attack 2
    Nimrod fires multiple disintegration blasts at its opponent dealing energy damage to them. Against inorganic opponents these blasts have increased damage and also apply a heal block debuff.

    [Dev. Notes: the original Sentinels in the comics had disintegration beams that only worked on inorganic material. In the game the extra damage and heal block should apply to robot champions and perhaps to some others like Morningstar if you wanted to make another tag for "Inorganic"]


    Special Attack 3
    Nimrod unleashes a barrage of destructive weapons against its opponent. The opponent goes running for cover. There are a number of explosions followed by a great cloud of dust and debris. Nimrod emerges through the dust cloud searching for its prey. The opponent tries to sneak up on Nimrod from behind, lunging at its back. At the last second Nimrod turns, raises an arm, and unleases an intense blast of plasma engulfing its enemy's body in fire, burning the flesh from their bones.
    In addition to the base energy damage this attack deals, it also deals additional Direct Damage (once per fight) equal to 150% of all health the opponent has gained since the beginning of the fight. This extra damage has no effect on bleed immune champions.
    At the end of the special 3 animation an incinerate debuff is applied. This debuff deals incinerate damage over 30 seconds while also reducing block proficiency and perfect block chance.

    [Dev. Notes: I wanted this special 3 to be an homage to the death of Wolverine in the Days of Future Past comic. The heal reversal effect should be ineffective versus bleed immune champions such as Ultron and Morningstar as, though they can heal, they have no flesh to burn off]

    screen-shot-2011-01-23-at-11-01-22-pm.png




    Nimrod also has the capacity to self repair when damaged. The greater the damage taken, the stronger the repair response will be.
    - Once per fight, if Nimrod loses any health equal to less than 10% of its max base health, it initiates a self-repair gaining 2% of its max base health over 20 seconds.
    - Once per fight, if Nimrod loses health equal to 10% of its max base health from a single attack, it initiates a self-repair gaining 5% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 20% of its max base health from a single attack, it initiates a self-repair gaining 15% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 30% of its max base health from a single attack, it initiates a self-repair gaining 45% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 60% of its max base health from a single attack, it initiates a self-repair gaining 100% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 85% of its max base health from a single attack, it initiates a self-repair gaining 200% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.


    Synergies:

    #AntiMutantAgenda - Unique Synergy with Sentinel
    Nimrod: Nimrod has a +25% chance to classify non-Tech opponents as Mutants at the start of the fight. [So Science champs would be classified as Mutant 75% of the time, while Skill, Cosmic, and Mystic champs would be classified as Mutants 25% of the time.]
    Sentinel: Gain twice as many Analysis Charges in every fight.

    Nimrod should also definitely have a unique synergy with Cable.

    And probably one with Scarlet Witch and/or Storm.
  • IvankaIvanka Member Posts: 236
    New Character: Nimrod
    Class: Tech

    latest?cb=20111013145415


    Nimrod is a robot constructed of futuristic high-tech materials highly resistant to damage. As such it is fully immune to bleed, poison, shock, coldsnap and frostbite. It also cannot be magnetized.

    [Dev. Notes: I wanted to make Nimrod immune to most debuffs favored by mutants in the game. I chose not to make him immune to incinerate since currently the champions that use incinerate are mostly cosmic, mystic, or skill champions.]

    Class advantages and disadvantages of fights involving Nimrod are doubled.

    At the start of each fight Nimrod immediately and automatically scans his opponent to determine if they should be classified as mutants. [Dev. Note: thus earning double class advantage and some other bonuses below] There is a 100% chance that this scan will trigger a positive result against a mutant, and a 50% chance that this scan will trigger vs science champions (treating them as mutants for the rest of the fight).

    [In game text for a positive scan:
    Scanning...
    ...
    ... Unlawful physical form detected.
    Criminal Infraction: Unsanctioned use of mutant powers.
    Sentence: Death.]


    When Attacked:
    15% chance to activate an Armor Up buff.

    Special Attack 1
    Nimrod attacks its opponent with a blast of concussive energy that does physical damage and can cause an armor break. At the same time it surrounds itself in an energy field, giving itself an Armor Up buff and a Power Suppression Field buff.
    The Power Suppression Field buff lasts for 20 seconds. While active, any enemy near Nimrod suffers 50 Damage per second for every active buff on them and also has -25% reduced defensive ability accuracy.
    Mutants instead suffer 100 Damage per second for every active buff and a -75% reduction in their defensive ability accuracy.
    The Power Suppression Field has no effect on Cosmic champions.

    [Dev. Notes: this suppression field was meant mostly as an answer to Nightcrawler, who is still among the most annoying champions to fight in the game, but of course it also works great against Colossus, Wolverine, etc. - champs usually strong against other defensive accuracy reducers like Black Widow. It can also work against some science champions like Spider-Man and Electro who, at times in the comics, are grouped together with mutants by the Sentinels who target all super-powered humans.
    At the same time it does not punish Cosmic champions for the large number of buffs they have, preserving the class advantage wheel.]


    Special Attack 2
    Nimrod fires multiple disintegration blasts at its opponent dealing energy damage to them. Against inorganic opponents these blasts have increased damage and also apply a heal block debuff.

    [Dev. Notes: the original Sentinels in the comics had disintegration beams that only worked on inorganic material. In the game the extra damage and heal block should apply to robot champions and perhaps to some others like Morningstar if you wanted to make another tag for "Inorganic"]


    Special Attack 3
    Nimrod unleashes a barrage of destructive weapons against its opponent. The opponent goes running for cover. There are a number of explosions followed by a great cloud of dust and debris. Nimrod emerges through the dust cloud searching for its prey. The opponent tries to sneak up on Nimrod from behind, lunging at its back. At the last second Nimrod turns, raises an arm, and unleases an intense blast of plasma engulfing its enemy's body in fire, burning the flesh from their bones.
    In addition to the base energy damage this attack deals, it also deals additional Direct Damage (once per fight) equal to 150% of all health the opponent has gained since the beginning of the fight. This extra damage has no effect on bleed immune champions.
    At the end of the special 3 animation an incinerate debuff is applied. This debuff deals incinerate damage over 30 seconds while also reducing block proficiency and perfect block chance.

    [Dev. Notes: I wanted this special 3 to be an homage to the death of Wolverine in the Days of Future Past comic. The heal reversal effect should be ineffective versus bleed immune champions such as Ultron and Morningstar as, though they can heal, they have no flesh to burn off]

    screen-shot-2011-01-23-at-11-01-22-pm.png




    Nimrod also has the capacity to self repair when damaged. The greater the damage taken, the stronger the repair response will be.
    - Once per fight, if Nimrod loses any health equal to less than 10% of its max base health, it initiates a self-repair gaining 2% of its max base health over 20 seconds.
    - Once per fight, if Nimrod loses health equal to 10% of its max base health from a single attack, it initiates a self-repair gaining 5% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 20% of its max base health from a single attack, it initiates a self-repair gaining 15% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 30% of its max base health from a single attack, it initiates a self-repair gaining 45% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 60% of its max base health from a single attack, it initiates a self-repair gaining 100% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 85% of its max base health from a single attack, it initiates a self-repair gaining 200% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.


    Synergies:

    #AntiMutantAgenda - Unique Synergy with Sentinel
    Nimrod: Nimrod has a +25% chance to classify non-Tech opponents as Mutants at the start of the fight. [So Science champs would be classified as Mutant 75% of the time, while Skill, Cosmic, and Mystic champs would be classified as Mutants 25% of the time.]
    Sentinel: Gain twice as many Analysis Charges in every fight.

    Nimrod should also definitely have a unique synergy with Cable.

    And probably one with Scarlet Witch and/or Storm.
  • IvankaIvanka Member Posts: 236
    New Character: Nimrod
    Class: Tech

    latest?cb=20111013145415


    Nimrod is a robot constructed of futuristic high-tech materials highly resistant to damage. As such it is fully immune to bleed, poison, shock, coldsnap and frostbite. It also cannot be magnetized.

    [Dev. Notes: I wanted to make Nimrod immune to most debuffs favored by mutants in the game. I chose not to make him immune to incinerate since currently the champions that use incinerate are mostly cosmic, mystic, or skill champions.]

    Class advantages and disadvantages of fights involving Nimrod are doubled.

    At the start of each fight Nimrod immediately and automatically scans his opponent to determine if they should be classified as mutants. [Dev. Note: thus earning double class advantage and some other bonuses below] There is a 100% chance that this scan will trigger a positive result against a mutant, and a 50% chance that this scan will trigger vs science champions (treating them as mutants for the rest of the fight).

    [In game text for a positive scan:
    Scanning...
    ...
    ... Unlawful physical form detected.
    Criminal Infraction: Unsanctioned use of mutant powers.
    Sentence: Death.]


    When Attacked:
    15% chance to activate an Armor Up buff.

    Special Attack 1
    Nimrod attacks its opponent with a blast of concussive energy that does physical damage and can cause an armor break. At the same time it surrounds itself in an energy field, giving itself an Armor Up buff and a Power Suppression Field buff.
    The Power Suppression Field buff lasts for 20 seconds. While active, any enemy near Nimrod suffers 50 Damage per second for every active buff on them and also has -25% reduced defensive ability accuracy.
    Mutants instead suffer 100 Damage per second for every active buff and a -75% reduction in their defensive ability accuracy.
    The Power Suppression Field has no effect on Cosmic champions.

    [Dev. Notes: this suppression field was meant mostly as an answer to Nightcrawler, who is still among the most annoying champions to fight in the game, but of course it also works great against Colossus, Wolverine, etc. - champs usually strong against other defensive accuracy reducers like Black Widow. It can also work against some science champions like Spider-Man and Electro who, at times in the comics, are grouped together with mutants by the Sentinels who target all super-powered humans.
    At the same time it does not punish Cosmic champions for the large number of buffs they have, preserving the class advantage wheel.]


    Special Attack 2
    Nimrod fires multiple disintegration blasts at its opponent dealing energy damage to them. Against inorganic opponents these blasts have increased damage and also apply a heal block debuff.

    [Dev. Notes: the original Sentinels in the comics had disintegration beams that only worked on inorganic material. In the game the extra damage and heal block should apply to robot champions and perhaps to some others like Morningstar if you wanted to make another tag for "Inorganic"]


    Special Attack 3
    Nimrod unleashes a barrage of destructive weapons against its opponent. The opponent goes running for cover. There are a number of explosions followed by a great cloud of dust and debris. Nimrod emerges through the dust cloud searching for its prey. The opponent tries to sneak up on Nimrod from behind, lunging at its back. At the last second Nimrod turns, raises an arm, and unleases an intense blast of plasma engulfing its enemy's body in fire, burning the flesh from their bones.
    In addition to the base energy damage this attack deals, it also deals additional Direct Damage (once per fight) equal to 150% of all health the opponent has gained since the beginning of the fight. This extra damage has no effect on bleed immune champions.
    At the end of the special 3 animation an incinerate debuff is applied. This debuff deals incinerate damage over 30 seconds while also reducing block proficiency and perfect block chance.

    [Dev. Notes: I wanted this special 3 to be an homage to the death of Wolverine in the Days of Future Past comic. The heal reversal effect should be ineffective versus bleed immune champions such as Ultron and Morningstar as, though they can heal, they have no flesh to burn off]

    screen-shot-2011-01-23-at-11-01-22-pm.png




    Nimrod also has the capacity to self repair when damaged. The greater the damage taken, the stronger the repair response will be.
    - Once per fight, if Nimrod loses any health equal to less than 10% of its max base health, it initiates a self-repair gaining 2% of its max base health over 20 seconds.
    - Once per fight, if Nimrod loses health equal to 10% of its max base health from a single attack, it initiates a self-repair gaining 5% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 20% of its max base health from a single attack, it initiates a self-repair gaining 15% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 30% of its max base health from a single attack, it initiates a self-repair gaining 45% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 60% of its max base health from a single attack, it initiates a self-repair gaining 100% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.
    - Once per fight, if Nimrod loses health equal to 85% of its max base health from a single attack, it initiates a self-repair gaining 200% of its max base health over 20 seconds. This replaces any weaker healing effect triggered at the same time or currently active.


    Synergies:

    #AntiMutantAgenda - Unique Synergy with Sentinel
    Nimrod: Nimrod as a +25% chance to classify non-Tech opponents as Mutants at the start of the fight. [So Science champs would be classified as Mutant 75% of the time, while Skill, Cosmic, and Mystic champs would be classified as Mutants 25% of the time.]
    Sentinel: Gain twice as many Analysis Charges in every fight.

    Nimrod should also definitely have a unique synergy with Cable.

    And probably one with Scarlet Witch and/or Storm.
  • IvankaIvanka Member Posts: 236
    edited March 2018
    oh come on. Now my Nimrod profile is posted a dozen times because I couldn't get it to post before. :s There's really no way to delete old posts beyond 15 minutes?
  • IvankaIvanka Member Posts: 236
    edited March 2018
    New Champion: Professor X
    Class: Mutant

    u3rqemf3pbya.jpg


    Professor X is wheelchair-bound and his body is not in top fighting form. But he has the most dangerous mind in the world.
    Fights with Professor X do not take place in the physical world, they take place in the minds of the two champions fighting.
    [At the beginning of each fight involving Professor X there should be a short animation where the professor focuses his mind, probing in to the mind of his enemy, and then both are transported to the astral plane where Professor X has a strong capable body.]

    There are some differences between fighting in the physical world of the Battle Realm and on the Astral Plane:
    - All attacks in the Astral Plane are energy attacks. Attacks that would normally do physical damage in the Battle Realm do energy damage instead. Attacks that would normally do energy damage in the Battle Realm are 25% more potent on the Astral Plane.
    - Robotic champions fighting in the Astral Plane start each fight with +75% energy resistance as their artificial minds are naturally resistant to psychic and magical attacks.
    - Mystic champions fighting in the Astral Plane have +15% attack as they are more familiar with the environment.
    - Astral Evade does not work on the Astral Plane.
    - Attacks that consume Psi-Charges inflict 100% more damage and drain 100% more power.
    - Madness, Cunning, (the effects of) Rage, Fury Buffs, Cruelty Buffs, Demoralized Debuffs, Fatigue Debuffs, Exhaustion Debuffs, Experience Counters, Prowess Buffs, Concussion Debuffs, Poise Charges, and Taunt Debuffs are all 50% more effective on the Astral Plane.
    - Champions that are Focused gain +150 Critical Damage and cannot have their Focus broken except with Special Attacks.
    - Champions that consume Prowess to gain health recover +100% more health.
    - Every time a champion loses or consumes a Madness, Cunning, Rage, Fury, Cruelty, Poise, Prowess, or Focus buff/counter/charge, if they have fewer Psionic charges than their opponent, they also have a 10% chance to lose a Psionic Charge and also lose 1% of their max health. This chance and the amount of life lost are both increased by 2% for every one less Psionic Charge the champion has.
    - Champions that have a Demoralized, Fatigue, Exhaustion, Concussion, or Taunt Debuff applied to or renewed against them lose a Psionic Charge.
    - Combo Shield does not work on the Astral Plane

    Psionic Charges:
    - While fighting on the Astral Plane, both champions begin the fight with 3 Psionic Charges. These charges represent the champion's state of mind and can be lost or gained in various ways. It is possible for a champion to have negative Psionic Charges.
    - If either champion falls below 0 Psionic Charges, they have their Ability Accuracy, Health Gains, Power Gains, and Block Proficiency reduced by -5% for each charge below 0. They also suffer a 0.1% health degeneration per Psionic Charge below 0. Abilities that would trigger an Unstoppable buff are unaffected by this Accuracy reduction, and while Unstoppable champions suffer no ill effects from having negative Psionic Charges.
    - When a champion performs a well-timed block they gain a Psionic Charge.
    - When a champion hits another champion that is dashing forward, they gain a Psionic Charge.
    - When a champion uses a light or medium attack and neither hits their opponent nor has their attack blocked, there is a 25% chance that they will lose a Psionic Charge.
    - When a champion fully evades all components of their opponent's special attack, taking no hits and no blocked hits, they gain up to two Psionic Charges for each hit that didn't land.
    - When a champion loses 10% of their total health during a fight, they lose a Psionic Charge and their opponent gains a Psionic Charge.
    - For every 10th hit added to a champion's combo total, they gain one Psionic Charge.
    - When a champion with a combo 5 or greater is struck by their opponent, that opponent steals Psionic Charges from them equal to 1 charge for every 5 hits currently on their combo meter.
    [Dev. Note: so if you have a combo of 20 and you take a hit, your opponent gains 4 charges and you lose 4. This is particularly devastating when you lose a big combo. Since AI don't usually gain a combo higher than 5 or 6 this is designed to balance the Psionic Charge concept and make it possible for the AI to swing the fight in their favor if you mess up]
    - When a champion reaches 3 bars of power, if their opponent has 10 or more hits on their Combo, their opponents loses 4 Psionic Charges.
    - If a champion has 7 or more Psionic Charges, they begin to glow with psychic energy. All of their attacks become energy based (gaining 25% damage per the rules of the Astral Plane), and they also gain a 3% chance to passively evade all incoming attacks.
    - If a champion has more Psionic Charges than their opponent, that champion gains +2% ability accuracy, +5% power gain, and +2% energy resistance for every 1 charge difference between the two champions' total.
    - If a champion ever has 10 or more Psionic Charges more than his/her opponent, all of their attacks gain life steal and that opponent cannot use special attacks.


    All Attacks:
    Professor X has a 10% chance to steal Madness, Cunning, Fury, Cruelty, Poise, Rage, Prowess, or Focus from his opponent, removing one from his opponent and gaining one himself.
    [Madness charges last 10 seconds. While Professor X has more Madness than Cunning, or the two are equal, he passively Regenerates 60% of damage taken from Basic Attacks and opponents deal 30% less damage on Special Attacks.
    Cunning charges last 20 seconds. While Professor X has more Cunning than Madness, or the two are equal, the opponent generates 40% less Power and Professor X gains +30% Attack on Special Attacks.
    Fury buffs on Professor X increase his attack by +631 for 8 seconds.
    Cruelty buffs on Professor X increse his critical damage by +400 for 8 seconds.
    Each charge of Poise grants Professor X +256 Attack. When Professor X lands 5 uninterrupted attacks, he converts a Poise charge into a Taunt Debuff on his opponent for 6 seconds. Professor X cannot refresh Taunt debuffs.
    When Professor X has focus his Critical Damage is increased by +150. If hit by a special attack he loses Focus.
    Every Rage Professor X has increases his attack by +293. While enraged, new debuffs applied to Professor X have a 50% chance to be converted to Rage. If Professor X is enraged and the number of Debuffs and Rages he has combine to equal 8, he converts them into an Overpower Buff lasting 12 seconds and increasing his attack by 2928.
    Each Prowess buff on Professor X lasts 10 seconds and increases his special attack damage by 17%.]


    Special Attack 1:
    Professor X surrounds himself in psychic energy. Nearby enemies are hit and forced back. Professor X gains an Energy Resistance buff and a Psychic Fortitude buff (does not stack), each lasting 15 seconds. While the Psychic Fortitude buff is active the number of Psionic Charges Professor X gains during combat is doubled.

    Special Attack 2:
    This attack cannot be blocked. Professor X hits his opponent's mind with a psionic blast, applying a Psychic Barrier debuff to them that lasts 15 seconds preventing them from gaining any Psionic Charges.

    Special Attack 3:
    Professor X grows huge, crushing his opponent's hopes with the full weight of his mental powers. This attack applies an opposite buff and debuff to Professor X and his opponent: one continually increases the professor's Psionic Charges for 20 seconds while the other continually decreases his opponent's for the same duration.
  • IvankaIvanka Member Posts: 236
    Professor X continued:

    Synergies:

    #UncannyXMen
    if Professor X is on a team with Cyclops (New Xavier School), Phoenix, Archangel and Beast:
    All buffs on your champions are 50% more effective. All debuffs on your opponents have +50% increased duration.

    [Dev. Notes: the original X-Men team, all of which rely on buffs and/or debuffs. Should be great for all of them especially Phoenix and Archangel]



    #XMenBlueTeam
    if Professor X is on a team with any four of the following champions: Cyclops (Blue Team), Rogue, Gambit, Wolverine, Psylocke, Beast:
    Each time a buff or counter on one of your champions expires or is consumed there is a 50% chance that this buff or counter will be renewed instead.
    Healing effects on your champions recover 5% more health.

    [Dev. Notes: I really wanted to buff Rogue so that it was possible for her to steal and keep her opponent's buffs through the whole fight. This also is cool for Psylocke who can repeatedly hit with extra damage from built up Psi charges, and Gambit who can keep his kinetic charges longer, and of course Wolverine. I added the extra healing since Beast doesn't benefit much from the renewable buffs thing]



    #XMenGoldTeam
    if Professor X is on a team with any four of the following champions: Storm, Iceman, Archangel, Bishop, Colossus, Phoenix:
    When your champions are hit by an attack that makes contact, they deal damage back to the attacker in the following ways:
    For every stack of fury on your champion, 2% of the attack is reflected back as incinerate damage.
    For every stack of Prowess on your champion, 3% of the attack is reflected back as energy damage.
    For every stack of Ice Armor on your champion, 5% of the attack is reflected back as coldsnap damage.
    For every stack of Armor on your champion, 15% of the attack is reflected back as physical damage.
    In addition, for each debuff active on opponents, your champions get +5% power gain for striking them.

    [Dev. Notes: the main point of this synergy was that I wanted to come up with some way that Colossus wouldn't suck so much. He still probably needs to do more damage without getting attacked; but this would make him an interesting AW defender on a team with Prof X, Iceman, Bishop and Phoenix. The debuff = power gain works nicely for Storm and is great for Archangel and Phoenix.]



    #SiblingRivalry - Unique Synergy
    with Juggernaut
    Professor X: Professor X begins each fight with 2 additional Psionic Charges.
    Juggernaut: Juggernaut's buffs gain +0.5 seconds in duration and while Unstoppable Juggernaut gains 90% resistance to all damage and a 90% chance to immediately shrug off all debuffs.

    [Dev. Notes: Juggernaut in the comics is an unstoppable force of nature. One of the most powerful villains the X-Men have ever faced. Yet, in the game he's a decent Alliance War defender but otherwise barely playable. Being unstoppable for 4 seconds while at the same time easily being stopped by a parry doesn't do much to capture his power. I wanted to buff him somehow.]



    #Bromance?Frenemies? - Unique Synergy
    with Magneto and Magneto (New Xavier School)
    Professor X: Charles' Special 3 now has an 86% chance to Paralyze the opponent for 5.6 seconds, Stunning them and reducing their Power and Health gains by 66% for the duration.
    Magneto (both versions): Magneto's magnetic powers are drastically increased, allowing Magneto to magnetize all #organic opponents. Against #metal opponents the effectiveness of the magnetization is increased by 400%, and their block proficiency is decreased by -75%.

    [Dev. Notes: Magneto is another legendary and powerful X-Men villain really short-changed by the game. I mean... this is a guy who can move planets with his mind, and freeze enemies in their tracks by magnetizing the iron in their blood- impossible and silly, I know, but still a pretty amazing example of his power. And yet in the game he has this awesome power reduced to very marginally lowering ability accuracy of metal champions- enemies he should be able to crush with a thought.
    This synergy extends his powers to all fleshy creatures, and allows him to totally dominate the metal ones, as he should, at least as much as Blade dominates Dimensional Beings. That only seems fair.
    The Professor X half of this synergy is a reference to the end of Fatal Attractions when Charles gets mad and mind rapes Magneto leaving him a vegetable.]
    fight0055-e.jpg
  • IvankaIvanka Member Posts: 236
    oops that's supposed to be Magneto (Marvel NOW) not new Xavier school. But I'm sure everyone could figure that out.

    Several months ago I posted something about new champs being overly complicated. Now I feel a bit hypocritical as several of the ones I've posted here are more complicated than anything presently in the game.

    I'll post some more streamlined ones in the future, promise.
  • IvankaIvanka Member Posts: 236
    Upon reflection it's probably too easy for the player to gain Psionic charges. There should be some editing to various lines. For instance, it should only be possible to gain charges for performing a well-timed block if the champion has fewer than a certain number, like, at maximum five or six. Then after that you couldn't gain more from doing this.
  • Cats73Cats73 Member Posts: 314
    Jeez that character description for Professor X is LONG lol
  • charaderdude2charaderdude2 Member Posts: 1,530 ★★★
    Nice Ideas!
  • IvankaIvanka Member Posts: 236
    Thanks.

    Yeah, it's a bit long and overcomplicated perhaps.

    The main idea was that you were supposed to be battling it out in your minds. So things should feel a little different.
    The Psionic Charges were supposed to represent your state of mind. So... if you were doing well in the fight, you would get stronger. If you were playing badly or you messed up, this would negatively impact your mental state and you would lose charges.

    Since the standards for what constitutes doing "well" is so uneven between the player and the AI, it's a little difficult balancing this in a way that keeps it an even contest and doesn't tilt it greatly in favor of the player. So that's some of why it's a bit complicated.
  • IvankaIvanka Member Posts: 236
    Also I wanted buffs that had to do with your mind or mental state (madness, cunning, poise, taunted, etc) to be stronger while at the same time costing you something when you lost them (chance of losing psionic charges).

    Giving Prof X the ability to steal all of these things from his opponent accomplishes a lot of different things and also adds the flavor that the professor has great power over others' minds.

    I could have shortened that section by leaving out the specifics of what each buff does, as there are a lot of them, but I added in the specifics for clarity. Not all fury and cruelty buffs are equal. And there are two different types of prowess counters in the game that do different things.

    Some of the buffs and counters mentioned refer to characters I have designed but not posted here yet.
  • IvankaIvanka Member Posts: 236
    Some moderator just changed my name from "Ivanka Humpalot" to "Ivanka" a year after I created the account. Thank goodness. No telling how many people I corrupted with that horribly objectionable soft PG-rated name over the course of the last year... whoever made that call, you're a hero.
  • IvankaIvanka Member Posts: 236
    By the way I figured this probably goes without saying, but unless otherwise specified all character designs here follow the MCOC Spotlight format and are referencing a 4-Star Rank 5 Level 50 Signature Level 99 champion.
  • IvankaIvanka Member Posts: 236
    New character: Wasp
    Class: Science

    cz9bdswdwn1w.jpg


    Another one that is probably way too late to impact any design choices, as I'm sure Kabam has already made and thoroughly play tested whatever version of The Wasp they will or will not release in time for the movie. But, oh well, I like this design so just putting it out there.

    [Dev. Notes: to be timed for a release in July to coincide with the Antman & Wasp movie]
    [Dev. Notes: my main idea for this design was to try and do something to capture the unique powers and abilities of AntMan and Wasp, which I thought that the design for AntMan failed to do. Having AntMan just stand there, full sized, punching and kicking seems absurd and does nothing to show what his powers do. His glancing ability is interesting, but it works when he is full size which really makes no sense. His special 1 tries to show him using his powers, but, turning in to a midget and then running across the floor is a pretty lame way of doing that. No offense but whoever designed this character kind of phoned it in. I hope this Wasp design is an improvement.]

    Wasp has two different "stances" similar to characters like Nightcrawler, Beast, and Spider-Gwen. She begins the fight regular-sized, this is her default stance, but by using her special 3 in a fight she can shrink in size. She remains small until struck by an enemy's attack.
    [Dev. Notes: while full-sized Wasp should be a fairly weak and underwhelming character. But after she uses her special 3 she should become pretty amazing, this is by design.]
    [Dev. Notes: when AntMan in the game shrinks he is reduced to about 1/4 his normal size which just looks really silly; like he's turning in to "Mini-Me." Wasp should be significantly smaller than this when she is shrunk, and also start flying so she is airborne roughly at chest level. I know that this means she will be difficult to see on most mobile devices; so I suggest there be some kind of glowing aura or arrows on the screen to point out where exactly she is on the display if you can't see her. The aura should change color when Wasp is preparing to use a heavy attack or using a special.]
    -While small, Wasp dashes forward and backward 30% faster, she gains +200% to her base attack, she is stun immune, enemies suffer a flat -75% reduction to their offensive ability accuracy, enemies cannot get critical hits against Wasp, and there is a 30-80% chance that all attacks against Wasp will miss (depending on Wasp's rank and level). This chance that an attack will miss is reduced by the enemy's passive evade %. [Dev. Notes: so characters like Spider-Man, Black Widow, Ultron, Nightcrawler, and Venom (Mac Gargan)- character with very honed senses or combat skills- will have an easier time hitting Wasp when she is small]
    -While Wasp is small, her power and health gains are reduced by 30%.
    -When Wasp is struck by any attack, she immediately reverts to normal size.
    -When Wasp is hit by any blocked attack, she has a 20% chance to revert to normal size.

    [Dev. Notes: this design is making a few assumptions about the character. 1. that it will be based on the costume revealed in the post-credits scene of AntMan, and therefore that it will have wings at full-size. 2. that the person in the suit is Hope van Dyne. 3. that the wings can only support her weight and allow her to fly while shrunk in size.]

    Special 1 (normal sized): Wasp spins hitting her opponent with her wings. If this attack hits, it causes a long bleed. Whether it hits or not, this attack gives Wasp a permanent Power Leech counter. Each power leech counter siphons off 10% of the opponent's power gains, giving Wasp the same amount of power.

    Special 2 (normal sized): Wasp fires off a series of 6 bio-electric shocks at her opponent. Each shot that lands has a 60% chance to put a shock debuff on her opponent. Wasp immediately gains 30% of a bar of power for each debuff active on her opponent at the end of this attack.

    [dev. notes: the point of all this is to give Wasp a way to ramp up power to her special 3, which should be the main focus of any player or AI using the character- to get small! If your opponent already has a number of Power Leech counters active, and is bleeding, and stunned from a parry, and you get lucky applying 6 shock debuffs to them from one special 2... it should be possible to immediately jump up to a special 3 from using and hitting with your special 2]

    special 3 (normal sized): This attack does increased damage for every Power Leech counter currently active on the opponent, also causing those power leech counters to expire. At the end of the animation, Wasp should be small and she stays that way until hit as described above.


    special 1 (small size): Wasp hits with her Wasp sting.

    special 2 (small size): Wasp quickly flies back and forth striking her opponent from all sides. This attack is unblockable.

    special 3 (small size): Wasp goes sub-atomic, invading her opponent's body bypassing all defenses to do massive damage.


    Awakened Ability:
    Wasp's awakened ability allows her to shrug off attacks while small. Based on her signature ability level Wasp has between a 20% and 50% chance to stay small even when her opponent successfully strikes her.



    Synergies

    #AvengersAssemble - Unique Synergy
    with Hulk, Thor, Iron Man, and Ant-Man
    Wasp: increase all power gains by 20%
    Hulk: ability accuracy is increased by 30%
    Thor: can stack 2 additional armor breaks
    Iron Man: can trigger arc overload twice per fight
    Ant-Man: has +30% physical resistance
    If Wasp, Hulk, Thor, Iron Man, and Ant-Man are present on the same team: all of your champions gain +10% attack, or +20% attack against villains.

    #Romance
    with Ant-Man

    #Friends
    with She-Hulk

    [Dev. Notes: I thought the AvengersAssemble synergy would be cool since Wasp is the last character not yet in MCOC who was a member of the original Avengers team. It would be great to give a nod to that, and give a reward to players who assembled the complete team, though maybe something more interesting than the extra attack against villains could be cooked up; I thought it was fitting]
  • IvankaIvanka Member Posts: 236
    Another idea with the team synergy for Wasp would be if you paired her with any one of the original founding members of the Avengers (from the comics) then it would extend some special benefit to all Avengers on your team, since you use hashtags this could benefit anyone with #Avengers in their description, not just members of the Unique Synergy. That would be something king of fresh. The only other synergy I can think of that benefitted specific types of champions on your team was the Dormammu/Hood/Mordo synergies which benefit only villains. I've got some more ideas for similar synergies I'll put out in the future, for some of the heroes that focus on identities that I have incorporated in to my Anti-Social Justice storyline.
  • IvankaIvanka Member Posts: 236
    New Character: Captain America (Hydra Agent)
    Class: Science

    313n7opdx0hz.jpg


    Okay so I wasn't going to publish this until I was ready to post my whole "Anti-Social Justice" Event Quest idea, as Cap is part of that storyline, but then the abilities for Captain America (Infinity War) were just revealed today so I thought I'd go ahead and put this out there before I read them just to show what my idea for an update to Cap would be like without being influenced by Kabam's idea. I already had to change him a little because other champions were released that were similar.

    [Dev. Notes: the reasons for this character to exist are threefold (though some of my ideas for him were stolen already by Killmonger, I changed them a little):
    1. Since the 12.0 patch sort of broke how block proficiency and perfect block work the original Captain America and Cap WW2, once highly prized for being able to get through a quest without taking damage, have fallen out of favor. I wanted to design a Cap that could maybe regain that prestige.
    2. The original Cap design is an incredibly piss poor defender. I wanted to see if I could rework that into something good. It seems like Cap should be able to stand his ground better than most.
    3. This Hydra (read: ****) version of Cap makes an excellent foil for my Anti Social Justice 2-Part Monthly Event Quest]

    Captain America has a high base perfect block chance comparable to Daredevil's.

    Captain America has persistent counters known as Experience. He can have a maximum of 99. These persistent counters last through an entire quest and carry over fight to fight.

    Whenever Captain America is in a fight, for every 12 seconds that pass he gains an Experience counter.

    For every Experience Counter Captain America has, he gains +5 Critical Rating.


    Whenever Captain America blocks an attack he has a 0.5% chance, multipled by the number of Experience counters he has, to become indestructible for 0.3 seconds and also gain a Purity buff. The Purity buff makes Captain America debuff immune and expires after 0.1 seconds multiplied by the number of Experience counters on Captain America.
    The chance that Captain America will become indestructible and gain a Purity buff doubles if he uses a well-timed block.

    When attacked (whether blocking or not) Captain America has a 35% chance to apply a Demoralized debuff to the attacker. Every Demoralized debuff reduces the attacker's healing, power gains, block proficiency, and ability accuracy by 10% and expire after 60 seconds.

    When blocking any attack (not just a well-timed block) Captain America has a 5% chance to stun the attacker for 1 second. This chance is increased by +0.05% multiplied by the number of Experience counters he has. This ability cannot stun enemies that are in the middle of performing a special attack.

    When Captain America is hit by an attack that would make contact while he is dashing back, he has a 0.5% chance to perform an auto-block, multipled by the number of Experience counters he has. This auto-block is considered a well-timed block and can trigger a parry.


    Signature Ability: I Could Do This All Day
    Captain America's Block Proficiency increases by 10-100 (depending on signature ability level), multiplied by the number of Experience Counters he has.
    In addition, whenever Captain America takes damage while blocking, he begins regenerating health equal to 30-90% of all damage taken (depending on signature level) over 30 seconds. Taking additional damage while blocking will increase the potency and duration of this health gain. This is not a buff it is a passive effect.

    [Dev. Notes: this shouldn't be a buff to preserve the class relationship wheel and avoid having Cap get punished by Mystic champions which he should be strong against. With 3/3 Recovery and signature level 99, a skillful player who takes no unblocked hits and is able to drag out the fight long enough could get through a fight with Cap taking no damage or even coming out slightly ahead. The main way to play Cap successfully is to drag out fights as long as possible.]

    I have ideas for synergies but they're not totally done yet so I'll add those a bit later, probably after I've got the rest of the aforementioned Event Quest idea ready to go.

    0cgvbzyna2nc.jpg
  • IvankaIvanka Member Posts: 236
    The new Domino is cool and she has a lot of similarities with my design, but I still like my design more. It was more interesting and original IMO. But I'm struck by how many similarities there are.
  • Ivanka_HumpalotIvanka_Humpalot Member Posts: 51
    Wow, so, lots of time has passed since I posted to this thread. So much so that I forgot my old account's password and can't seem to get it back. I had grand plans for this thread but then I got distracted by other things. So much has happened since then.

    - Domino came to MCOC, being extremely similar to my design.
    - Venom was reworked, borrowing several things from my own design of Venom (Mag Gargin)
    - Juggernaut got a slight buff that was a bit similar to what I proposed as a synergy with Professor X, though doesn't go far enough.
    - Captain America Infinity War came to the contest, bearing some similarities to my design for Captain America (Hydra Agent)
    - I was going to submit designs for the Fantastic Four, but we already got a version of Thing so I think I'll just scrap those.
    - Carnage was reworked, making him in some ways similar to my design for Vlad Dracula
    - Colossus gained a much needed synergy boost with White Queen similar to a synergy I proposed with Professor X, though doesn't go far enough.
    - Dr Strange got some new synergies that gave him a boost similar to something I proposed.
    - I observed that directly buffing or nerfing champions was less ideal than changing the game meta by introducing new champions that counter existing favorites, or that make less powerful champs more valuable. I specifically mentioned putting out more defenders that were not easy match-ups for Blade and you did that with Omega Red and Iron Man Infinity War. I was also planning on putting out a design for a strong defender that was very difficult to fight unless you had an armor up buff (thus making worthless champs like Colossus, Unstoppable Colossus, Black Panther Civil War, Iron Man, Civil Warrior, etc have a use) and Kabam did this when they released Havok.
    - Wasp came to the contest. Though... pretty much totally different from my design.
    - Kabam took my advice and permanently changed the energy requirements of Act 4 from 3 energy to 2 energy (good call!)
    - They added new milestone rewards to the catalyst arena like I suggested
    - They added new shock immunities/resistances to many characters which partially takes away from my design for Arcade, which I haven't posted yet
    - bunch of other stuff...

    Anyway, seems like either someone from Kabam is reading these forums or else just great minds think alike.

    I'm going to try and post the rest of the stuff I had jotted down notes for on my laptop. But my life has changed a lot and I no longer have time to really devote to this game like I used to, so some of these might not be as complete or as detailed as my previous designs posted here. I'm just going to post them as quick as I can.

    Also, Captain Marvel is coming to theaters soon and I wanted to post my idea for an event quest involving her. Much much too late now obviously to influence anything they have planned for the game, and I never got around to really finishing the script for it, but I can at least share some of what I got maybe some people will find it amusing.
  • Ivanka_HumpalotIvanka_Humpalot Member Posts: 51
    Synergies for Captain America (Hydra Agent)

    sorry this took so long

    Synergies

    #Teammates
    with Punisher and Crossbones

    #Enemies
    with Black Widow, Captain Marvel, Iron Man (Infinity War), Iron Heart, and Falcon


    #ProblematicPast - Unique Synergy with Winter Soldier
    Captain America: When taking damage from a blocked hit, damage dealt to Captain America that would take him below 1% health takes him to 1% health instead.
    Winter Soldier: gets +5% critical rating for every critical hit he lands up to +200%
    Both: Because whenever a man makes a mistake, we know that he can never be forgiven and must be made an eternal pariah; every time Captain America or Winter Soldier lose a 5+ hit combo, they gain a permanent Impotence passive. These stack and each one reduces your power gains by 10% while increasing your opponent's attack by 10%.

    [Dev. Notes: So I've introduced the concept of a synergy with a drawback here. Cap gains the ability to never die from a blocked hit, while Winter Soldier gains an ever-increasing crit rate up to 300% of his base. Both of these abilities would be fantastic, so the downside is that both also are punished for making a mistake. Those punishments are permanent and unforgivable to keep with the flavor for the character theme.]


    #WhitePrivilege
    with Spider-Man, Ms. Marvel, Iron Man, and Hulk
    Because they are not constantly oppressed by systemic racism, all #White champions on your team gain Unstoppable and Debuff Immunity for the first 0.3 seconds of each fight. They also have an easier time finding bandages that match their natural skin color.

    [Dev. Notes: this effectively allows your characters to land the first hit every fight, if the enemy starts by attacking you. It also makes your champions immune to stun from a "First Kiss" parry, as well as other troublesome things like Coldsnap. The thing about bandages might be overpowered, not sure. Definitely a huge advantage.]


    #NewAndDifferent - Unique Synergy with Falcon
    Falcon: Redwing's Lock On locks on 30% faster, lasts 80% longer, refreshes 20% faster and increase Falcon's base attack by 50% when active. When Redwing is refreshing Falcon's perfect block chance increases by a flat 25%.
    Captain America: When Captain America fights any non-#White champion, he begins the fight with +1500 base attack, but then for every 10 seconds that pass during the fight he gains a permanent Weakness debuff that decreases his attack by 5%. These debuffs stack up to 18 times over 3 minutes (-90% attack).

    [Dev. Notes: Falcon is a pretty trash champion, but I've noticed Kabam giving backdoor buffs to other champs through synergies i.e. Winter Soldier paired with Killmonger goes from being almost totally useless to extremely viable. Falcon could use such a boost himself; while his locked-on ability has potential to be very powerful it takes too long to activate, doesn't last long enough, and then needs to be refreshed. This also is a nod to the "All New, All Different" campaign in Marvel comics where they replaced all the White male superheroes with other characters who were not. Cap's power at the beginning of a fight slowly being stripped away represents his unearned privilege being transformed into equity.]
  • Ivanka_HumpalotIvanka_Humpalot Member Posts: 51
    It should be clear from some of my previous designs, but all of the characters I have submitted and will submit are designed with the assumption that, eventually, Kabam will make it so that synergies work for Alliance War Defense. I don't really understand why they don't currently work.
  • Ivanka_HumpalotIvanka_Humpalot Member Posts: 51
    My Captain America (Hydra Agent) was designed mostly to be a principle antagonist in an epic 2-month-long Monthly Event Quest that I named Anti-Social Justice. I was going to plot out everything including all the dialogue and story segments and such but I just don't have time. So, first of all, here are a few other characters that I was going to include in the event that unfortunately I didn't have time to fully realize:

    New Character: America Chavez
    Class: Cosmic
    maaq0uygmsyuuj87cwiz.jpg


    Though America Chavez is a space alien a la Superman (with no actual links to any existing culture or "race" on this planet), for some reason she identifies as a lesbian Latina in the comics and has a huge chip on her shoulder because of this.

    I never really had time to think of an interesting design for America Chavez I just wanted to use her in my Anti-Social Justice storyline. But given how racist and sexist the character is in the comic books I wanted to do something that made her gain furies or get stronger when fighting those she views as priviled oppressors.

    Synergies:

    #Get Used to It
    Synergy with Iceman, Deadpool, Angela, or Psylocke
    This synergy gives you an advantage when fighting cisgender hetero champions.


    #Girl Power
    Synergy with Iron Heart, Storm, etc...
    This would give you extra furies when fighting male champions or something like that.


    #ForcedDiversity
    with Spider-Man (Miles Morales), Thor (Jane Foster), Wolverine (X-23), Ms. Marvel (Kamala Khan), and Iron Heart: Everybody loves it when you force diversity! During Alliance War, for each stack of this synergy in your Alliance War Defense team, every unique defender in your Battle Group is worth an additional 5 points toward Defender Diversity.

    [Dev. Notes: If America is paired with four different champions with this synergy then every unique defender in her Battle Group is then worth 50 points instead of 30.]
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