**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Comments
With what you have, I'd add text to his Studied Target ability during Intellectual to punish Critical Attackers a bit (since this is a staple of Skill class). "For every Critical received or reduced by Beast, he learns his foe's abilities better and readies a Counterstrike for the 10th Critical. If Beast is either Knocked Down or triggers the Counterstrike successfully, he resets the Critical counter to Zero" Counterstrike counts as an evasion then medium dash, so it would start Cool Down on Evasion. It can be dexed, but if it lands it grants Zero power gain.
In honor of his X-Men movie agility intro similarity to Nightcrawler's and their blue fur, instead of just Special Attack prowess, I would grant an Acrobatic aspect to his Bestial and Intellectual modes when NC is on his team: Beast gains Acrobatic power gain reduction, granting 50% less power gain for 15 seconds with Basic hits after his Special Attack ends.
Great job though, just wondering if he should also still have the ability to access a different mode in-fight in addition to pre-fight.
I definitely plan on capping the Evasion mechanic on Agile Moves to 60%, though I don't think that I'm going to place a cooldown on it. The counterstrike mechanic is interesting, but I fear it may be a bit over the top. It's an automatic attack, and that could potentially cause some issues with interactions that punish you for attacking. It does bring back to mind the notion that I wanted Beast to have an animation change to give him a Heavy Attack that basically is a leaping strike at his opponent; Iron Man Infinity War has a really far-reaching Heavy attack that makes 3 strikes, and I thought it might be appropriate to give Beast a far-reaching leap-attack as a Heavy, and then have him leap back. That felt like it might be too close to the second hit of Special 1, so I didn't make any reference to an animation change, but the thought was there...
I didn't change any of Beast's existing Synergies, which is why I didn't change the Mutant Agenda Synergy, but adding in a secondary synergy with Nightcrawler wouldn't be out of the question. I also thought about a mode-switching mechanic as well, but that would defeat the purpose of choosing a pre-fight ability set, and I thought the pre-fight ability would work better for Beast rather than mode-hopping (especially since his current build switches modes with Special Attacks). Generally speaking, I've never needed Beast to switch modes during a fight, except to put him into the mode that I need for that particular fight if he doesn't start in it already.
I'm holding off Version 1.1 for feedback from @DrZola, but I do appreciate all of the feedback I've received on this build already!
Thank you, @HeroBoltsy and @Bajan_Samurai!
I've seen the feedback from others - glad people like your Beast rework. For me, I'm somewhat less convinced - I think you've got some interesting stuff, but it seems to be all about Evasion. I really don't see much of an offensive upgrade here at all - In fact, you've even removed a major damage boost on his SP3, and the Direct Damage his original Sig ability gave him...
Animal Instincts/Frenzy feedback
The idea is okay, but I think you need totally different numbers here: Animal Instincts isn't nearly powerful enough. Given that they're a payoff for getting hit, the Fury buffs are extremely weak. This isn't a champion who hits you like a Mack truck. You're giving Beast a 4% chance to gain an 8% Attack boost (plus a small evade chance alongside it). Compare that to hitting Aegon, who has a 100% chance to gain a 50% Attack boost when he's hit, topping at six buffs (+300% Attack). Or even the 40-50% Fury of ancient champs like Punisher and Winter Soldier. Compared to these guys, Beast's Fury buffs are laughably weak.
Beast can't trigger these buffs - they happen (very infrequently) when he's hit. What value is this to a skilled player?
Following through with this line of thought, how often will Frenzy actually happen? Pretty rarely on defense; and essentially never on attack, would be my guess. Imagine you're fighting Black Widow. People complain she evades too much, but realistically how often does she evade three times in a fifteen-second window? That's about as often as Frenzy will trigger.
Let's remember, the increasing evade chance Beast's Furies give him will make it more likely he'll avoid getting struck, and counter the opponent. So having two Fury buffs makes it less likely he'll be hit enough times to trigger a third...
Then when you do get it, Frenzy itself doesn't actually do a lot - it seems to just be stun immunity and no actual damage boost. Is it supposed to actually benefit him? Currently, since it caps his Furies and has the vulnerability to other debuffs built in, it feels more like a weakness than a strength. It needs more. A lot more. Again, consider how this brief 'Frenzy' burst you've given Beast compares to the burst craziness available to recent champs like Mole Man and Sasquatch. Compared to them, this feels much more on a level with Black Bolt's tiny buffs, which he gets as a pyrrhic reward for somebody beating the **** out of him.
Just as a reminder, when comics Beast went into a real Frenzy courtesy of Cassandra Nova, he tore off Wolverine's leg and ate it...
I could make suggestions for how to upscale Frenzy (Attack, plus one or more of Cruelty, Prowess, Power Rate, etc.), but first I think you need to decide what the purpose/function of Frenzy actually is. Is it a benefit? Or a limitation? Is it an occasional burst of massive damage? A surge of Power? A burst of being Unstoppable/Unblockable/Unevadable?
Is it something which works on Attack, or only on defense? Is it something that should happen rarely/infrequently/most fights/inevitably?
Should it be like Mole Man's avoidable but very dangerous Frenzy? Sasquatch's almost inevitable and impressively dangerous dangerous Wrath?
Once you've decided it's purpose and when you want it to happen, make the numbers reflect it's purpose.
Combat modes:
Why not different default modes on Attack and Defense? If you place Beast as a defender, you'll want the defensive benefits vs critical hits, and power control, won't you? So maybe on defense he defaults to Acrobatic, on Attack he defaults to (your preference).
The first two modes are essentially unchanged from what they are now, aside from the addition of an armour break if the opponent is bleed immune, which is good.
I like the idea of a new combat mode, but I'm not sure that this iteration of Intellectual mode is right - what is it for? It's certainly not for damage: In any normal fight, the damage bonus it grants is tiny, compared with the bleed damage he could be doing in the same time in Bestial mode. Each passive/buff adds 2.2% attack, which is pretty weak. Forty seconds into the fight you've acquired a 10% Attack/Block bonus? A bit over three minutes into the fight for a 50% bonus? Give me a bit of Bestial bleed/armour break and the fight will be over much sooner!
If these Studied Target buffs really are buffs (you describe them as passive buffs - I've presumed they're intended to give him the boost to Evade), then clearly Intellectual mode is all about Evasion: by three minutes in, you'll be evading a pretty whopping 66% of all attacks, so I guess that'll feel different! If this is the intention, I find it strange that evasion climbs inexorably in his Intellectual phase, but not at all in his Acrobatic one. It also seems counter-intuitive that he gains both block proficiency and evade at the same time, don't you think?
Intellectual seems like it'll only be helpful in really, really long fights. It's an "Evasion mode for Endgame content" mode. If that's what you want, then fine. But are you going to want to use this mode in the majority of the game? As an alternative, why not have Intellectual be his Utility mode, granting benefits like AAR? Armour/Block penetration? Or Prowess/reduced Power consumption on Specials? Some mechanism to counter his opponents abilities? Beast is supposed to have amazing reflexes and agility - he can regularly catch opponents like Spiderman and Nightcrawler. How about "If the opponent triggers a passive evade, Beast gains a 75% chance to Autoblock for 0.8 seconds. This Autoblock can trigger Parry..." Something (or things) to make him unique, and to make it feel different playing in that mode.
A Slow-building passive Evasion/Attack gain just doesn't really seem exciting; it's just a second, slightly-different defensive mode that makes Beast incredibly vulnerable to Mystic opponents (especially as his default mode on defense...).
Other stuff
Daze debuff - I like this a lot. I think it could be just as effective for guaranteed crits, btw. And maybe another benefit to Intellectual mode could be an increased duration/ Miss frequency from Daze debuffs?
Special Attacks - I agree, you need something more; like an Attack boost for every buff on Beast, or debuff in the opponent or something. A longer Daze debuff after an SP3?
Sorry, but that's my thoughts. All in all, I think it's not clear what Beast is supposed to be getting good at here, apart from Evasion. Without a much better damage payoff, Intellectual mode won't do all that much in short fights, nor will it make him a go-to champion for very long fights, I'm afraid. You've got the start of something good; but I don't think you're there yet.
Best wishes! Mags.
Yea ill wait for the day someone brings
Xforce deadpool,kamala khan,groot, to alliance war attack, till then, they are not meta characters and are not worth r5 5* vs better champs in respective class
And even if they did get buffs..how will they stack up? They will need to be equal or better in terms of what they will bring to the table.
For example what does buffing kamala khan or using her have over champions like hyperion,corvus,medusa? If she ever did get a buff..will she be any better? Willl she be a champion worthy to r5 5*?
And yea they are used for diversity for defense. Faced a 6* duped deadpool xforce via @DoolieRay defense for
“diversity defense”
Thats where he will be used for.
R u going to ignore the fact that by buffing colossus they actually made him one of the best characters in the game? It’s not useless to buff characters as hulkbuster and colossus as notable examples used to suck but are actually really solid now and have pieces of utility other characters do not have. So it actually will make a difference so long as kabam think about good design for buffing characters in game.
Mutant reworks seem popular right now, especially with the much anticipated rework of Magneto that's coming up. I was inspired by both the recent Gambit and Cyclops reworks, and so I'm going to do a bit with one, myself. There are a few mutants that deserve a bit of love, and none probably as much as (most of) the original X-Men. Iceman and Angel (Archangel) are great Champions all on their own, but Cyclops, Jean Grey (Phoenix), and Beast are nowhere near as good. So, I present to you a first draft rework of Beast! (Based upon a Rank 5/65 5-Star Champion; Sig Level 200):
JUSTIFICATION:
Beast is portrayed as being brilliant, agile, and strong. In Marvel Contest of Champions, Beast just doesn't hold up. He should have some abilities to assist others on his team, which would be a nod to his brilliance as a scientist. He should be one of the most agile opponents that you can face, as that's how he fights in both comic and on-screen appearances, and the guy should hit like a Mack truck. He doesn't do any of that, and he's a bit clunky to use, going back and forth between his Freestyle and Acrobatic forms. As a Raw Damage tagged Champion, his damage output just doesn't hold up.
BASE STATISTICS:
Hit Points: 33,227
Attack: 2324
Crit Rate: 400
Crit Damage: 525
Armor: 342
Block Proficiency: 2275
Energy Resistance: -195
Physical Resistance: 314
Crit Resistance: 0
Signature Ability - Brilliant Researcher: Beast has as much to add to his team as a scientist as he does as a combatant. His research always aids his companions along the way, but when he finds himself alone, he uses his wits to overcome his enemies!
ABILITIES:
Agile Moves (Passive): Beast gains a +3% chance to Evade attacks for each Buff on either Champion (Max: 60% Evade chance). This does not trigger during a Well-Timed Block.
Animal Instincts: Whenever Beast is struck, he has a 40% chance to gain a Fury Buff, increasing his Attack by 60% for 15.0 seconds (Max: 300% Increase). While Beast has 3 or more Fury effects active at any time, he enters a Frenzy. While in Frenzy, Beast becomes Stun Immune and his Power Gain Rate is increased by 50%, but he also cannot gain any Buffs, and all non-damaging Debuffs placed upon him have their Potency and Duration increased by 25%. When his Frenzy ends, it cannot activate again for another 24.0 seconds.
Combat Forms (Pre-Fight Ability): Before the fight, choose the Combat Form that will be active for the fight. If no Combat Form is chosen, Intellectual is selected by default. Whenever Beast has a Stun Debuff placed upon him (not counting Stuns from Parrying), his Combat Form is disabled for 10.0 seconds.
- Acrobatic: Beast has an 85% chance when receiving Physical Critical Hits to reduce their Critical Damage by 85%. Additionally, the opponent gets 55% less Power when getting hit by Beast.
- Bestial: Critical hits have a 60% chance to inflict 1626.8 Bleed damage over 4.0 seconds. Against Bleed-immune opponents, Beast instead has a 60% chance to Armor Break the opponent, removing an opponent's Armor Up and applying 302.12 Armor Rating reduction for 4.0 seconds.
- Intellectual: Every 6.0 seconds, Beast's opponent gains an Studied Target Counter. For each Studied Target Counter that Beast possesses, his opponent's Ability Accuracy is decreased by 8%. For every 15 Studied Target Counters Beast has, his opponent's Defensive Power Gain Rate is reduced by 10%. Whenever Beast is struck by a Special Attack, all Studied Target Counters are disabled for 18.0 seconds, during which time, Beast cannot gain any additional Counters.
Special Attacks: The first hit of Beast's Special Attacks inflicts a Daze Debuff that lasts for 6.0 seconds (Max Stacks: 1). Champions affected by a Daze Debuff cannot land Critical Hits (unless they are guaranteed Critical Hits), and their basic attacks have a 12% chance to Miss.Thick Hide (Passive): Beast's thick hide and his fine coat of blue fur makes him resistant to Bleed, Coldsnap, and Frostbite effects, decreasing their Potency and Duration by 65%.
SPECIAL ATTACKS:
Special 1 - Leaping Attack – Beast uses a freestyle form of combat, striking the opponent with multiple kicks.
- This attack has a 100% chance to Stun the opponent for 1.5 seconds.
- Each hit of this attack Regenerates 3% of Beast's maximum Health.
Special 2 - Acrobatic Kicks – Making full use of his great strength and agility, Beast performs a series of acrobatic kicks to knockdown the opponent.- This attack has a 100% chance to Stun the opponent for 2.5 seconds.
- This attack grants Beast an additional +1% chance to Evade attacks for each Buff on either Champion for 12.0 seconds.
Special 3 - Animalistic Instincts – Beast taps into his animalistic instincts and temporarily unleashes a savage attack on unsuspecting opponents.SYNERGIES:
So, a few updates to uptune Beast and give him more utility in his Intellectual mode, with many thanks to @HeroBoltsy, @Bajan_Samurai, and @Magrailothos for their feedback on the build! The Special Attacks have a bit more kick to them, and the Original X-Men Synergy has been uptuned as well.
Best wishes!
We may now be at risk of overcooking him - any cap on this? Or maybe it could be less effective vs an opponent like Mystic? (Like how BW is less effective vs mutants - except I don't think Tech makes sense for Beast. As a pure scientist, Beast never gets to grips with magic) I like what you've done with the Special Attacks. Nice reintroduction of his regeneration.
A suggestion for Thick Hide: why not increase the potency reduction to 75%, but lose the duration reduction. It's (overall) slightly less effective that way against intense DoT, but gives more time to benefit from Willpower from mild to moderate debuffs.
This champion sounds much more versatile, and more interesting to play - great stuff!
As far as Mystics go, I'm not bothered by it. Canonically, Beast dabbled in the use of magic, so this makes sense for him to be able to do. I think the exchange on his Thick Hide would be a net negative for Beast. The benefit that he would get from Willpower works to his advantage against weaker opponents, but against stronger ones... It does not work out in his favor. I think it's better to keep it the way that it is.
Thank you once again, and best wishes!
Phoenix is supposed to be an enhanced version of an Omega-level Mutant, but this Champion falls far short of the mark. Since I just proposed an upgrade to Beast (to make him a Beast), and may yet propose an upgrade to Cyclops (who has been recently reworked by others), I figure she's due. She could be so much better... So, I present to you a first draft rework of Phoenix! (Based upon a Rank 5/65 5-Star Champion; Sig Level 200):
JUSTIFICATION:
Jean Grey is an Omega-level Mutant whose abilities have been handicapped by Professor Xavier for the safety of Jean and for others. When imbued with the power of the Phoenix Force, she becomes even more powerful, but in Marvel Contest of Champions, she has never been a particularly frightening opponent or awesome addition to your own roster. Her power should be as impressive as Captain Marvel (Movie)'s is, if not greater. Right now, she's got Fury and Incinerate, and those Buffs get consumed by her specials to fuel their damage output. Her Incinerate abilities should be at least as strong as Human Torch's (when he hasn't gone Nova), and she should have strong Telekinetic abilities as Phoenix as well.
BASE STATISTICS:
Hit Points: 26,216
Attack: 2098
Crit Rate: 738
Crit Damage: 900
Armor: 593
Block Proficiency: 3022
Energy Resistance: 0
Physical Resistance: 0
Crit Resistance: 0
Signature Ability - Rite of the Phoenix:
ABILITIES:
Cosmic Pyrokinesis (Passive): Phoenix's attacks do not make contact and deal Energy Damage instead of Physical. Furthermore, she is immune to Incinerate Debuffs and takes 30% less damage from projectile-based attacks.
Phoenix Force (Passive): The Phoenix’s connection to the cosmic Phoenix Force entity is the source of much of her power. Phoenix gains Phoenix Force Charges by Blocking Energy Attacks and whenever an Incinerate or Shock Debuff would be placed upon her. Any Phoenix Force Charges that Phoenix ends a fight with persist between fights. (Max Stacks: 25)
When not in Phoenix Form, Phoenix gains a Fury Passive for each Phoenix Force Charge she has, increasing her Attack Rating by 83.92 per Fury Passive. These Precision Passives are all removed when Phoenix enters Phoenix Form. Phoenix cannot have more Fury Passives than she currently has Phoenix Force Charges. Any effect that causes Phoenix to lose Phoenix Force Charges automatically reduces her Fury Passives by an equal amount.
When not in Phoenix Form, each Phoenix Force Charge increases Phoenix's Offensive Power Gain Rate by +1%.
- Intercepting an opponent's Dash Attack generates an additional Phoenix Force Charge.
- When Phoenix has 5 or more Phoenix Force Charges, all of her attacks gain a 100% chance to Incinerate the opponent, dealing 209.8 Energy Damage over 6.0 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it's active. Furthermore, Heavy Attacks gain a 100% chance to Armor Break, reducing Armor Rating by 700 for 10.0 seconds.
- When Phoenix has 10 or more Charges, Dashing back and holding Block for 0.9 seconds activates her Phoenix Form. Phoenix automatically enters Phoenix Form at 25 Phoenix Force Charges.
Phoenix Form (Passive): While in Phoenix Form, Phoenix does not generate any Phoenix Force Charges.SPECIAL ATTACKS:
Special 1 - Telekinetic Blast – The Phoenix Force is released in a wave of telekinesis, amidst a rush of power!
- Gain 3% Power for each Phoenix Force Charge, consuming up to 10 of them.
- In Phoenix Form, this attack consumes up to 5 Precision Buffs, increasing Special Damage by 10% per Precision consumed.
Special 2 - Cosmic Firestorm – Cosmic fire, funneled by raw Telekinetic power, into a deadly firestorm.- When not in Phoenix Form, gain 3 additional stacks of Phoenix Force Charges.
- In Phoenix Form, this attack consumes up to 5 Cruelty Buffs, increasing Special Damage by 10% per Cruelty consumed.
Special 3 - True Avatar Phoenix – The power of the Phoenix Force unleashed!SYNERGIES:
- Friends: with Storm: All Champions gain +130 Armor Rating.
- Gifted Youngsters: with Iceman: Iceman: Whenever an opponent receives one or more Frostbite charges, they are Power Locked for 3.0 seconds per Frostbite charge. Phoenix: Phoenix begins the fight with 3 Phoenix Force Charges. Unique Synergy: Does not stack with duplicate synergies.
- It's Complicated: with Cyclops (Blue Team) or Wolverine: All Champions gain +60 Armor Rating and +3% Power Gain.
- Recovering Psyche: with Archangel: Archangel: Whenever a Bleed Debuff fails to apply to his opponent, Archangel instantly regenerates 0.7% of his maximum Health. Phoenix: Phoenix takes an additional 10% less damage from projectile attacks. Unique Synergy: Does not stack with duplicate synergies.
- Teammates: with Beast or Nightcrawler: All Champions gain +5% Perfect Block Chance.
- Teammates: with Gamora: All Champions gain +5% Perfect Block Chance.
- Telekinetic Warriors: with Ebony Maw, Emma Frost, Cable, Mister Sinister, or Psylocke: Well-Timed Blocks grant a Prowess Buff that lasts until a Special Attack is used. Each Prowess Buff increases Special Damage by +10%. (Max Stacks: 3) Unique Synergy: Does not stack with duplicate synergies.
- The Early Years: with Cyclops (Blue Team): Cyclops (Blue Team): +20% Power Gain when under the effects of any Debuff. Phoenix: Special Attack 2 Heal Blocks the opponent for 8.0 seconds. Unique Synergy: Does not stack with duplicate synergies.
- You Read My Mind: with Beast: Beast: The cooldown for Beast to recover his Studied Target Counters is reduced by 5.0 seconds. Phoenix: When in Phoenix Form, all attacks have a 10% chance to Stun Incinerated targets. Unique Synergy: Does not stack with duplicate synergies.
Developer's Note: Emma Frost's Phoenix Force Synergy with Phoenix is altered to the following:Phoenix Force: with Emma Frost: Emma Frost: Whenever Emma would gain one Prowess Passive, she gains two instead. Phoenix: While in Phoenix Form, Phoenix gains one additional Fury Buff any time an Incinerate Debuff would be applied to her. Unique Synergy: Does not stack with duplicate synergies.
This version of Phoenix functions a bit more like Captain Marvel, which has the potential to give her more up-time with her Phoenix Force abilities, which are drained with use rather than lasting for a specified amount of time. While her Signature Ability seems to be toned down quite a bit, she can regenerate 50% of her maximum Health if she's full up on Phoenix Force Charges when she's brought to her knees, making it better than Nick Fury's Life Model Decoy (which can only deploy once per Quest). If she doesn't have any Phoenix Force Charges left, she makes a last-ditch effort to stay alive and try to end her opponent first, potentially snatching victory from the jaws of defeat!
She has quite a few new Synergies with the original X-Men as well, and a new Synergy that applies when other telekinetic Champions are on her team. Some Synergies that would have become problematic have been updated for this new build.
She still focuses her damage on Incinerates and building Fury, but she's got a few other tricks up her sleeve, like increased Power Gain, the ability to inflict Enfeeble Debuffs, Immunity to Incineration Debuffs, and taking reduced damage from both Physical and Energy attacks, plus she'll do large amounts of damage in her Phoenix Form due to the increase to Critical Rating and Damage.
As with all of my reworks, I appreciate additional eyes and thoughts from the community. Please feel free to review and suggest improvements! I am specifically inviting feedback from contributors like @Magrailothos, @Bajan_Samurai, @DrZola, @Whododo872, and @HeroBoltsy, though I welcome feedback from all.
Best wishes!
Phoenix
As with all the X-Men First Class of champions (Scott, Jean, Warren, Hank and Bobby), I strongly believe Jean/Phoenix would better honor her Beyond Omega Class status if that could be better reflected in-game.I didn't add numbers and base them on a specific Rarity and Rank because at the end of the day, if Kabam would incorporate these they would tune to suit (or we would hope) so I've focused first on 1) what would put her abilities more in control of the Summoner, and 2) the mechanics of what can lock in respectable damage output and other utility. In a follow up build I would repeat this in ability page format, for now this would be a spec sheet for Devs.
Problem
Although she hypothetically hits hard by potentially gaining a ton of furies, and adding Damage Over Time to the mix with Incineration, she's tricky to maintain high damage output unlike the perks of some other Cosmic MVPs. I guess the issue is that she gains so many furies that each needs to be less potent than certain other champs', but the mechanism to keep ahold of them when they're high is a bit too delicate for less precise players.Recommendations
Instead of Overloading and losing all furies, a simple change would be to start losing 1 Fury or Phoenix Force Charge every 1.5 seconds after Overloading until only 1 PhxF Charge remained. Landing a Heavy while losing charges via Overload consumes all remaining Phoenix Force Charges and Fury Effects and places one Dark Phoenix charge indicating she entered Dark Phoenix Mode. The more Fury Effects she maintained when landing the Triggering Heavy, the more potent and long lasting the Dark Phoenix mode would be (from 10 seconds up to 20). As a Cosmic champ by default, she would lose Phoenix Force Charges or Fury faster facing Mystics (1 per second) and slower facing Techs (1 every 2 seconds) during Overload, instead of every 1.5 seconds.With the Dark Phoenix mode,
Synergy Updates,
When paired with any Redheaded teammate (including another rarity of Phoenix) or any member of the Phoenix Five (Cyclops (NXS), Emma Frost, Colossus, Magik or Namor), Phoenix starts the fight in Dark Phoenix Mode lasting 10 seconds (thus being Poison and Incinerate immune, like a Star eating Cosmic champ should be), and subject to all other perks such as 50% time extensions, health regen, etc. Additionally, Phoenix can reactivate DP mode as long as she has at least 1 PFCharge and 1 Fury if ever Poisoned or Incinerated instead of needing to Overload.[The idea here is to promote the use of attack options such as Cyclops where he otherwise might not seem to add value. This could be the situation where he is given access to the suggested Phoenix 5 rework whereas Emma, Col, Magik and Namor would not unless under the conditions of 3+ Phx5 Synergy members present]
The teammates would be protected from Poison, Incineration and Power Control 3 times, instantly shrugging off any such effects and remaining immune for 5 seconds each time one or more of those debuffs occur (opens them up as Poison lane options in AQ).
Nice to Have
Most or all of what was suggested above would be back end coding not requiring new animations; however, it would be a nice addition to give her costume a tweak whenever entering Dark Phoenix Mode with the classic Red & Gold color scheme of Dark Phoenix overlaying her Green & Gold (like how Emma goes Diamond). All else could look the same.
Her HUD would get the additional Dark Phoenix Mode icon replacing Phoenix Force Charge icons when she switches, but if color scheme changes aren't considered, the icon would serve well enough for players to know when to consider her immune to the various effects (especially knowing if Inverted Controls apply or not for Dexing). Text call outs for her immunities could add a layer of clarity to players though.
Mutant Finishing Touch
Much like Phoenix gets a Dark Phoenix icon to signify turning, a UNIQUE and hopefully inspired mechanism can honor Jean's mutant status. After resurrection, instead of being Phoenix, she would be Jean Grey through and through.
This would be signified by a Mutant Icon in place of the Phoenix Force Charge icons and manage the following:
Phoenix resurrects gaining more Health the in one go the more Phoenix charges she absorbed at KO
The Mutant icon signifies that all of her class relationships are no longer based on her being Cosmic class, now they're Mutant based
As such she gains Class Advantage over Skill, Disadvantage to Tech, loses Advantage over Tech and losing Disadvantages to Mystics
As the mutant form of Jean, she no longer gains Fury, cannot reenter Dark Phoenix mode, and cannot regen Health, but her Telekinesis grants her specials Prowess and True Accuracy, and also the ability to Block Unblockable attacks (granted this may tether on overdoing it, but at this point she's lost all other fancy, high damage mechanisms. If anything would go first it would be Prowess, but if kept, the prowess would be stronger based on the number of Furies absorbed during Resurrection)
In Summary, Phoenix gets:
Paced loss of Charges and Fury
A chance to convert them to a powerful Dark Phoenix mode and extend that mode
Health regen outside of Resurrection
A costume color change while switching modes
A Hero/Villain attribute change while switching modes
A Cosmic/Mutant class change after Resurrecting
Prowess, True Accuracy and Enhanced Block after Resurrecting
All of this is managed via Heavy, Medium and Well Timed Blocks. Certainly some could be trimmed off and she still requires a learning curve, but she's still more controlled with this design, Overload becomes a thing to look forward to, and having to build up to Overload keeps the frequency of Dark Phoenix Mode in check so .
So, don't be shy. If there's something that could be improved upon, let me know.
-not take damage from frostbite or coldsnap because he’s made of ice.
Ghost Rider
-not take incinerate or poison damage because he’s a burning skeleton.
While not the most powerful mutant in the Marvel Universe, Cyclops is supposed to be an Alpha-level Mutant (which means that he's combat-effective, but can pass for a human pretty much all the time). He's intended to be powerful enough to be able to overload Bishop's ability to absorb energy in seconds. He can tap into a virtually limitless well of power, but in Marvel Contest of Champions, he's pretty weak. So, I present to you a first draft rework of Cyclops (Blue Team)! (Based upon a Rank 5/65 5-Star Champion; Sig Level 200):
JUSTIFICATION:
All of the original X-Men are capable warriors in their own right. As the leader of the original team, Cyclops should be both a powerful enough Champion to tackle most opponents, even if he doesn't have a lot of bells and whistles to make him the most useful Champion in any situation. Well, suffice it to say that Cyclops (both of them, in their current iterations) does not have any bells or whistles. He can shoot some optic blasts, which can Armor Break the opponent, and he can gain additional Critical Rating, but that's pretty much it. So, this rework is intended to give him a little bit more that he can do, which will make him more effective as an attacker, and more dangerous as a defender.
BASE STATISTICS:
Hit Points: 31,398
Attack: 2301
Crit Rate: 628
Crit Damage: 738
Armor: 525
Block Proficiency: 3734
Energy Resistance: 0
Physical Resistance: 0
Crit Resistance: 0
Signature Ability - Expertise:
As the team leader of the X-Men, Cyclops both teaches and learns from his teammates, increasing their effectiveness in battle.
ABILITIES:
Heavy Attacks: Cyclops targets the weak points in his opponent's defenses. Heavy Attacks have a 100% chance to inflict an Armor Break Debuff, reducing the opponent's Armor Rating by 759.33 for 9.5 seconds.
Interdimensional Energies (Passive): With precise control over inter-dimensional energies, Cyclops gains Power faster at low Power levels. Cyclops Passively generates 2.5% of a Bar of Power each second. When he is above 1 Bar of Power, this is reduced by 0.5%. When he is above 2 Bars of Power, this is reduced by an additional 0.5%. Furthermore, Cyclops takes no damage from Havok's Plasma and Special Attacks, but his Special Attacks cannot damage Havok, either.
Well-Timed Blocks: When Cyclops executes a well-timed block, he has a 75% chance to gain a Precision Buff, boosting his Critical Rating by 1130.77 for 6.0 seconds. [Max Stacks: 3]
X-Suit (Passive): Cyclops' suit is made of Kevlar armor, which is bulletproof, flame retardant, and resistant to electric shocks and force impacts. Cyclops reduces the damage from Physical Attacks by 20%, and reduces the damage from Incinerate Debuffs, and Shock Debuffs by 50%. While not under the effect of an Armor Break Debuff, Cyclops' X-Suit also reduces the damage from Bleed Debuffs by 90%.
SPECIAL ATTACKS:
Special 1 - Optic Blast – Cyclops uses his Ruby-Quartz visor to focus a beam of energy.
- This Special Attack deals Energy Damage and gains 1342.62 Block Penetration.
- This Special Attack inflicts a Petrify Debuff, reducing the effectiveness of his opponent's Regeneration and Power Gain Debuffs by 65% for 8.0 seconds. The potency of this Petrify Debuff is doubled against Mister Sinister.
Special 2 - Vigilance – Two rage-fueled punches and a kick daze the opponent long enough for Cylops' Optic Blast to teach them a lesson.- The last hit of this Special Attack deals Energy Damage and gains 2185.71 Block Penetration.
- This Special Attack inflicts a Petrify Debuff, reducing the effectiveness of his opponent's Regeneration and Power Gain Debuffs by 65% for 12.0 seconds. The potency of this Petrify Debuff is doubled against Mister Sinister.
Special 3 - Gigawatt Blast – Scott Summers briefly loses control, allowing his Optic Blast to reach gigawatt levels. He'll be the only witness.SYNERGIES:
In this version of Cyclops, I didn't want to add a lot of tricks to his toolkit and make him a really complex Champion. I just wanted to focus on the things that might make Cyclops dangerous as both an Attacker and as a Defender. To that end, I clarified a few things, like the power gain he has being stronger when he is at low power levels, and how his Special Attacks don't affect Havok (and vice versa). Canonically, he does have a protective suit (which does protect against ballistics, fire, shock, etc...), and I thought that would be a nice way to give Cyclops something special added into his base kit.
While I moved the activation of his Armor Break effects (which are, admittedly weaker, but stackable), I brought in the ability to penetrate the opponent's block, which is going to ultimately be more effective. Now, I recognize that this doesn't do anything for him if he doesn't actually hit his opponent, but then again, what does? So, if the opponent blocks, they're going to take more damage than normal. If they evade, there's not much to do against that (without pulling some massively jerk-move designing), and if they just eat a face full of optic blast... Well... Enjoy the damage. Also the Petrify Debuffs are meant to add a little bit of utility to his Special Attacks, and since his optic blasts are canonically extremely effective against Mister Sinister, he gets to double the effect, which would effectively reverse his regeneration.
A few new Synergies with the original X-Men and his family members (Havok & Cable) are added in, and a branch out with Mister Sinister as a nemesis. Plus, more was added into his Signature Ability to give him an extra boost in both offensive and defensive value. He'll be able to throw off his Special Attacks more often, keeping his opponents on their toes.
As with all of my reworks, I appreciate additional eyes and thoughts from the community. Please feel free to review and suggest improvements! I am specifically inviting feedback from contributors like @Magrailothos, @Bajan_Samurai, @DrZola, @Whododo872, and @HeroBoltsy, though I welcome feedback from all.
Best wishes!
Signature ability:
All reversed buffs have their potency increased by 20% (up to 40%) for each activated stone, additionally, the opponents non-combat power rate is reduced by 5% (up to 10%) for each debuff.
Passive:
+850 attack rating for each active stone.
Persistent charge:
At the start of each fight, Thanos activated a random stone. This stone will be carried over to the next fight as a persistent charge until all are collected. Each one provides additional abilities. On the first fight in a quest, Thanos can select a stone through a pre fight ability.
Time stone:
Heavy attacks inflict a slow debuff, preventing all evade and unstoppable effects for 15 seconds. Additionally, the opponents combat power rate is reduced by 40%.
Thanos regenerates 0.5% of max health every second.
Power stone:
Thanos passively gains 15% of a bar of power per second.
All basic attacks deal 45% additional energy damage.
Heavy attack power steals 25% of the opponent's max power.
Mind stone:
Thanos is granted immunity to reversed controls.
Medium attacks inflicts concussion, reducing ability accuracy by 50% for 3 seconds.
Reality stone:
Every 9 seconds, Thanos is granted a random buff from the following:
Fury- +2370 attack rating.
Precision- +2850 critical rating.
Prowess- +40% special damage.
True strike.
Power gain- +35% power rate.
Armour up- +1200 armour rating.
These buffs can not stack and last 20 seconds. Maximum of 4 at one time.
Heavy attacks re roll the last gained buff.
Soul stone:
When Thanos would die, he is resurrected at 20% health once per fight.
Each living teammate increases his critical damage rating by 250.
Space stone:
During special attacks, Thanos uses a portal to hit the opponent with a beam of energy from space. This inflicts them with a random damaging debuff, dealing 4500 damage over 14 seconds. If they are immune to the debuff deal 4500 additional energy damage.
Special one:
Reverses all debuffs on Thanos to become buffs, each lasting 12 seconds. This duration is increased by 1.5 second for each active stone.
Weakness- fury (+800 attack).
Exhaustion- cruelty (+400 critical damage rating).
Fatigue- precision (+400 critical rating).
Armour break- armour up (+600 armour rating).
Damaging debuffs- regeneration (1250 health recovery).
Power drain- power gain (gain 65% of a bar of power).
Special two:
Reverse all buffs on the opponent to become debuffs lasting 14 seconds.
Fury- weakness (-950 attack).
Cruelty- exhaustion (-500 critical damage rating).
Precision- fatigue (-500 critical rating).
Armour up- armour break (-1300 armour rating).
Regeneration- degeneration (3000 degeneration)
Power gain- power drain (lose 85% of a bar of power).
Special three:
Reset the duration of all debuffs on the opponent and increase their potency by 75%.
Overall, great - like the clarity on the Passive Power gain, Precision on well-timed block, block penetration on specials (I'd add armour penetration, too) and the big damage boost to his SP3. Nice - might limit the Prowess benefits to Mutants; or perhaps 'All non-Tech attackers..."
I'd also be tempted to give him the power boost if he's Attacking the final node of a quest. It's not a huge boost anyway, and Cyke is supposed to be a guy who finishes fights... This sounds good. Is it a hit or an optic blast. Might need to be a little lower if it's a physical blow - he's not physically comparable to Venom... In an ideal world, I'd love this to be a point blank optic blast that can't be parried... I'd change the details to state that Cyke takes no damage from Havok's Energy attacks and vice versa. That'll actually benefit Cyke against more of Havok's attacks (including Medium and first part of Heavies), but allow Havok and Cyke to do a bit of damage when they kick and punch each other on SP2. This is the only part of the build I'd be critical of. Sure he wears a suit, but it's not that good! Compare to Gambit's 'unique' 22% bleed resistance. Or the Physical Resistance provided by Gambit's, Punisher's or Night Thrashers armour. Given that it's not a major feature of him in comics, he really ought to wear armour less effective than Punisher and Night Thrasher.
I think you need a flat value of Armour/Physical Resistance akin to Gambit/Punisher (and substantially lower than Night Thrasher), and maybe one kind of partial resistance (30% or so) to Shock or Incinerate or Bleed - not to all three.
Apart from slightly overdoing the x-suit, I like this a lot! Liking the SP3 more, the more I think on it.
So, I think I'll keep the Bleed Reduction as-is, and I'll keep the resistance to Physical Attacks, Incinerate Debuffs, and Shock Debuffs, but I might play around with the values.
As always, thank you very much for your feedback, @Magrailothos! I'm hoping to see at least one more response before I post a Version 1.1.
Best wishes!
I also think the resistance idea is interesting. I’ve never thought of Cyke as resistant to anything, but given that he doesn’t have ice armor or a thick blue hide, it makes sense he would have some protection from the array of weapons and assaults he might encounter as a mutant.
I agree with the non-Tech suggestion from @Magrailothos. Only someone like Mags should have a tech advantage.
One thing I’ve never liked about Blue Cyke is his specials doing armor break damage. In a diminishing returns system, that usually seemed to be of little help.
The idea of a petrify debuff is interesting, but I’m not aware of Cyke having any anti-Regen abilities. One thing to consider is whether or not it makes sense to have a large armor break debuff (or something like it) apply on the first hit and enhance the damage of the subsequent hits of the Sp1 (sort of like the way Red Mags’ Sp3 seems to do in beta).
That would make the Sp1 much more potent, and I’m leery of block penetration and how it gets used in game in general. It’s always felt like a cheap way to get around masteries we unlocked and have to use to play the game.
Great work!
Dr. Zola
- Weakness? A bit boring...
- Slow? Cyke has demonstrated the ability to push back Blob. Not sure if he ever managed Juggernaut...
- Vulnerability (increases Cyke's critical damage, like Stealthy)
- Busted (Bursts of damage with each critical hit, like Elsa)
- Trauma (smaller bursts of damage with every hit, like Red Guardian)
Busted and Trauma would have the advantage of bypassing resistances, damage caps and abilities like Sinister's regeneration, giving you the opportunity to have them more effective against him (you were never going to reverse his healing anyway I'm afraid - his healing can't go below zero.) Trauma also remains effective if the opponent has critical resistance.Armor Break has diminishing returns, the more powerful your opponent is. The whole kerfuffle with Guardian & Domino proves this, so giving him the ability to penetrate the opponent's block is not only more advantageous from an in-game perspective, but it also makes a lot of sense in terms of the physics (of a make believe scenario).
As for the other Debuffs... Yes, weakness is boring (and can be inflicted with a Mastery), and he's never been able to really slow down opponents (like the Juggernaut). In trying to keep things simple, I was trying to avoid drawing in newer Debuffs (like Vulnerability, Busted, or Trauma). Vulnerability and Busted could really make Cyclops overwhelming against a lot of foes, since his Well-Timed Blocks grant a Precision Buff already. Not only does that make Cyclops pretty much reliant upon being able to land Critical Hits for his damage output, which nerfs him against Champions that reduce Criticals or simply cannot be Critically Hit, like Ant-Man (with the Glancing mechanic), Captain America (Infinity War), Mister Sinister (which Petrify could nullify), and Man-Thing, but it's been done with lots of other Champions (and I thought that would be boring).
Not a ton of Champions penetrate your block, and those that do so use Disorient (which confers a 50% reduction in block proficiency) or Vulnerability (which usually confers a 50% reduction in block proficiency) Debuff. I didn't want to use a Debuff mechanic here, either, since that would lower Block Proficiency for extended periods of time (not just during the optic blast, unless you pulled a 0.5 second Debuff - or shorter - which is lame) and I didn't want to proc effects that punish you for placing Debuffs on your opponent; he's a pretty simple functioning Champion and I wanted to kind of give him an edge against those sorts of shenanigans. Busted Debuffs actually decrease your vulnerability to Coldsnap and Incinerate Debuffs, and while Busted Debuffs would increase the damage with each critical hit, I felt his best damage dealing should be contained to his optic blasts, not critical hits from punches and kicks. Trauma might make sense... If Cyclops was a Champion that really relied upon physical powers, as opposed to Energy damage from his optic blasts. I suppose his Energy blasts could count as both Physical and Energy damage, but it creates weird interactions with Nodes that punish you for using either Physical Damage (like Psychic Thorns) or against Champions with Energy Resistance (like Bishop).
Please understand that I'm not trying to shut your feedback down... I'm just working through this and explaining my thought processes here.
So what do you gents think, @Magrailothos and @DrZola?
Best wishes!
I think the best answer is a new and unique debuff personally (or Passive, if you prefer). This could do one (not all) of the following:
- Reduces healing +/- defensive Power gain
- Removes effectiveness of armour and/or critical resistance
- Causes burst damage akin to Trauma (every hit)
- Increase Susceptibility to Special damage (the same way Vulnerability increases the attackers Crit Damage Rating. This could be an indefinite/stacking effect...)
But if you want simplicity (and there's a strong case for that!) why not either:1 - Have a simple generic effect for Special Attacks 'Beam Attacks that strike the opponent passively heal block them for 1 second'
Or
2 - Optic Blasts cause an additional burst of Direct Physical damage equal to xx% of the damage caused.
Either of those would be very effective against Sinister; and possibly others who can heal back or 'cap' large amounts of damage from Specials. The second option would be significantly more powerful if xx was a decent number- it could possibly replace the Critical Rating boost, in his Sig?
Go with your favourite!
The Debuff is a mechanic with interactions that I'm trying to avoid here (to the benefit of the build), though I do like the effects that you're suggesting. It doesn't really add much to this kit, truth be told, to accomplish the extra damage that I'm going for by reducing the block proficiency of your opponent during the Special Attack (which would be effective against every Champion, not only Mister Sinister). I'm actively trying to work around Armor Break (as it's a mechanic that is also countered by certain Champions and Nodes, plus he's already got it in his kit). Armor Break has diminishing returns, and if there's a Champion out there who should be able to punch you (with his optic blasts) hard despite your Armor, Cyclops is a prime candidate for this ability.
Can you help me to better understand what you don't like about the instantaneous Block Proficiency reduction on his Specials? Once again, thank you for your help in refining this build!
I read champion improvement like the scheduled Tune Up they are doing for Punisher 2099 later this year. I would rather Iron Fist get the Colosus treatment.
As for the Other classes, id go as follows:
Tech - Iron patriot
Cosmic - Ms. Marvel
Skill - Karnak
Science and Mutant cant think of any