Magneto: All projectile attacks by opponent miss and still grant power while opponent is magnetised and his energy based basic attacks do not trigger abilities of opponent that are contact reliant.
Crossbones: remove the armor and block proficiency penalty while in overrun and give him a persistent charge ability where by landing a heavy attack he can convert 1 of his temporary furies per fight into a permanent passive fury to a max of 5 and let them travel with him from fight to fight. When you reach the 5th fury the potency of your passive furies is increased by 100% for the rest of the quest. Everything else stays the same so he would still gain his temporary furies that last 8 seconds and they would reduce defensive ability accuracy in the same way they do now. The 5 permanent passive furies would reduce offensive ability accuracy by 10% each. And his sig would start at 25% to shrug off any debuff and cap at 75% at sig 200.
Taskmaster: Each debuff on either taskmaster or his opponent gives X amount of attack rating. This damage is doubled when he activates special attacks.
I have a 6 star Rhino. He should do anything with his SPECIAL Attacks. ANYTHING. His description is the shortest I have ever seen. This dude is so lame.
i hope some mods has look here and forwards this suggetions to devlopers and design team, some are very balanced suggetions that they can actually follow with some changes they feel necessary and add their own flavours. @Kabam Miike
Add a “Fowl Play” synergy with Darkhawk/Vulture/Archangel/Phoenix: All buffs/debuffs on Howard gain +5%/-5% duration for each bird buddy on his team; and
Add a “Comic Effect” synergy with Warlock: As long as Howard has an Armor Up buff, shock debuffs deal 50% less damage and have 50% less duration (Howard only, doesn’t stack); and
Add a “Just Ducky” synergy with VtD that grants Howard a random offensive buff from the RNA bank starting each fight; and
Make Howard’s signature ability part of his basic kit (with a flat amount of regen/quack damage), replacing it with a signature ability (“Duck and Cover”) that grants him “safeguard” for X seconds whenever he is reduced to 0 Armor Up buffs.
I like him though he looks cool and has good animations but damn those numbers and his playstyle os weird with no rampup and reverse rampup of damage keeps on reducing with even Lowest damage !! but for - Diablo - increase all potency of his conction by 100%+ and no limit on concoction and instead of persistance charge give him prefight to drink 1 specific concoction before fight
I like him though he looks cool and has good animations but damn those numbers and his playstyle os weird with no rampup and reverse rampup of damage keeps on reducing with even Lowest damage !! but for - Diablo - increase all potency of his conction by 100%+ and no limit on concoction and instead of persistance charge give him prefight to drink 1 specific concoction before fight
Totally agree, your ideea is pretty good. I am just salty that he was my first 6 star back in the day and i quit for half an year because of him...
Falcon: makes his cruelties remain for whole fight, add a cap at 10. These are gained when opponent evades or when Falcon strikes block. Also, his block time for activating the lock on is reduced by 60%
Domino: 25% chance to gain a fury on all basic attacks, doubling attack for 5 seconds.
Corvus: When glaive charges are in cool down mode, Corvus becomes enraged and gains a fury granting plus 500% attack for the duration of the cooldown.
Ghost: all special attacks are unblockable
Hyperion: pause fury timers for 8 seconds after every special attack.
Nick Fury: After the "real" Nick Fury dies, it turns out it was just another decoy and now the true Nick Fury comes out with Furys fury and does not lose health over time like the second decoy.
Vulture: Power Drains 50% max power instead of current power and Decoy tanks SP3 Miles Morales: Increased attack and crit with evade charges King Groot: Passive attack increase if enemy’s under a debuff Psylocke: Normal power gain and enemy doesn’t gain power when hitting psi-charges DD (both): SPs activate True Strike Sentry: Remove the health limit on his sig Phoenix: Stronger Incinerates and guaranteed regen from sig Bishop: Remove the Warning: Overload drawback Magneto (both): Magnetism is similar to Danger Sense and SPs activate Magnetism for a while even for enemies without metal Punisher 2099: Less Battery spent on abilities Gambit: Hold block ability is similar to Nebula’s and remove Fold Cyclops (both): Strong concussions from SPs Juggernaut and Unstoppable Colossus: Dashing in becomes Unstoppable and increased attack (basically Mighty Charge)
IRON FIST First Idea - new mechanic on top of his current mechanics - An agression Meter or chi charges - depending on how agressivw you playing and how many intercepts you got you increase his damage by upto 200% depending on chi charges ,increase power gain by 15% and at full charge 15% chance to nulify buffs with Medium strikes Second idea - utility champ on top his current mechanics - heavy attack puts disorient debuff reducing ability accuracy by 70% - after every 10 hits on combo meter and after every special he enters CHI STRIKE mode for 6 seconds While In Chi Strike mode he cant not miss,opponent can not Auto Block and he is stun immune - after special 3 Chi strike is refreshed with double Duration and every hit deals 55% aditional energy damage per strike.
IRON FIST First Idea - new mechanic on top of his current mechanics - An agression Meter or chi charges - depending on how agressivw you playing and how many intercepts you got you increase his damage by upto 200% depending on chi charges ,increase power gain by 15% and at full charge 15% chance to nulify buffs with Medium strikes Second idea - utility champ on top his current mechanics - heavy attack puts disorient debuff reducing ability accuracy by 70% - after every 10 hits on combo meter and after every special he enters CHI STRIKE mode for 6 seconds While In Chi Strike mode he cant not miss,opponent can not Auto Block and he is stun immune - after special 3 Chi strike is refreshed with double Duration and every hit deals 55% aditional energy damage per strike.
Comments
Each debuff on either taskmaster or his opponent gives X amount of attack rating. This damage is doubled when he activates special attacks.
Would make his sp2s absolutely top notch
Add a “Fowl Play” synergy with Darkhawk/Vulture/Archangel/Phoenix: All buffs/debuffs on Howard gain +5%/-5% duration for each bird buddy on his team; and
Add a “Comic Effect” synergy with Warlock: As long as Howard has an Armor Up buff, shock debuffs deal 50% less damage and have 50% less duration (Howard only, doesn’t stack); and
Add a “Just Ducky” synergy with VtD that grants Howard a random offensive buff from the RNA bank starting each fight; and
Make Howard’s signature ability part of his basic kit (with a flat amount of regen/quack damage), replacing it with a signature ability (“Duck and Cover”) that grants him “safeguard” for X seconds whenever he is reduced to 0 Armor Up buffs.
Dr. Zola
Hat tip to @Colonaut123 on part of this one.
but for
- Diablo - increase all potency of his conction by 100%+ and no limit on concoction and instead of persistance charge give him prefight to drink 1 specific concoction before fight
Restore Ant Man back to his OG version where it was much easier to stack fatigues.
Abomination: inflicts poison on basic attacks and increase damage for each poison on opponent
Yondu: arrows attacks reduce defensive ability accuracy by 100% and have a chance to crit bleed
Nebula: 100% chance to perfect block against shocked opponent
Black panther classic: crit bleeds
Domino: 25% chance to gain a fury on all basic attacks, doubling attack for 5 seconds.
Corvus: When glaive charges are in cool down mode, Corvus becomes enraged and gains a fury granting plus 500% attack for the duration of the cooldown.
Ghost: all special attacks are unblockable
Hyperion: pause fury timers for 8 seconds after every special attack.
Nick Fury: After the "real" Nick Fury dies, it turns out it was just another decoy and now the true Nick Fury comes out with Furys fury and does not lose health over time like the second decoy.
Miles Morales: Increased attack and crit with evade charges
King Groot: Passive attack increase if enemy’s under a debuff
Psylocke: Normal power gain and enemy doesn’t gain power when hitting psi-charges
DD (both): SPs activate True Strike
Sentry: Remove the health limit on his sig
Phoenix: Stronger Incinerates and guaranteed regen from sig
Bishop: Remove the Warning: Overload drawback
Magneto (both): Magnetism is similar to Danger Sense and SPs activate Magnetism for a while even for enemies without metal
Punisher 2099: Less Battery spent on abilities
Gambit: Hold block ability is similar to Nebula’s and remove Fold
Cyclops (both): Strong concussions from SPs
Juggernaut and Unstoppable Colossus: Dashing in becomes Unstoppable and increased attack (basically Mighty Charge)
First Idea
- new mechanic on top of his current mechanics
- An agression Meter or chi charges - depending on how agressivw you playing and how many intercepts you got you increase his damage by upto 200% depending on chi charges ,increase power gain by 15% and at full charge 15% chance to nulify buffs with Medium strikes
Second idea - utility champ on top his current mechanics
- heavy attack puts disorient debuff reducing ability accuracy by 70%
- after every 10 hits on combo meter and after every special he enters CHI STRIKE mode for 6 seconds
While In Chi Strike mode he cant not miss,opponent can not Auto Block and he is stun immune
- after special 3 Chi strike is refreshed with double Duration and every hit deals 55% aditional energy damage per strike.
Would keep her from getting slaughtered by facing Rhino with her first mission being intercept.
Jk