Buffing Magneto (Classic and Marvel Now) [Epsilon]
Ok time for another buff discussion/request. If you’d like to see my earlier buff ideas I put “Epsilon” in the titles of my buff discussion to make them easily accessible.
In the wake of diversity staying we could very much use some better defenders. But we could also use more attackers… so let’s kinda make one of each from bad champs. Firstly I’d very much like to make them clones. Identical.
•Give Magneto White the signature of Magneto Red.
•Increase Red’s Magnetism to White’s potency
•Give White the constant magnetism of Red
Now they very much have the best of their abilities TOGETHER! But that’s not enough.
Additions for both:
Control over magnetism grants them a 50% Reduction in the opponent’s shock abilities.
WHITE MAGNETO (the cleric):
•White Magneto is to reduce the power gain of Metal champions by 90% (oh wow cool), and will have unblockable special attacks while the opponent is metal.
•inflicting power/heal block at each bar Magneto fills for an increasing amount of time. Explained by his powers heightening to control the metal in his opponents…even inside of them
•projectiles have a 50% chance to glance due to Magneto’s protective magnetic field.
RED MAGNETO (The fighter):
A true Omega level threat Magneto will not hesitate.
•A danger sense level of attack increase (perhaps at 80% worth of danger sense due to the coverage)
•Block Penetration and Armor Penetration would both have to go up as all that protective tin is worthless when it’s so easily crushed by a true master of metal
•”open wounds” an ability once unique to Punisher Classic (and technically carnage). 70% chance that a special attack bleed leaves an open wound. It is a passive bleed effect that deals no damage.
•each open wound on the opponent gives a 10% chance that a medium attack blasts shrapnel into an exposed wound dealing 50% attack as “DEEP wound” damage (once unique to Nightcrawler)
MISC abilities that could go to either or would require more thought and planning to implement
•White with attack boost vs metal
•all attacks (minus Sp1 punch) being classified at “no contact” (no “when struck” defensive abilities only “when attacked”)
•Red with shock? (Perhaps heavy?)
•White with Auto Block chance vs either medium or light attacks specifically (NOT both)
•Red gaining 50% more power against metal
•Red baseline Special Bleed Chance to 85%
This is mostly off the top of my head but I spent about a half hour wording it. I realize it’s basicaly a full overhaul of 2 characters but it’d definitely lessen the overall hatred of pulling them from crystals and if you basicaly remove 2 bad pulls and add 2 good ones then the crystal opening experience only gets better
Until the next buff discussion/request…
-vr9 CIAO