WHAT ALL CHANGES WOULD YOU DO TO MAGNETO, IF YOU ARE GIVEN A CHANCE TO BUFF HIM?
CASrinivas
Member Posts: 1,079 ★★★
You can Comment on what all changes you make to Magneto, if you are given the chance to Buff him.
Don't know if the Ability I suggest are good....It may be Stupid, Still.....
I suggest the following:
Against All Other Champs except #Metal Champions:
1. Gain Fury, Cruelty, Precision based on Combo Meter hits..... SPs refresh the Buffs gained
2. Critical/Physical/Energy Resistance
3. Non Contact Hits take No Damage
4. Inflict Bleed, Heal Block and Exhaustion, Slow Debuffs
5. Immune to Inverted Controls, Debuff Resistance (30%){ Decreased Duration of Debuffs}
Against #Metal Champions:
All Abilities mentioned above plus all these:
1. Magnetism: I think there should be an attack boost and ability reduction against #Metal Champions
2. Increased Power Gain when Magnetism is Active
3. Inflict Armour Break on Non Contact Hits (That Purple Circle hits) on #Metal Champions
4. Increased Bleed Duration against #Metal Champions
5. Increased Debuff Resistance {upto 60%} inflicted from #Metal Champions
If you think this can be Improved/ too Powerful Please Let me know by Commenting
Don't know if the Ability I suggest are good....It may be Stupid, Still.....
I suggest the following:
Against All Other Champs except #Metal Champions:
1. Gain Fury, Cruelty, Precision based on Combo Meter hits..... SPs refresh the Buffs gained
2. Critical/Physical/Energy Resistance
3. Non Contact Hits take No Damage
4. Inflict Bleed, Heal Block and Exhaustion, Slow Debuffs
5. Immune to Inverted Controls, Debuff Resistance (30%){ Decreased Duration of Debuffs}
Against #Metal Champions:
All Abilities mentioned above plus all these:
1. Magnetism: I think there should be an attack boost and ability reduction against #Metal Champions
2. Increased Power Gain when Magnetism is Active
3. Inflict Armour Break on Non Contact Hits (That Purple Circle hits) on #Metal Champions
4. Increased Bleed Duration against #Metal Champions
5. Increased Debuff Resistance {upto 60%} inflicted from #Metal Champions
If you think this can be Improved/ too Powerful Please Let me know by Commenting
2
Comments
In theory he should also be immune to shock since he controls electromagnetism.
Probably my number one choice for a buff in the game.
Magneto (Classic)
Health: 15,934
Attack: 1,072
Signature: Magnetic Assault
Magneto raises the intensity of his magnetic attacks. As his power level rises, he gains up to 50% Attack to all of his basic energy attacks. Additionally, his Special Attacks gain up to +900 critical rating and +600 critical damage.
All attacks:
All of Magneto's basic attacks inflict Energy damage.
Due to the magnetic impulses he uses to harm his opponents on basic attacks, Magneto has a 50% chance to avoid any contact-based damage. This rises to 100% against Static Shock. This does not affect the defenders ability to activate defenses such as Armour Up
Magnetism
Magneto (Classic) keeps metal opponents magnetised at all times. When magnetised, opponents suffer the following effects, which are 25% more potent against robots:
- Reduced Ability Accuracy (-45%)
- Reduced critical rating (-250)
- Reduced regeneration and power gain by 30%
- Whilst magnetised, opponents cannot trigger Unstoppable, Unblockable or Shock effects (their ability accuracy for these effects is reduced to zero, and this is unaffected by immunity to ability accuracy reduction).
- Magneto gains +15% perfect block against magnetised opponents.
Magnetic Shield:- When blocking, Magneto has a 15% chance to deflect all projectile attacks, rising to 60% against magnetised opponents. Deflecting the attack reduces all damage to zero.
- After holding block for 0.8 seconds, Magneto increases the strength of his magnetic shield, increasing his block Proficiency by +400, and granting 12% Perfect Block.
- Magneto reduces the ability accuracy of Shock effects by 50% when blocking; rising to 70% after holding block for 0.8 seconds
Special attacks:SP1 - This attack now hurls three jagged shards at the opponent. 60% Chance to inflict each of three stacks of Bleed for 888 damage over five seconds.
SP2 - 80% Chance to inflict one Bleed debuff causing 1772 damage over five seconds. 100% chance to inflict Heal Block for nine seconds. Against opponents who are not flying, this attack has the same impact as a Heavy Attack and gains +40% Attack rating*.
SP3 - This attack has a 60% chance to remove any Unstoppable or Unblockable buffs. It has a 100% chance to inflict Armour Break (-1200 Armour) and Heal Block for eight seconds, and to Bleed for 1772 damage over five seconds.
*Magneto's SP2 is not unblockable, but can potentially break through an opponent's block. It can be resisted by opponents who are Unstoppable, by opponents using the Stand Your Ground Mastery, and by those with specific abilities enabling them to resist heavy attacks, such as Black Panther Civil War, or Mole Man. It does not have this effect against champions who are flying (DS, DV, SS, AA, Vulture, etc), and inflicts less damage on them. This attack counts as a projectile for Evasion.
- for current magneto
- autoblock and parry if it was basic on all projectile attacks with perfect block chance
- all bleed and armor break 100% on al specials +
- sp1 power steal 50% of opponents current power if they r metal champions
- sp2 triggers magneto field for 18 seconds (with actual sphere and visuals and stuff) giving him dense magnetic field that reduces opponent's chance to crit by 70% and reflects 45% of damage on block as it was supposed to be critical hit. every blocked hit gives magneto 45%+ power and every hit dealt gives 25%+.
- sp3 break any opponent's armour by 4000 for 22 seconds and if opponent is metal then lock their power for 6 seconds.50% chance bleed triggered on sp3 is critical bleed 90% chance on opponent reliant on metal.
- passive : as time passes during battle opponent reliant on metal looses their ability accuracy by 10% for every 10 hits on them either magento . ability reduction max upto 50%. once on 50% it has 12 second duration then counter restarts it self.
Taking inspiration from Blade, Omega Red, Emma Frost, and a few others... When fighting Metal Opponents he gets a +75% Attack Boost and Reduces their Ability Accuracy by 50%, take 80% Less Damage when being hit by Metal Objects (Suits, Swords, Bullets, Thrown Guns, Robots, Etc.), each time he's hit by any Metal Object he gains 1 Metal Scrap Charge and each Charge increases Special Damage by 5% (they are Removed each time you use a Special) up to 50% Increased Special Damage, gets +25% Energy Resistence per Bar of Power he has at a time (up to 75% obviously), and can Nullify Armor Up Buffs on Colossus and Unstoppable Colossus. (The Colossus and the Energy Resistance bits being references to the Comics)
He should be tanky due to his shielding powers via electromagnetic fields. Damage mitigation with a low base hp pool seems appropriate. His safeguard could carry over too.
He should have strong control abilities and stronger still against metal opponents. Immunity to unblockable and unstoppable would be appropriate.
He should have strong direct damage abilities, could be a build up resource like 'scrap' which when it peaks can be spent for a bursty special. He also should continue to have bleeds. Both of these should be stronger against metal opponents.
At one magnetism charge Magneto would reduce ability accuracy of #metal opponents by 40% plus 2.5% per charge
At two magnetism charges #metal would have reduced power gain
At three #metal would have reduced block proficiency and perfect block chance
At four #metal would would have a -100% chance to crit
At five (the max) #metal champions would have the next attack that hits Magneto strike back energy damage with fifteen second cooldown. If Magneto is awakened the damage taken by the attack is reduced to X% where X is identical to the refraction percentage of the signature ability (i.e. at max sig Magneto would take only 12.67% of the damage of the attack).
Additionally, each magnetism charge would increase Magneto's chance to inflict bleed with special attacks by five percentage points and the duration of his heal blocks by one second.
That to giving the Full Potential for one of the Strongest MCU Character
I think Kabam should Open up a Thread like the Buffing Up Thread.....For Summoners to Suggest on Buffing Up of Champions....
I'm sure that The Buff Up will be better with the Feedback & Suggestions of the Fellow Summoners
Frankly I'm a bit surprised that this thread hasn't been closed and redirected there!
Here's a link to a post I made in it,which is basically a list, linking to all the preceding redesigns. It's probably the best place to start if you wanted to take a look at some: https://forums.playcontestofchampions.com/en/discussion/comment/1009289/#Comment_1009289
Sadly it's basically a place for us dreamers to dream, rather than being a hot-line to the Kabam redesign team. But they (should) know where it is, if they want to take a look for inspiration.
Awakened ability: Master of magnetism
Magneto uses his unparalleled control of metal to its full potential. #metal champs suffer -30% block proficiency and armor rating. Sword attacks deal up to -65% damage. +25% chance to Auto block vs #metal champs(% scales depending on sig level) (% values are at max sig)
Magnetism (Passive) - #Metal champs suffer 85% reduced ability accuracy. This increases by 10% against tech champs. #metal champs can not evade Magnetos attacks. Sentinels are not affected by this ability. This ability is immune to ability accuracy modification.
All of Magnetos attacks deal energy damage and do not make contact.
All bullet and missile attacks have a 100% chance to miss.
Wearing a specially designed helmet Magneto is completely immune to telepathic abilities/reverse controls etc
Dashing back and holding block for 2 seconds gives Magneto a powerful magnetic shield increasing block proficiency by 20% until the block is released
Synergies:
Super Villains - with Doctor Doom & Loki
Increase attack by 15% against Hero champions
Brotherhood - with Sabretooth & Mystique
Magneto gains +5% magnetism for each alive synergy member on the team
Rivals - with Cyclops, Storm, Wolverine, Colossus, Nightcrawler, Iceman & Beast
All champions gain +7% attack (does not stack)
Old Friends - with Professor X
Every 20 seconds Magneto gains a magnetic shield that lasts for 10 seconds. This shield provides +50% block proficiency
Never again... - Solo Synergy
If all other champs are dead Magneto starts the fight with a fury buff granting +25% attack
Magneto does not suffer from class penalty against tech champions suffering from magnetism
Magneto has a double class advantage over skill champions suffering from magnetism
Every 12 seconds, magneto will rotate between magnetic shield and magnetism
Magnetic Shield
- Triggers when magnetism debuff on enemy expires or when he suffers any hit that deals more than 5% of his max health
- Magnetic shield cannot be removed by any means, cannot b stolen, copied or replicated and does not count as an active buff
- While magnetic shield is active, all attacks will be glanced, reducing offensive ability accuracy by 100%, cannot be critical and deal 50% less damage
Magnetism
- Triggers when magnetic shield goes into cooldown or when a special succesfully hits enemy
- Cannot b shrugged off, reduced in potency or reduced in duration
- Metal enemies have a reduced 100% defensive ability accuracy
Special attack
- All succesful hits placed magnetism debuff on enemy (even if the enemy cannot be magnetized). Enemy already under magnetism will see that debuff reset.
SP1 animation should be similar to Ebony Maw's SP2 and can have up to 4 bleed (debuffs)
SP2 animation remains the same
SP3 animation remains the same. Enemy is under magnetism debuff for 60 seconds
New signature:
Enhanced Magnetism
When entering magnetic shield mode, he gains indestructible for up to x seconds and his first dash attack is unstoppable.
When enemies are magnetized, Magneto's basic hits have up to 40% chance of being unblockable
Synergies:
Brotherhood of mutants - sabretooth, pyro, toad, mystique
Rivalry - x-men
Enemies - avengers, sentinel
Family - scarlet witch, quicksilver, polaris
Masterminds - Ultron, Dr Doom, Kingpin, Modok, mojo,