Rhino Heavy hitter Debuff immune Explosive personality +90% physical resistance Pinpoint (The attacker gains critical rating and critical damage rating as the fight goes on)
Limit the fight to using 3*'s .... this gives us something to use our 3*'s with ... (heck, we're using our 5* and 6*'s already for end game content, AQ, AW, etc ... so no worries, they'll get used) .. 3*'s are reasonably plentiful ... and easy to rank up .. sooooo ..
you can easily setup a matchup that really only a small handful of champs can do, with not too much worry about TB or Cavs mostly having access to them ... (and probably maxed sig as well).
I'd also suggest going away from single fights, UNLESS those single fights were structured more like Nameless Thanos, or Grandmaster ..
As they are now ... it's better suited to gauntlet-style structure ... if all you're doing is slapping on nodes in different combinations ... you need more than 1 fight, for sure
CHAMPION: Elsa Bloodstone/Magik/Mephisto (not set on which champion as the defender, there are lots of good options for this)
NODES: Perforate Shifting Immunity (Bleed/Poison) Empowered Immunity Power Seal 2 (you can gain power beyond two bars, but cannot use your sp3) Do You Bleed? Perfect Blocker (I know this isnβt a node, but Iβm trying to work around the DYB loophole. Attacks into block do 0 damage)
Optional: (Hard mode) Force of Will (Easy mode) Bleed Vulnerability
This fight is all about managing your bleed debuffs in relation to the shifting immunity. You want to apply them right as the poison immune phase starts up and have them drop off before it switches to bleed immunity, or else youβll see a huge burst of power for the opponent as they become immune to the bleeds.
With the mystic Defenders above, I imagine this as a Blade fight. Power Seal 2 is there to actually help the attacker so that they arenβt worried about bypassing the big damage from the sp2 bleeds.
With Elsa, you would need to bring a mutant. But you want one where you have some control of the bleed application, such that you arenβt feeding her power for an unblockable sp2 whenever sheβs in her bleed immune phase. And remember, youβre power sealed so you canβt fire off an sp3 to regain ground you gave up while backing up during her bleed immunity! This is probably the hardest defender option, but it has the least fun/interactive damage.
A 3 million health Doom, who is debuff immune, has add'l power gain, Coward, and kinetic transference, with an objective that you have to solo him on your first try.
A 3 million health Doom, who is debuff immune, has add'l power gain, Coward, and kinetic transference, with an objective that you have to solo him on your first try.
Coward wholly undercuts the rest of what youβre trying to do here. It makes Doom completely unblockable all of the time. Kinetic transference will do nothing. It also means that every time you press block, he loses 1% of his health. So that big health pool also means nothing. The bulk of your damage will be coming from pressing block, not hitting into the opponent, the power gain is a non-issue.
How could your fight even be won if DYB worked as you thought? Dunno if I'm missing something, but she'd never leave diamond form no matter what you did (due to staying at 0 power with tyranny) and you can't bleed her while in it.
Armor break champ that can bleed: venom, carnage .maybe i am missing other but there are options.
Edit: Sorry I just saw she is armor break immune. You are right
A 3 million health Doom, who is debuff immune, has add'l power gain, Coward, and kinetic transference, with an objective that you have to solo him on your first try.
Coward wholly undercuts the rest of what youβre trying to do here. It makes Doom completely unblockable all of the time. Kinetic transference will do nothing. It also means that every time you press block, he loses 1% of his health. So that big health pool also means nothing. The bulk of your damage will be coming from pressing block, not hitting into the opponent, the power gain is a non-issue.
Also, Quake.
Quake is the champ for Cowards, just like Herc says.
Nick fury with kinetic transference, sp1 specialist and true focus Nick's sp1 is stupid difficult to evade and kinetic transference grants the defender a bunch of power when hitting into block ether become good at evading the sp1 or get a very powerful power control character
Nick fury with kinetic transference, sp1 specialist and true focus Nick's sp1 is stupid difficult to evade and kinetic transference grants the defender a bunch of power when hitting into block ether become good at evading the sp1 or get a very powerful power control character
More fights like the SoP Mr Sinister but for all champions (by using Nodes), as is when using someone like Guardian who has that "Parrying a Special makes it all Perfect Parries, and gives you Power for each hit." Ability were rewarded for making Multiple Test Attempts to Learn the perfect timings of his Specials and ques from the AI if it was gonna react a certain way. If they could manage to make another SoP Fight like that but where All Champions could do it with maybe Different ways depending on the Champion Type, only requiring Patience and Average Skill, that'd be my Ideal SoP Fight. (Also no Passive Unavoidable Damage, just a fight you take as long as you want on and be rewarded for improving your Skills)
Any specific champ/nodes in mind? This is probably what most people want but itβs a ton harder to make then it looks.
Well you could do one similar to Guardian where let's say... -All Attackers when Parrying Any Hit of a Special Attack will Automatically Parry All Attacks for 1.5 Seconds. -Everytime a Mutant/Skill Attacker Parries Any Special Attack Hit they gain an Indefinite "Advanced Human" Passive that Increases Debuff Duration and Potency by 50% (that stacks) then the next time a Debuff is Applied to the Opponent One of said Passives is consumed to boost that Debuff. -Each Special Attack Hit Parried by a Science/Mystic Attacker will Apply an Indefinite Passive "Alchemist Explosive" (that stacks), the next Special Attack that is Launched will Detonate said Passives dealing 2,500 Direct Damage for Each Passive on the Opponent. -Whenever a Cosmic/Tech Attacker Parries Any Special Attack Hit they will gain an Indefinite Passive "Growing Civilization" (that stacks), Each of said Passive will add 1000 Direct Burst Damage to Each Attacker's Medium Attack up to a Maximum of 25,000 Direct Burst Damage.
Definitely a rough idea that could use some Numbers tweaks, but you get the General Idea, give 1-2 Classes a Bonus that the Majority of those Champions can Benefit from with each activated off a Learned Skill like Parry/Dexterity/Intercepting/ect. Or you could go the route of Boosting the Attackers off their Combat Style Tag (as in Control:Deniel or Offensive:Raw Damage for example), plenty of Possibilities.
Comments
Heavy hitter
Debuff immune
Explosive personality
+90% physical resistance
Pinpoint (The attacker gains critical rating and critical damage rating as the fight goes on)
Ghost-able but meh
Do you Bleed?
99% Block Proficiency
Profit
Debuff immune and fisticuffs level 3
Encroaching stun
β’ only 6* Groot can deal damage
β’ 6* Groot deals +500% damage
this gives us something to use our 3*'s with ...
(heck, we're using our 5* and 6*'s already for end game content, AQ, AW, etc ... so no worries, they'll get used) ..
3*'s are reasonably plentiful ... and easy to rank up .. sooooo ..
you can easily setup a matchup that really only a small handful of champs can do, with not too much worry about TB or Cavs mostly having access to them ... (and probably maxed sig as well).
I'd also suggest going away from single fights, UNLESS those single fights were structured more like Nameless Thanos, or Grandmaster ..
As they are now ... it's better suited to gauntlet-style structure ...
if all you're doing is slapping on nodes in different combinations ... you need more than 1 fight, for sure
Punisher 2099
- Force Of Will
- Safeguard
- Kinetic Transference
- True Strike
- Powerful From Afar
- Immune To Power Manipulation
Elsa Bloodstone/Magik/Mephisto (not set on which champion as the defender, there are lots of good options for this)
NODES:
Perforate
Shifting Immunity (Bleed/Poison)
Empowered Immunity
Power Seal 2 (you can gain power beyond two bars, but cannot use your sp3)
Do You Bleed?
Perfect Blocker (I know this isnβt a node, but Iβm trying to work around the DYB loophole. Attacks into block do 0 damage)
Optional:
(Hard mode) Force of Will
(Easy mode) Bleed Vulnerability
This fight is all about managing your bleed debuffs in relation to the shifting immunity. You want to apply them right as the poison immune phase starts up and have them drop off before it switches to bleed immunity, or else youβll see a huge burst of power for the opponent as they become immune to the bleeds.
With the mystic Defenders above, I imagine this as a Blade fight. Power Seal 2 is there to actually help the attacker so that they arenβt worried about bypassing the big damage from the sp2 bleeds.
With Elsa, you would need to bring a mutant. But you want one where you have some control of the bleed application, such that you arenβt feeding her power for an unblockable sp2 whenever sheβs in her bleed immune phase. And remember, youβre power sealed so you canβt fire off an sp3 to regain ground you gave up while backing up during her bleed immunity! This is probably the hardest defender option, but it has the least fun/interactive damage.
Also, Quake.
Edit: Sorry I just saw she is armor break immune. You are right
A beefed up collector would be something too. Can't think of much harder than that
Nick's sp1 is stupid difficult to evade and kinetic transference grants the defender a bunch of power when hitting into block ether become good at evading the sp1 or get a very powerful power control character
Buffed up requires 3 buffs on the attacker to deal damage combined with doctor stranges nullify it will be difficult to get the buffs
Dulled reduces the chance for the attacker to crit by 50% per buff active on the them
Long distance relationship places weakness on you while near the enemy and removes them when far away.
Nullify countdown makes it so when 7 buffs are nullified by the defender they gain 75% of max power
You need someone with passive buff or is immune to nulification.
Not necessarily because she needs atleast 3 buffs
If she can't get those then you are screwed
I see fight, I smash thumbs on screen.
-All Attackers when Parrying Any Hit of a Special Attack will Automatically Parry All Attacks for 1.5 Seconds.
-Everytime a Mutant/Skill Attacker Parries Any Special Attack Hit they gain an Indefinite "Advanced Human" Passive that Increases Debuff Duration and Potency by 50% (that stacks) then the next time a Debuff is Applied to the Opponent One of said Passives is consumed to boost that Debuff.
-Each Special Attack Hit Parried by a Science/Mystic Attacker will Apply an Indefinite Passive "Alchemist Explosive" (that stacks), the next Special Attack that is Launched will Detonate said Passives dealing 2,500 Direct Damage for Each Passive on the Opponent.
-Whenever a Cosmic/Tech Attacker Parries Any Special Attack Hit they will gain an Indefinite Passive "Growing Civilization" (that stacks), Each of said Passive will add 1000 Direct Burst Damage to Each Attacker's Medium Attack up to a Maximum of 25,000 Direct Burst Damage.
Definitely a rough idea that could use some Numbers tweaks, but you get the General Idea, give 1-2 Classes a Bonus that the Majority of those Champions can Benefit from with each activated off a Learned Skill like Parry/Dexterity/Intercepting/ect.
Or you could go the route of Boosting the Attackers off their Combat Style Tag (as in Control:Deniel or Offensive:Raw Damage for example), plenty of Possibilities.