**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.
Star-Lord Overhaul Concept
Rookiie
Posts: 4,762 ★★★★★
Hey guys,
So I've always been interested in exploring the capabilities of Star-Lord's Elemental Gun but I've never really come around to creating something out of it. That changes now! Here goes.
If I were to conceptualize a rework for Star-Lord, the first thing I would think about is how to integrate his Elemental Gun into his core abilities and mechanics. As interesting as it would be to enable Star-Lord to access all elements in-fight, it would make him much too complicated to design and play. Therefore, the best way to do it is with a Pre-Fight mechanic that allows you to load the Elemental Gun with a maximum of 2 Elements per fight.
The Elemental Gun will focus on inflicting damaging and non-damaging debuffs on the opponent. Let's break it down:
Air (non-damaging): inflicts a Power Burn passive on the opponent, draining one bar of Power from the opponent.
Fire (damaging): inflicts an Incinerate debuff on the opponent, dealing damage over 10 seconds.
Water (Ice, damaging): inflicts a Coldsnap debuff on the opponent, dealing damage over 10 seconds.
Earth (non-damaging): inflicts a Heal Block passive on the opponent, blocking all regenerative effects for 10 seconds.
A new Signature Ability, Master of the Sun, is centered around the idea that Star-Lord powers his Elemental Gun; and so they are one. Let's break this down:
Star-Lord gains additional utility depending on the Elements loaded into the Elemental Gun:
Air: siphons 25% of Power from the Power Burn debuff inflicted on the opponent.
Fire: gains Incinerate immunity and a permanent Fury buff.
Water: gains Coldsnap immunity and a permanent Armour Up buff.
Earth: regenerates a percentage of health that scales with the amount of health that was Heal Blocked.
I would leave it to Kabam to figure out the intrinsics, but there's my overhaul concept. What do you think?
So I've always been interested in exploring the capabilities of Star-Lord's Elemental Gun but I've never really come around to creating something out of it. That changes now! Here goes.
If I were to conceptualize a rework for Star-Lord, the first thing I would think about is how to integrate his Elemental Gun into his core abilities and mechanics. As interesting as it would be to enable Star-Lord to access all elements in-fight, it would make him much too complicated to design and play. Therefore, the best way to do it is with a Pre-Fight mechanic that allows you to load the Elemental Gun with a maximum of 2 Elements per fight.
The Elemental Gun will focus on inflicting damaging and non-damaging debuffs on the opponent. Let's break it down:
Air (non-damaging): inflicts a Power Burn passive on the opponent, draining one bar of Power from the opponent.
Fire (damaging): inflicts an Incinerate debuff on the opponent, dealing damage over 10 seconds.
Water (Ice, damaging): inflicts a Coldsnap debuff on the opponent, dealing damage over 10 seconds.
Earth (non-damaging): inflicts a Heal Block passive on the opponent, blocking all regenerative effects for 10 seconds.
A new Signature Ability, Master of the Sun, is centered around the idea that Star-Lord powers his Elemental Gun; and so they are one. Let's break this down:
Star-Lord gains additional utility depending on the Elements loaded into the Elemental Gun:
Air: siphons 25% of Power from the Power Burn debuff inflicted on the opponent.
Fire: gains Incinerate immunity and a permanent Fury buff.
Water: gains Coldsnap immunity and a permanent Armour Up buff.
Earth: regenerates a percentage of health that scales with the amount of health that was Heal Blocked.
I would leave it to Kabam to figure out the intrinsics, but there's my overhaul concept. What do you think?
Post edited by Kabam Zibiit on
9
Comments
Taking your idea, maybe he could get an animation revamp too to include his gun in basic hits, maybe 2nd and last light hits, or so he could use an element that is loaded with the prefight to select your utility, after the last light attack a cooldown of 15 seconds maybe.
Just throwing out some ideas off the top of my head
Air: power drain X% of power per hit on the combo, maybe get it to scale so that after 100 hits you're power draining a bar of power
Fire: Incinerate the opponent for a decent amount of damage, obviously scaling up with signature ability damage
Water- inflict coldsnap on the opponent for different amounts of time per combo metre. 10 hits 10 seconds, 20 hits 15 seconds, 50 hits, 20 seconds, 100 hits 30 seconds etc
Earth- gain a block proficiency buff, armour buff and combo metre shield when using the element gun (can only happen once every 20 hits): scaling so that the block proficiency gives near perfect around 5 buffs and then combo shield when struck works like G2099 sig ability
I think earth could always be active, then you can select whether you want fire for damage, air for power control and water for evade counter
I'm sure many veterans remember using him to beat RoL wolvy back in the day and there was something so satisfying to push his combo metre, I think it would bring back some of the nostalgia of using him if his combo metre was a vital part to his utility as well as damage
The Element-Gun effects could be placed on specials too.
that was 12 hits and about 50 seconds of ramp up to hit 30k mediums, then one sp2 to hit the damage cap in abyss on basic attacks. Some amount is a very small amount in this case.
I always thought it would be awesome if he had the ability (maybe via an udated synergy with aegon) to carry a percentage of his combo from fight to fight, this would make people use him more often again, but the start combo via guardians synergies sounds nice as well