Champion Buffs
Dkutctgh
Member Posts: 235 ★
1.Kabam So Far has Buffed quite a few champs and each time they've always made old, bad champs way better. However these buffs take so long and are very infrequent.
2.But, what a lot of champs need are just small buffs(Changes to how their abilities work) in certain ways to bring their damage up to par with the inflation of damage that champs can do now.
3.I Know that some of these improvements are to "God" tier champs but what i'm trying to do with these changes is just make champs easier to play or do more damage or just Overall be more useful.
4.Ill try to add some reasoning to each change.
5. Some champions may be getting a lot of Changes but thats because theyre core is solid and they dont need a complete rework.
6. Also Dont say that there needs to be bad champs. There SHOULDN't be bad champs. They should all have similar damage outputs and if not, have utility to make up. A baseline is that even we though we want high damage dealing champs and that not all champs should be doing really high damage, each champ should have at least a "LOW/High-Demi God" tier of damage
Add comments on these changes or add your own ideas
P.S Kabam, Please don't merge this with the Champion Improvement thread. I dont want my ideas to get drowned in that thread.
Here's a list of ways you can buff champs to bring them up to Par.
Angela
Change-Add a x% to inflict bleed on basic attacks
Reason-She uses a SWORD + It would add some damage to increase her overall damage output
Beast
Change 1:Critical Hits have x% to inflict bleed (No matter which Combat Form)
Reason 1:It would increase his damage output whether you are in either Form. This increases his damage output in Acrobatic combat form which would be useful because you use that form to heal but in this case you would still have a way of doing OK damage output
Change 2:In Freestlye Combat Form,For each bleed Debuff Beast deals a burst of x% physical damage
Reason 2:Freestyle Combat Form is the form you WANT to be in when playing Beast. These changes will make playing Beast more rewarding
Change 3:Holding Block for X seconds allows Beast to switch from his starting combat form to the other. Delete the way Beast switches forms currently (Throwing specials).
Reason 3:This allows Beast to be more like NightCrawler in which you can easily switch modes without having to throw a certain special. This also allows you to use whichever special you want without HAVING to switch combat forms.
Change 4:When using special 1and 2, if in Freestyle mode the chance to inflict stun increases and Stuns for X seconds longer. When using special 1 and 2, if in Acrobatic mode the opponent gains no power.
Reason 4: This also allows you to use whichever special you want without HAVING to switch combat forms. It also gives you a strong benefit for using a special in a certain mode, which is more of an attacking benefit in Freestyle, and enhancing the defense in Acrobatic.
Change 5:When using Special 3, you get a fury increasing attack by x%
Reason 5:It deletes the inaffective current bonus effect on his special 3 which relies on combo.
Sig Ability Change 6:When completing a 5 hit combo in Freestyle mode you have 50% chance to get a permanent precision buff and a 50% chance to get a permanent cruelty buff. 5 total of these buffs. (This means on every 5 hit combo, up until the fifth 5 hit combo, you will ALWAYS get a buff)
When completing a 5 hit combo in Acrobatic Mode you heal for x% of the damage dealt in the combo.
If you don't do a 5 hit combo there is no delay until you can try again. If you succsefuly complete a combo, you have to wait X seconds until you can do it again.
Sig Ability Reason 6:This completely revitilizes Beasts Sig Ability. This allows Beast to increase damage in Freestyle and Heal in Acrobatic which play into the styles of each mode. Freestyle-Offensive. Acrobatic-Defensive
Bishop
Change 1:Delete the Power Overload ability.
Reason 2:This ability punishes the player for stacking up prowess or holding your power at 3 bars. It makes sense with lore but isn't practical and holds Bishop back.
Change 2:For each full bar of Power you end the fight with, you get 1 persistent charge. (Max 3) If you enter the fight without using them you start the next fight with 1 bar of power per persistent charge.
Reason 2:This is just a way of reworking Bishops current way of transferring Power. This will play into his Reworked Sig Ability
Sig Ability Change 3:There a three options you can use your Persistent Charges on.
1.Special Attacks are Unblockable
2.Gain Stun Immunity and reduce opponents Ability Accuracy by x%
3.Special Attacks inflict an incinerate for x Damage over ___ seconds
Sig Ability Reason 3:Bishops current sig ability is impractical. Based on your power level you get a bonus. However its not easy to control your power level so you can get the benefit you want. This allows you to choose which bonus' you want based on the # of complete bars of powers you had in the previous fight.
Cable
Change 1:Heavy Attack Degen is decreased by X% but doesn't scale inversly to the opponents Power
Reason 1:This allows a consistent degen but at the cost of more damage.
Carnage
Change 1:If Carnage has at least one buff, he bypasses spiderman characters evades.
Reason 1:Carnage (like Venom) can bypass Spiderman's spider-sense and is in the need of some utility so it just WORKS.
Diablo
Change 1:Diablo takes 75% less damage from poisons
Reason 1:Helps him be more useful in poison matches
Change 2:Diablo takes 0% healing rate reduction from Poison
Reason 2:Makes him Able to heal of poisons which increases his usefulness
Change 3: Brewing takes 0.5 seconds
Reason 3:The brewing time totally screws diablo and theres no reason that need to be long.
Change 4:Increase each concoction to 15 seconds uptime
Reason 4:The increased time of concoctions will give diablo more uptime on the brews which will make them more useful
Change 5:Diablo gets 16 concoctions PER FIGHT... not per quest. Every fight you enter gives you 16 concoctions, 4 of each.
Reason 5:This will allow diablo to be played carefree so you can play with some restriction but not have to worry about each upcoming fight
Change 6:When activating a SP3, Diablo gains a permanent "aptitude" buff which increases the effects of his concoctions by 50%
Reason 6:the current ability just gives diablo a small bonus. this will give diablo a bonus that affects his abilitys
Change 7:Delete the ability that causes to diablo to poison himself if he drinks a concotion that is already active. If he drinks a concotion that is already active nothing happens
Reason 7:this punishes you the player and its hard to control sometimes which hit you land on. Its a cool way to interact with his poison resistance but it isnt Needed and should be deleted
Sig Ability Change 8:delete the decreased brewing time from sig ability. Allow his first concoction drank to be permanent. Keep the increased concoction duration
Sig Ability Reason 8:No need for decreased brewing time since that will be made part os regular abilities. first concoction drank becomes permanent allows you to customize how you play diablo.
Doctor Voodoo (This Change is kind of unneeded butI would like to hear thoughts)
Change 1:Spirit Venom can poison poison immune characters
Reason 1:Its a spirit venom. Its poisoning the soul/spirit?? Right? So unless I 'm taking it to literally, i think it would make sense for it to be able poison immunes. (Again this change isnt needed)
Psylocke
Change 1:Basic Hits have a X% chance to inflict a bleed that does X damage over X seconds
Reason 1:She uses a SWORD + Just increases her base damage output.
Change 2:Delete her ability that causes her to gain 25% less power when striking the enemy
Reason 2:It just seems unneeded and crutches her fo no reason. However maybe without this ability she would be OP so this could be figured out in Test
Change 3:Delete her ability that allows her psi-charges to be consumed when hit
Reason 3:Again this unnecessarily crutches her. It would make it easier to stack the charges with is good for her damage output.
Punisher 2099
Change 1:Every X seconds the battery recharges. If Opponent has 1 or less buffs gain 10%(Maybe 8%) battery. If Opponent has 2+ buffs gain 5% battery. Punisher starts at 0% battery
Reason 1:One of the reasons he isn't great is that he needs his battery but it takes to slow to charge up. But with the other changes im adding it makes sense for him to start at 0%.
Change 2:If opponent activates a heal block, the battery drains 20% to inflict a permanent Passive heal block. If Punisher 2099 lands a heavy, 10% battery is drained to stun for 1.5 seconds
Reason 2:First change makes punisher 2099 gain a really good piece of utility. Second Change just allows his battery to stay up for longer.
Change 3:For Each percent of battery, Punisher 2099 gains X attack rating (Decrease it from what it currently is So he's not OP) and hits cause the opponent to gain 0.9% (@ 100 battery its 90% less power like it is currently) less power, when hit, per percent of battery. Delete the Overdrive ability (Cap battery at 100)
Reason 3:This will allow the player to not worry about reaching maximum battery. This will allow the player to utilize the utility of his battery effects.
Change 4:Special Attack 1 causes Punisher 2099 to gain 15% battery over X seconds (Maybe 10% depending on gameplay Test)
Reason 4:This decrease is caused to allow Punisher a slower time to gain battery to due to the fact that I increased his passive battery gain
Change 5:When using Special 2, 30% battery is drained to gain a true accuracy passive for X Seconds. If Battery is over 50% charge, 20% is drained to double the duration of the armor break.
Reason 5:This Special is the one you would want to use to maximize damage. The true accuracy passive makes him more lucrative and have more utility. The armor break drain is to help decrease his battery as with these changes he would gain a lot more battery more quickly.
Change 6:When using SPecial 3. 50% battery is drained to Disintegrate opponent which causes X Damage over X seconds. Delete ability that reduces power gain rate
Reason 6:This needs to be a massive disintegrate to make the 50% worth it. The power gain rate reduction was deleted as it wasnt needed.
Sig Ability Change 7:Start with 10% Battery. If opponent hits Max Power, drain 50% battery to power burn all their power over X seconds and to inflict a power lock for X seconds
Sig Ability Reason 7:This ability will help give Punisher 2099 more utility and have a strong power burn that also functions as a safety mechanic against SP 3's.
Sabretooth
Change 1:Delete the ability he has that makes you have to idle for 1 second to convert the fury buff to a passive. They would be gained the same but instead go straight to a fury passive instead of buff. SP3 Fury also goes straight to a passive
Reason 1:Converting the buffs are very dangerous in most content and its tedious having to always use the SP1. This would be a good change and would make sabretooth so much better as he isnt dangerous to use.
Change 2:The fury passive on the SP2 should be brought up to Par with his other furies
Reason 2:This is an obvious change.
Silver Surfer
Change 1:Allow him to stack up to 2 Aptitudes of the SP3. Also make the Aptitude Buffs permanent.
Reason 2:The 2 max of aptitudes will increase potency giving SS a harder hit and making them permanent will allow to easily stack 2 and maximize damage.
Thor Ragnarok
Change 1:Delete the restriction on Thors SP3 that causes him to cap his Sp3's damage at 20% of opponents max health
Reason 1:At this point, its uneeded. Hyperion and AArkus (with max power gain) can both get to a sp3 faster than thor rag and have no cap on their SP3 so what is the point in capping Thors?
Champs that need UPDATES (Small additions to abilities or buffs to numbers-Most of these are meant as Offense updates)
Elektra
Dormammu
Ebony Maw
Guilotine
Kingpin
Korg
Loki
Mole Man
Mordo
Nebula
Nightcrawler
Nova
Phoenix
Red Skull
Rogue
Ronan
Sentry
Star-Lord
TaskMaster
Terrax
The Hood
Thor (Jane Foster)
Ultron (Classic)
Ultron (Age of Ultron)
Vulture
Winter Soldier
Wolverine
Yondu
Champs that NEED Complete REWORKS
Abomination
Agent Venom
Ant-Man
Black Bolt
Black Panther
Black Panther (CW)
Black Widow
Captain America
Captain America (WW2)
Captain Marvel (Classic)
Civil Warrior
Cyclops (Blue Team)
Cyclops (New Xavier School)
Daredevil (Netflix)
Daredevil
Deadpool (X-Force)
Doctor Strange
Drax
Electro
Falcon
Gambit
Green Goblin (I know he's ok rn but he could be infitely better. Super Strength, Healing Factor, Super Smart, Insane, Glider (Rockets), Pumpkin bombs, Pumpkin Batarangs, Laser Fingers, etc.)
Groot
Hawkeye
Howard The Duck
Hulk
Iron Fist
Iron Man(Classic)
Iron Patriot
Joe Fixit
JuggerNaut
Kang
Karnak
King Groot
Magneto
Magneto (Marvel Now)
Moon Knight
Ms. Marvel (classic)
Ms. Marvel (Kamala Khan)
Punisher
Rhino
Rocket Racoon
Spider Man
Spider Man (Miles Morales)
Spider Man (Symbiote)
Storm (Classic)
Superior Iron Man
Thanos
Thor
Unstoppable Colussus
VenomPool
Vision (Classic)
Vision (Age of Ultron)
War Machine
YellowJacket
PS. I know some on this list are Good but they hav no Utility or only 2/3 abilities which makes them tedious, not good, and bad representations of the characters. Also i know that there r a lot but remember there is a lot of not great characters.
2.But, what a lot of champs need are just small buffs(Changes to how their abilities work) in certain ways to bring their damage up to par with the inflation of damage that champs can do now.
3.I Know that some of these improvements are to "God" tier champs but what i'm trying to do with these changes is just make champs easier to play or do more damage or just Overall be more useful.
4.Ill try to add some reasoning to each change.
5. Some champions may be getting a lot of Changes but thats because theyre core is solid and they dont need a complete rework.
6. Also Dont say that there needs to be bad champs. There SHOULDN't be bad champs. They should all have similar damage outputs and if not, have utility to make up. A baseline is that even we though we want high damage dealing champs and that not all champs should be doing really high damage, each champ should have at least a "LOW/High-Demi God" tier of damage
Add comments on these changes or add your own ideas
P.S Kabam, Please don't merge this with the Champion Improvement thread. I dont want my ideas to get drowned in that thread.
Here's a list of ways you can buff champs to bring them up to Par.
Angela
Change-Add a x% to inflict bleed on basic attacks
Reason-She uses a SWORD + It would add some damage to increase her overall damage output
Beast
Change 1:Critical Hits have x% to inflict bleed (No matter which Combat Form)
Reason 1:It would increase his damage output whether you are in either Form. This increases his damage output in Acrobatic combat form which would be useful because you use that form to heal but in this case you would still have a way of doing OK damage output
Change 2:In Freestlye Combat Form,For each bleed Debuff Beast deals a burst of x% physical damage
Reason 2:Freestyle Combat Form is the form you WANT to be in when playing Beast. These changes will make playing Beast more rewarding
Change 3:Holding Block for X seconds allows Beast to switch from his starting combat form to the other. Delete the way Beast switches forms currently (Throwing specials).
Reason 3:This allows Beast to be more like NightCrawler in which you can easily switch modes without having to throw a certain special. This also allows you to use whichever special you want without HAVING to switch combat forms.
Change 4:When using special 1and 2, if in Freestyle mode the chance to inflict stun increases and Stuns for X seconds longer. When using special 1 and 2, if in Acrobatic mode the opponent gains no power.
Reason 4: This also allows you to use whichever special you want without HAVING to switch combat forms. It also gives you a strong benefit for using a special in a certain mode, which is more of an attacking benefit in Freestyle, and enhancing the defense in Acrobatic.
Change 5:When using Special 3, you get a fury increasing attack by x%
Reason 5:It deletes the inaffective current bonus effect on his special 3 which relies on combo.
Sig Ability Change 6:When completing a 5 hit combo in Freestyle mode you have 50% chance to get a permanent precision buff and a 50% chance to get a permanent cruelty buff. 5 total of these buffs. (This means on every 5 hit combo, up until the fifth 5 hit combo, you will ALWAYS get a buff)
When completing a 5 hit combo in Acrobatic Mode you heal for x% of the damage dealt in the combo.
If you don't do a 5 hit combo there is no delay until you can try again. If you succsefuly complete a combo, you have to wait X seconds until you can do it again.
Sig Ability Reason 6:This completely revitilizes Beasts Sig Ability. This allows Beast to increase damage in Freestyle and Heal in Acrobatic which play into the styles of each mode. Freestyle-Offensive. Acrobatic-Defensive
Bishop
Change 1:Delete the Power Overload ability.
Reason 2:This ability punishes the player for stacking up prowess or holding your power at 3 bars. It makes sense with lore but isn't practical and holds Bishop back.
Change 2:For each full bar of Power you end the fight with, you get 1 persistent charge. (Max 3) If you enter the fight without using them you start the next fight with 1 bar of power per persistent charge.
Reason 2:This is just a way of reworking Bishops current way of transferring Power. This will play into his Reworked Sig Ability
Sig Ability Change 3:There a three options you can use your Persistent Charges on.
1.Special Attacks are Unblockable
2.Gain Stun Immunity and reduce opponents Ability Accuracy by x%
3.Special Attacks inflict an incinerate for x Damage over ___ seconds
Sig Ability Reason 3:Bishops current sig ability is impractical. Based on your power level you get a bonus. However its not easy to control your power level so you can get the benefit you want. This allows you to choose which bonus' you want based on the # of complete bars of powers you had in the previous fight.
Cable
Change 1:Heavy Attack Degen is decreased by X% but doesn't scale inversly to the opponents Power
Reason 1:This allows a consistent degen but at the cost of more damage.
Carnage
Change 1:If Carnage has at least one buff, he bypasses spiderman characters evades.
Reason 1:Carnage (like Venom) can bypass Spiderman's spider-sense and is in the need of some utility so it just WORKS.
Diablo
Change 1:Diablo takes 75% less damage from poisons
Reason 1:Helps him be more useful in poison matches
Change 2:Diablo takes 0% healing rate reduction from Poison
Reason 2:Makes him Able to heal of poisons which increases his usefulness
Change 3: Brewing takes 0.5 seconds
Reason 3:The brewing time totally screws diablo and theres no reason that need to be long.
Change 4:Increase each concoction to 15 seconds uptime
Reason 4:The increased time of concoctions will give diablo more uptime on the brews which will make them more useful
Change 5:Diablo gets 16 concoctions PER FIGHT... not per quest. Every fight you enter gives you 16 concoctions, 4 of each.
Reason 5:This will allow diablo to be played carefree so you can play with some restriction but not have to worry about each upcoming fight
Change 6:When activating a SP3, Diablo gains a permanent "aptitude" buff which increases the effects of his concoctions by 50%
Reason 6:the current ability just gives diablo a small bonus. this will give diablo a bonus that affects his abilitys
Change 7:Delete the ability that causes to diablo to poison himself if he drinks a concotion that is already active. If he drinks a concotion that is already active nothing happens
Reason 7:this punishes you the player and its hard to control sometimes which hit you land on. Its a cool way to interact with his poison resistance but it isnt Needed and should be deleted
Sig Ability Change 8:delete the decreased brewing time from sig ability. Allow his first concoction drank to be permanent. Keep the increased concoction duration
Sig Ability Reason 8:No need for decreased brewing time since that will be made part os regular abilities. first concoction drank becomes permanent allows you to customize how you play diablo.
Doctor Voodoo (This Change is kind of unneeded butI would like to hear thoughts)
Change 1:Spirit Venom can poison poison immune characters
Reason 1:Its a spirit venom. Its poisoning the soul/spirit?? Right? So unless I 'm taking it to literally, i think it would make sense for it to be able poison immunes. (Again this change isnt needed)
Psylocke
Change 1:Basic Hits have a X% chance to inflict a bleed that does X damage over X seconds
Reason 1:She uses a SWORD + Just increases her base damage output.
Change 2:Delete her ability that causes her to gain 25% less power when striking the enemy
Reason 2:It just seems unneeded and crutches her fo no reason. However maybe without this ability she would be OP so this could be figured out in Test
Change 3:Delete her ability that allows her psi-charges to be consumed when hit
Reason 3:Again this unnecessarily crutches her. It would make it easier to stack the charges with is good for her damage output.
Punisher 2099
Change 1:Every X seconds the battery recharges. If Opponent has 1 or less buffs gain 10%(Maybe 8%) battery. If Opponent has 2+ buffs gain 5% battery. Punisher starts at 0% battery
Reason 1:One of the reasons he isn't great is that he needs his battery but it takes to slow to charge up. But with the other changes im adding it makes sense for him to start at 0%.
Change 2:If opponent activates a heal block, the battery drains 20% to inflict a permanent Passive heal block. If Punisher 2099 lands a heavy, 10% battery is drained to stun for 1.5 seconds
Reason 2:First change makes punisher 2099 gain a really good piece of utility. Second Change just allows his battery to stay up for longer.
Change 3:For Each percent of battery, Punisher 2099 gains X attack rating (Decrease it from what it currently is So he's not OP) and hits cause the opponent to gain 0.9% (@ 100 battery its 90% less power like it is currently) less power, when hit, per percent of battery. Delete the Overdrive ability (Cap battery at 100)
Reason 3:This will allow the player to not worry about reaching maximum battery. This will allow the player to utilize the utility of his battery effects.
Change 4:Special Attack 1 causes Punisher 2099 to gain 15% battery over X seconds (Maybe 10% depending on gameplay Test)
Reason 4:This decrease is caused to allow Punisher a slower time to gain battery to due to the fact that I increased his passive battery gain
Change 5:When using Special 2, 30% battery is drained to gain a true accuracy passive for X Seconds. If Battery is over 50% charge, 20% is drained to double the duration of the armor break.
Reason 5:This Special is the one you would want to use to maximize damage. The true accuracy passive makes him more lucrative and have more utility. The armor break drain is to help decrease his battery as with these changes he would gain a lot more battery more quickly.
Change 6:When using SPecial 3. 50% battery is drained to Disintegrate opponent which causes X Damage over X seconds. Delete ability that reduces power gain rate
Reason 6:This needs to be a massive disintegrate to make the 50% worth it. The power gain rate reduction was deleted as it wasnt needed.
Sig Ability Change 7:Start with 10% Battery. If opponent hits Max Power, drain 50% battery to power burn all their power over X seconds and to inflict a power lock for X seconds
Sig Ability Reason 7:This ability will help give Punisher 2099 more utility and have a strong power burn that also functions as a safety mechanic against SP 3's.
Sabretooth
Change 1:Delete the ability he has that makes you have to idle for 1 second to convert the fury buff to a passive. They would be gained the same but instead go straight to a fury passive instead of buff. SP3 Fury also goes straight to a passive
Reason 1:Converting the buffs are very dangerous in most content and its tedious having to always use the SP1. This would be a good change and would make sabretooth so much better as he isnt dangerous to use.
Change 2:The fury passive on the SP2 should be brought up to Par with his other furies
Reason 2:This is an obvious change.
Silver Surfer
Change 1:Allow him to stack up to 2 Aptitudes of the SP3. Also make the Aptitude Buffs permanent.
Reason 2:The 2 max of aptitudes will increase potency giving SS a harder hit and making them permanent will allow to easily stack 2 and maximize damage.
Thor Ragnarok
Change 1:Delete the restriction on Thors SP3 that causes him to cap his Sp3's damage at 20% of opponents max health
Reason 1:At this point, its uneeded. Hyperion and AArkus (with max power gain) can both get to a sp3 faster than thor rag and have no cap on their SP3 so what is the point in capping Thors?
Champs that need UPDATES (Small additions to abilities or buffs to numbers-Most of these are meant as Offense updates)
Elektra
Dormammu
Ebony Maw
Guilotine
Kingpin
Korg
Loki
Mole Man
Mordo
Nebula
Nightcrawler
Nova
Phoenix
Red Skull
Rogue
Ronan
Sentry
Star-Lord
TaskMaster
Terrax
The Hood
Thor (Jane Foster)
Ultron (Classic)
Ultron (Age of Ultron)
Vulture
Winter Soldier
Wolverine
Yondu
Champs that NEED Complete REWORKS
Abomination
Agent Venom
Ant-Man
Black Bolt
Black Panther
Black Panther (CW)
Black Widow
Captain America
Captain America (WW2)
Captain Marvel (Classic)
Civil Warrior
Cyclops (Blue Team)
Cyclops (New Xavier School)
Daredevil (Netflix)
Daredevil
Deadpool (X-Force)
Doctor Strange
Drax
Electro
Falcon
Gambit
Green Goblin (I know he's ok rn but he could be infitely better. Super Strength, Healing Factor, Super Smart, Insane, Glider (Rockets), Pumpkin bombs, Pumpkin Batarangs, Laser Fingers, etc.)
Groot
Hawkeye
Howard The Duck
Hulk
Iron Fist
Iron Man(Classic)
Iron Patriot
Joe Fixit
JuggerNaut
Kang
Karnak
King Groot
Magneto
Magneto (Marvel Now)
Moon Knight
Ms. Marvel (classic)
Ms. Marvel (Kamala Khan)
Punisher
Rhino
Rocket Racoon
Spider Man
Spider Man (Miles Morales)
Spider Man (Symbiote)
Storm (Classic)
Superior Iron Man
Thanos
Thor
Unstoppable Colussus
VenomPool
Vision (Classic)
Vision (Age of Ultron)
War Machine
YellowJacket
PS. I know some on this list are Good but they hav no Utility or only 2/3 abilities which makes them tedious, not good, and bad representations of the characters. Also i know that there r a lot but remember there is a lot of not great characters.
1
Comments
There will always be bad champs in the game. Characters will always be added and make older champs obsolete. As you progress in the game, you will need better characters with more specific abilities. But if every character is at the same level of power, the game will lose the rng element, which helps fund the game.
That being said, I have some other small ideas for champs and a lot of these can be accomplished by synergies.
Carnage: whenever he inflicts or refreshes his bleeds/armor breaks, he regens 1% of health. That’s a ton of healing, making him very sustainable.
Nebula: heavy attack inflicts 30 second shock. When attacking a shocked opponent, nebula gains a shock charge. This will give nebula a more offensive and high skill play style, since you don’t have to hold block and you can’t parry until you’re ready.
Black panther og: crit bleeds
Yes, he needs a full rework but even if he just gets more bleed damage, he can be decent. His synergy with buffed hulk buster is a step in the right direction
Starlord: able to cycle through element gun modes
Big damage ramp combined with controlled utility