STAR LORD Instead of getting a % of block proficiency based on his opponent combo meter, that is literally a useless ability, get a % of block proficiency based on his own combo up to 400, at which his block proficiency should be capped to the highest in game BP on a champ 👍
Starlord Give him a persistent charge mechanics like Aegon i.e.when duped he can carry some% of his combo meter
It would be nice if his combo wasn’t reset when struck, or he lost 10 off his combo when struck instead of losing everything. I don’t mind ramping up a champ, but to have a 400 hit combo messed up by a random AoL/LoL evade is pretty maddening- doesn’t feel like skill at that point. He doesn’t even have the utility Ægon has.
2 Changes For Vulture I Think Would Make Him More Desirable Without Altering His Base Kit Much-
"Heavy Attacks Are Guaranteed Critical Hits." (would let you keep his Charge Up and Good Damage with him having the Highest Base Crit Damage Stat in the game)
"For Every Interval of 25 Charge held at one time, Vulture gains +10% Combat Power Rate." (So maximum of +40% Combat Power Rate, allowing him to place those Siphon Debuffs on the Enemy more often for Increased Damage and Power Control)
2 Changes For Vulture I Think Would Make Him More Desirable Without Altering His Base Kit Much-
"Heavy Attacks Are Guaranteed Critical Hits." (would let you keep his Charge Up and Good Damage with him having the Highest Base Crit Damage Stat in the game)
"For Every Interval of 25 Charge held at one time, Vulture gains +10% Combat Power Rate." (So maximum of +40% Combat Power Rate, allowing him to place those Siphon Debuffs on the Enemy more often for Increased Damage and Power Control)
Then if you want to go a little deeper lets add a Synergy to him. "Increase Vulture's Charge Limit to 125, and Increase his Combat Power Limit by 10% as well." (Allowing him to have +50% Combat Power Rate at max charge, his Armor Up would gain additional Potency, and overall the increased Charge limit would help his rotation not having to worry about losing too much Charge)
Spider-Man (Symbiote): while charging heavy attack, the next hit from the enemy misses. For every second heavy is charged, gain one cruelty buff, up to a maximum of x. Cruelties are removed after the last hit of a special attack. If an opponent misses while Spider-Man is charging a heavy, they are inflicted with a falter debuff for x seconds, the duration of falter is increased based on the number of cruelty on Spider-Man, and cruelty is removed when falter expires.
Remove the evade chance after specials. Leave the armor breaks.
IMO This would offer some unique utility through falter that stays true to the “evade” Spider-Men play style , while also boosting his s2 damage from 15-30k to (hopefully) 70k+. Those heavy attacks need to slap, too.
Starlord Give him a persistent charge mechanics like Aegon i.e.when duped he can carry some% of his combo meter
It would be nice if his combo wasn’t reset when struck, or he lost 10 off his combo when struck instead of losing everything. I don’t mind ramping up a champ, but to have a 400 hit combo messed up by a random AoL/LoL evade is pretty maddening- doesn’t feel like skill at that point. He doesn’t even have the utility Ægon has.
It would be nice for Starlord to have an ability that prevent him from losing more than 20hits from his combo per hit. You would still be punished by losing around 100hits if mess and get comboed, but you wouldn’t had to rebuilt it from the start. Really this character has a lot of potential to get easily buffed to top tech again 👍
Captain America (Original+ WW2) Each time Captain Rogers makes a perfect block he gains a permanent Poise charge granting him +2.5 % Attack and Critical Rate* Five Poise charges are lost if the Captain is Stunned.
*Obviously, flat values and Diminishing Returns will prevent this actually reaching 100%, but still...
Invisible Woman ... parry does not make you visible. If opponent shrugs off a debuff, you can still keep invisibility. That simple change will go a long way.
Agree 100%. Staying invisible on parry is the #1 thing her kit needs. There is a synergy for it 85% of the time, but it’s not enough. It needs to be part of her kit.
Thor Ragnarok: SP3 deals a burst of energy damage equal to 6% of the attack's damage per hit on the combo meter up to 100
Gain a Persistent Charge after winning a fight up to 5, each passively increases his Attack by 25% and reduces debuff durations on Thor Ragnarok by 10%. These benefits are doubled while Boon of the Gods or Thunder God's Wrath is active.
Have guillotine’s souls never expire. If she is played with a fully synergy team she is really powerful however not powerful enough to justify not dropping the whole team and just bringing Morningstar.
Nebula’s heavy attack shock lasts 30 seconds. While the opponent is shocked, she gains 1000 block proficiency and gains a shock charge when striking the opponent. This changes her play style to a much more skill focused and offensive style. Parry- heavy- hit until 20 shock charges- parry- sp2- rinse and repeat.
Deadpool X-Force: He puts permanent bleeds on his basic attacks and specials detonate them dealing a lot of burst damage per bleed detonated. He starts from 0 bleeds after that. This is his base and sig ability has chance for bleeds to carry over after being detonated. Dropping below 30% gives him regen. Makes him good for short fights.
Groot: Increase base attack by 20%, pacifism charges r gained through critical hits, heavies convert them to furies and cruelties and they persist fight to fight. Makes him a good ramp up champion.
Comments
Give him a persistent charge mechanics like Aegon i.e.when duped he can carry some% of his combo meter
If ronins fury and crit passives could be paused by dashing back exactly the same as stealthy. Then he would get the recognition he already deserves.
Instead of getting a % of block proficiency based on his opponent combo meter, that is literally a useless ability, get a % of block proficiency based on his own combo up to 400, at which his block proficiency should be capped to the highest in game BP on a champ 👍
"Heavy Attacks Are Guaranteed Critical Hits."
(would let you keep his Charge Up and Good Damage with him having the Highest Base Crit Damage Stat in the game)
"For Every Interval of 25 Charge held at one time, Vulture gains +10% Combat Power Rate."
(So maximum of +40% Combat Power Rate, allowing him to place those Siphon Debuffs on the Enemy more often for Increased Damage and Power Control)
"Increase Vulture's Charge Limit to 125, and Increase his Combat Power Limit by 10% as well."
(Allowing him to have +50% Combat Power Rate at max charge, his Armor Up would gain additional Potency, and overall the increased Charge limit would help his rotation not having to worry about losing too much Charge)
Remove the evade chance after specials. Leave the armor breaks.
IMO This would offer some unique utility through falter that stays true to the “evade” Spider-Men play style , while also boosting his s2 damage from 15-30k to (hopefully) 70k+. Those heavy attacks need to slap, too.
You would still be punished by losing around 100hits if mess and get comboed, but you wouldn’t had to rebuilt it from the start.
Really this character has a lot of potential to get easily buffed to top tech again 👍
Each time Captain Rogers makes a perfect block he gains a permanent Poise charge granting him +2.5 % Attack and Critical Rate*
Five Poise charges are lost if the Captain is Stunned.
*Obviously, flat values and Diminishing Returns will prevent this actually reaching 100%, but still...
Replace his current evade ability with Stark Spider Mans evade ability.
Gain a Persistent Charge after winning a fight up to 5, each passively increases his Attack by 25% and reduces debuff durations on Thor Ragnarok by 10%. These benefits are doubled while Boon of the Gods or Thunder God's Wrath is active.
Groot: Increase base attack by 20%, pacifism charges r gained through critical hits, heavies convert them to furies and cruelties and they persist fight to fight. Makes him a good ramp up champion.
Vulture: siphon and thermal debuffs gain 50% increased potency
Green goblin: tuned up numbers (100% chance to power drain on sp1, 100% chance to incinerate on heavies etc)
King groot: furies, regen and poison increase potency by at least 20%