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Improvements for Ms. Marvel(Kamala Khan), Ant-Man, and Luke Cage

Some new takes on champions that greatly need some love.

Kamala Khan:
The All-New All-Different Ms. Marvel is a underwhelming display of the title, not even able to consistently keep up with her predecessor, while also lacking the most defining aspect of her comic book abilities: Regeneration. My take on how she can Regenerate will allow her to be the more sustainable Ms. Marvel.

+ New Ability: Refresh : When Kamala Khan dashes back and holds block for 2.0 seconds, each Fury buff she has active has a 45% chance to convert into a Regeneration buff, healing up to (4.5%) of her Health over 10 seconds based on the Potency of the Fury buff converted.

+ Mechanic Change: Heavy Furies : When striking an opponent with a successful Heavy attack, gain a stack of Fury, each increasing Attack by (12%) for 15 seconds. Maximum of 4 stacks.

+ Signature Ability Adjustment : Morphogenetics : Ms. Marvel starts to figure out this whole Contest thing, increasing her base Fury durations by (2 - 7.5) seconds and each Fury buff grants an additional 300.5 Block Proficiency. Additionally, Regeneration conversion chance increase by a flat (10-20%) and each Regeneration buff grants an additional 120 Physical Resistance.

*The permanent Fury from the 3rd special will not be converted. Along with this, the Fury gained will be passive. The Block Proficiency bonus from the Fury buffs are removed and placed into the Signature Ability instead.*

Ant-Man:
This microscopic man-bug is more of a nuisance than a benefit, having his tankiness overwhelmed by his inability to handle anything beyond basic attacks and Special 3 attacks. I will be changing his tankiness to a more agile approach, without giving his a out of control Evade like Spider-Man or Nightcrawler.

+ New Ability: Shrink : Ant-Man shrinks and avoids any incoming attacks, with each successful Shrink applying Fatigue to the opponent for 10 seconds, each reducing critical rating by 201.74. Cool-down: 2 seconds.

+ New Ability: Poison : Heavy Attacks consume 1 Fatigue debuff and Poison the opponent, dealing (120% of attack) over 10 seconds. :Special 2: Consume every Fatigue debuff on the opponent into a Poison stack, each dealing (120% of attack) over 10 seconds.

+ New Animations: Dash back is Ant-Man shrinking then enlarging after. Heavy attack is Ant-Man calling ground ants to eat the opponent in 1 hit.

+ Special 1 change : Each hit applies a Fatigue for 15 seconds, reducing critical rating by 201.74.

+ Special 3 change : Inflicts a Tired debuff, reducing the opponents critical rating by 1100 for 20 seconds. This debuff does not stack and cannot be converted into a Poison.

+ New Ability: Tire : When the opponent reaches 5 or more stacks of Fatigue, their critical rating is reduced by 1100 for 15 seconds. Additional Fatigue debuffs lose their Crit rate reduction for this duration, but for each Fatigue on the opponent, they suffer a -15% Ability Accuracy.

*Fatigue debuffs during the Tire duration are not retroactive.*

Luke Cage:
"Bullet Proof Skin" is not what he is known for. The new change instead focuses on pure damage tanking and a small regen added to the Physical Resist buff to make it more useful.

+ Ability Adjustment: Resist Physical : When Luke Cage is struck by a Physical attack, he gains a 25% chance to gain a Physical Resistance Buff, increasing Physical Resistance by 2100 for 15 seconds. Luke Cage regenerates 45% of the damage dealt by Basic attacks over this duration.

+ Ability Adjustment: Exhaustion : Light attacks have a 15% chance to apply a Exhaustion debuff on the opponent, reducing their critical damage rating by 200.75 for 7.5 seconds. If the Exhaustion debuffs ever go beyond 4, the next hit from the Opponent will trigger a Physical Resistance buff, but consumes every Exhaustion debuff.

+ New Signature Ability: Tough It Out : The first time Luke Cage is struck during a fight, his bullet-proof skin allows him to become Indestructible and ignore all incoming damage for (1.5 - 3.5) seconds. Additionally, if the Exhaustion buffs ever go beyond 4, the next direct hit will trigger Indestructible.

*The signature Indestructible buff replaces the Physical Resist buff when directly hit. The Physical Resist will trigger on Blocks.*

Will do more once I get more ideas for each "bad" champion in the contest. Feel free to leave comments or even adjust the above to a more balanced

Comments

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    L_217L_217 Posts: 109 ★★
    Another one
    Daredevil(Netflix):
    The modernized version of the original is actually decent, but lacks the fundamentals that make Daredevil. Adding to this, the proposed change will make Daredevil the more aggressive version with a limited window for defense.

    + Ability Adjustment: Evade : Daredevil senses his opponents special attacks, giving him a 50% Evade for the duration. This chance is increased by 80% for projectiles. For each hit passively Evaded, gain a passive Focus charge. Maximum of 4 charges.

    + New Ability: Reflex : Daredevil's rigorous training from Stick, combined with his Radar sense, grants Daredevil enhanced Dexterity when dashing back. If Daredevil has the Dexterity mastery, he converts the Dexterity into a Focus charge.

    + New Ability: Focused Senses : Each Focus charge increases Daredevil's critical rating by 250.15. A charge is lost every 4 hits dealt or struck.

    + Special Attack Adjustment: Per each Focus charge, increase the Stun duration by 0.2 seconds.

    + New Ability: Resist Physical : The fantastic suit crafted by Mr. Melvin Potter contains carbon-enforced ceramic, turning aside knives and gunfire. This suit increases Daredevil's Perfect Block chance by 56% and gives a passive 420.67 Physical Resistance. The suit breaks if Daredevil takes more than 7 hits continuously. Additionally, the carbon tubed helmet is nigh indestructible, protecting him from the first 3rd special attack and reducing the maximum damage dealt to 90% of his current health.

    + New Signature: World on Fire : Daredevil's dedication and courage never yields, no matter what challenge is faced. He gains up to (35-65%) increased Attack based on how much more health the opponent has compared to his own. He also starts the fight with 2 Focus charges.
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    L_217L_217 Posts: 109 ★★
    Small thing to add to the Luke Cage segment, I forgot to put down that it is light attacks both dealt and received.
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    TheMageHunterTheMageHunter Posts: 711 ★★
    edited September 2017
    Great ideas
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    HeroBoltsyHeroBoltsy Posts: 785 ★★★
    Yes, agreed.
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    L_217L_217 Posts: 109 ★★
    Loki:
    For the god of lies and deception, his opponents seems to see this in his "Staff stab" attack and only in that attack. Everything else seems to touch him. The proposed change adds that aspect with a similar mechanic to Mordo.

    + New Ability: Decieve : Loki, the God of lies and mischief, plays tricks on the opponents mind to see what he wants them to see. This grants him a Clone that causes the opponent to miss a basic attack and is instead dealt (55% of attack) Energy damage. Afterwards, Loki's Clone enters a 10 second cooldown.

    + Ability Adjustment: Curse : Loki Curses the opponent, dealing (150% of his Attack) over 12.5 seconds. While the opponent is Cursed, basic attacks have a 25% chance to stun for 1 second. Additionally, steal every current buff and future buffs on the opponent. Stolen buffs last 7 seconds.

    + New Signature Ability: Ascendant : Loki ascends his prowess, giving him 33% power over (6.8-2.5) seconds when under 1 bar of power. When above 1 bars of power, Power steal 5% of the opponents power per stolen buff active on you. When above 2 bars of power, increase Stolen buff durations by (0.2-1.4) seconds. When at 3 Bars of power, Loki sorcery grows immensly with his Frost giant heritage, applying a Coldsnap on the opponent that deals (100% of his Attack) over 15 seconds and negates opponents Passive evades.

    + Special 2 Adjustment: Cold Snap : If the opponent has more Health points than you, inlfict Coldsnap, dealing (100% of his Attack) over 15 seconds and negates opponents Passive evades.

    + Special 3 Adjustment: Instantly refresh the Clone.

    Falcon:
    The metal bird is not so skilled at the flying than he is the walking. The proposed changes gives Falcon a portion of his Tech wings a actual purpose rather than just being thier for decoration.

    + New Ability: Exo-7 : Falcon's Exo-7 flight suit has a built in jet module that allows him extreme mobility in battle. When Dashing, ignore Passive evade and the first 2 incoming attacks miss. When the opponent is Locked Down, it is also Critical.

    + New Ability: Red-Wing : Falcon's automated survaillance drone scouts and reveals the battlefield, giving Falcon up to 1300 Block Penatration based on his Combo meter. Additionally, dashing back and holding block for 1.5 seconds activates a Lock-Down passive on the opponent for 16 seconds. Lock-Down reduces the opponents defensive ability accuracy by 100% and increases Block Penatration by 650.47.

    + New Ability: Scanning Protocal : Lock-Down has a 25% increased duration on Science champions and 25% decreased duration on Mutant champions. Additionally, Block Proficiency increases by up to 1567.2 based on how much Block Penatration is acrued.

    + New Signature Ability: Exo-8 : The "genorous" upgrade from Stark increases Falcon's capabilites. When Lock-Down is active, Class disadvantage is reduced by (57-85%). The Exo-8 suit increases speed immensely, doubling the amount of attacks that can miss when dashing and increasing Critical Damage Rating by (289-390) on the first hit. Additionally, Falcon reduces his Red-Wing cool-down time by 50%.

    + New Animations: Falcon's block animation now involves his wings, and when activating Lock-Down, Red-Wing will scan the opponent. Dash attack is Falcon flying towards the opponent and 2 medium is a attack from Red-Wing.



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    L_217L_217 Posts: 109 ★★
    edited October 2017
    Phoenix:
    The powerful Cosmic entity so notable for her abilities has been died down to a over complication that becomes null and void to champions with immunities and debuffs. The change will utilize a persistant charge format similar to Morningstar's.

    + New Ability: Persistant Charge : Jean Grey's connection to the Phoenix Force grants her a charge at the start of the quest, giving her powerful bonuses as she gains more. Max of 5.

    + Ability Adjustment: Fury : Every 1.5 seconds, Phoenix gains a Fury buff increasing attack by (25% of base attack) per stack. If the amount of Furies equal that of her Phoenix Force charges, she enter Overload for 1.75 seconds per Fury.

    + New Ability: Phoenix Force : Phoenix gains powerful abilities as she gains more Phoenix Force charges.
    1 Charge: Heavy Attacks instantly give a Fury buff for 7.5 seconds, increasing Attack by (22.5% of Attack).
    2 Charges: All attacks apply Incinerate on the opponent for 6 seconds, dealing (12.5% of her Attack).
    3 Charges: Heavy Attacks apply Armor Break, reducing the Opponent Armor Rating by 1500 for 10 seconds. Maximum of 5 stacks.
    4 Charges: Phoenix begins to burn off debuffs, giving her 40% Tenacity.
    5 Charges: Phoenix gains 6% of a Power bar per second per Fury active.

    + New Ability: Overload : When in Overload, Phoenix burns the arena, dealing up to (10.5% of her attack) as Energy Damage the closer her opponent. Additionally, Special Attacks consume 50% less power.
    -80% Offensive and Defensive Power Gain

    + New Signature Ability : Rite of The Phoenix : When a fatal blow were to be dealt, Phoenix Consumes all of her Fury buffs and 1 Phoenix Force Charge to regenerate (5-10%) Health for 2 seconds per Fury consumed. Phoenix is immune to damage during this regeneration.

    + Special Attack 1: Phoenix consumes 1 Fury to Incinerate the opponent, dealing (120% of Attack) over 10 seconds.

    + Special Attack 2: Phoenix consumes up to 3 Fury buffs, each increasing Special Damage by 20%.

    + Special Attack 3: Phoenix consumes every Fury Buff, increasing the damage by up to 300%. If in overload, generate 1 Phoenix Force Charge.

    Ghost Rider:
    Nuff' said

    New Ability: Incinerate Immunity: Being an entity originating from creation by that Mephisto and Hell, Ghost Rider has full immunity to Incinerate.


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    SlyCat42SlyCat42 Posts: 500 ★★
    Not bad. I don't know if I agree with all the changes, but I like creativity and overall concept direction.

    On Phoenix one thing to keep in mind though is the special 2 is for converting Fury to Phoenix force to manage her Fury charges to stop from overloading (unless that was the plan).

    Of course, many of these champions could be improved through simple changes. If Kamala could do her Fury charging faster on heavy attacks and kept them like Mordo it would be a fast improvement, and same with Phoenix if she just charged her Fury faster and it increased her attack more.

    Anyways, nice post!
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    L_217L_217 Posts: 109 ★★
    Sentry:
    +1.5% Base Attack

    +Ability Revamp: State of Mind : Sentry enters the fight with Unyielding Fortitude, with every 30 hits, he enters a one of the four states. He cannot enter a state he already has active currently.

    Unyielding Fortitude : Gains Combo shield for 8.5 seconds. Each Reality Warp charge active gives Sentry an additional 355 Block Profinciency.

    Overpowering Light : Each time a Special Attack one is activated by either champion, Sentry gains a passive Fury buff, increasing his attack by (45% of base) for 15 seconds. Each Reality Warp charge active increases the duration of the passive by 2 seconds.

    Overwhelming Power : Heavy attacks are Unstoppable and deal an additional (80% of Base) attack. Each Reality Warp charge gives Sentry an additional 800 Physical Resistance during his Heavy attack.

    Absolute Strength : Each time a Special Attack two is activated by either champion, Sentry's opponent is inflicted with Armor Break, reducing Armor Rating by 1350 for 15 seconds. Each Reality Warp charge increases the Armor broken by 800.

    New Ability: Cleanse the Mind : Every 15 hits in a combo dealt or inflicted, Sentry purifies up to 3 Poison, Shock, Incinerate, Weakness, Armor Break, Power Lock, Fatigue and Healblock debuffs on him.

    Signature Ability Revamp: Pure Power : Reality Warp charges persist, unless Sentry starts the fight with less than (50%-25%/*50%-10%*) of his Max Health. Additionally, if Sentry cycles through all of his States at least once, Sentry enters his Empowering Awe State for (15-20/*15-30*) seconds, then resets back to Unyielding Fortitude.

    Empowering Awe : Sentry gains the bonus of all his states. Additionally, each time a Special Attack three is used by either champion, Sentry a Indestuctable Charge per Reality Warp for 5 seconds.

    *- For 5 star and 6 star variants.
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    L_217L_217 Posts: 109 ★★
    Carnage:
    +7.5 % Base Attack and Health
    +650 Base Critical Rating
    +750 Base Block Proficiency

    + Ability Revamp: Symbiosis : The Carnage Symbiote changes form creating weapons and armor for a duration, each providing Passive bonuses for 7.5 seconds.
    When attacking: Light Attacks give precision for 1.5 seconds, increasing(~9%) Critical Rating, Medium attacks give Fury, increasing Attack by (15% of Base) and Heavy Attacks give Cruelty, increasing Critical Damage Rating by (~40%).
    When attacked: Basic Attacks increases Carnage's Physical Resistance by (~10%) for 1.5 seconds, Special Attacks increase Carnage's Armor Rating by (~7.7%) for 1.5 seconds.

    + When using a Special Attack: Metamorph the Current bonus into a permanent Buff. Action based bonuses remain passive. Up to five Morphs may be active.

    + Ability Revamp: Bleed : Critcal Hits have a 80% chance to lacerate the opponent, dealing (45%) damage over 1.5 seconds. Each time a Bleed is inflicted, every active Bleed resets duration.

    +Signature Revamp: Absolute Carnage!: Carnage and Cassidy both have an insaitable Bloodlust, only becoming stronger the more blood spills from their opponent.
    -Bleeding Opponents increase Carnage's power gain by (0.5-2%/*0.5-3%*) per second the opponent Bleeds, up to a maximum of (10-25%/*10-40%*). When this maximum is reached, Carnage siphons 20% of the Bleed Damage back as Health.
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    L_217L_217 Posts: 109 ★★
    Colossus:
    +250 Base Critical Resistance

    +Ability Revamp: Armor : Thick Steel Skin provides Colossus with a passive 900 Armor Rating. This champion also has a Base Critical Resistance Rating.
    -When Attacked and When Attacking: Colossus has a 10% chance Armor up, increasing Armor Rating by 600 for 8 seconds. Each Armor buff increases Attack by (40% of Base).
    -When Incinerate is inflicted: Colossus shrugs off the Incinerate, at the cost of 1 Armor Buff.

    +New Ability: Armament : Each Armor Buff increases Colossus's Critical Resistance by 300, while increasing his Critical Damage Rating by the same amount.

    +Signature Ability Revamp: Steel Giant : Colossus's steel skin only strengthens as the fights progress, giving him an additional 7% fixed chance to gain another Armor up when attacking or when attacked. Additionally, Colossus gains 10%^ Special Damage per second Armor is active for his next Special Attack.

    ^Maximum amount is 300% total.

    +New Synergy: Unique Synergy with Juggernaut and UC.
    Avatars of Cyttorak:
    Colossus: Heavy Attacks shrug off impacts, at the cost of 1 Armor buff.
    Juggernaut: Fury buff can trigger Offensively and Unstoppable gives Juggernaut 1040 Physical Resist.
    Unstoppable Colossus: While Armor is active, reflect 15% of the damage dealt from Physical attacks.

    Magneto:

    +Ability Revamp: Magnetism : The Master of Magnetism controls the battlefields metal frame, accruing 5% additional Offensive Ability Accuracy every 2 seconds, while reducing the opponents Defensive Ability Accuracy by the same amount. Maximum at 50%. Additionally, Metal reliant champions suffer a 50% Ability Accuracy reduction.

    +New Ability: Fuse : Magneto invokes mutant vengeance upon the opponent, giving Critical hits a 20% chance to place a Fuse charge on the opponent. Fuse charges are consumed each time a Special attack is successfully dealt, Healblocking the opponent for 1.5 seconds per Fuse charge.

    +Signature Ability Revamp: Refraction : As Magneto bends the battlefield, he also bends a dense electromagnetic shield around himself, granting him a Shield charge at the start of the fight and refreshing every (15-9/*15-7*) seconds. While the Shield is active, Magneto prevents any more than 6% of his Max Health to be taken from a single source and has 1500 additional Energy Resistance. If the damage is mitigated this way, the shield is consumed. Additionally, Magneto gains 60 Critical Damage Rating every 2 seconds, maximum of 600.
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