For this rework, I'm trying to actually give Iron Fist some Mystic utility, whilst keeping him a hard-hitting martial artist. Largely I was avoiding animation changes, but for Iron Fist, I'd like one that shouldn't take much coding time: whilst Holding Heavy Attack: just 'borrow' CAIW's stance/strike, combined with Mordo's animation of drawing energy into the fist.
Health 25606 Attack 2527
Defensive Abilities: Iron Fist still wears no armour; however his base block proficiency is on par with CAIW. Thanks to his mastery of Martial arts, Iron Fist can activate the Parry mastery against non-contact attacks.
Critical hits: Critical hits have a 60% chance to Armour Break (-460 Armour), plus 2.5% flat chance per Chi counter. These armour break effects stack, and last seven seconds. If the armour break is resisted due to an immunity, Iron Fist gains a Cruelty passive (+150 Critical damage Modifier) which lasts for seven seconds and is paused during Iron Fist's Special attacks. Max stacks equal to his current Chi.
Chi Iron Fist gains Chi passives lasting seven seconds each time he dodges an Attack, or makes a well-timed block (max five). All Chi is refreshed when another charge would be gained. Each Chi passive increases Iron Fist's Regeneration rate by 8%, and grants +250 Energy resistance, and +145 Critical Rating. Chi passives also enhance Iron Fist's Heavy and Special Attacks.
Heavy Attacks: If he has Chi, Iron Fist rapidly accumulates Cruelty passives whilst charging his Heavy attack (one per 0.25 seconds), which grant +150 Critical damage Modifier for seven seconds and are paused during Iron Fist's Special attacks. He can sustain a maximum number of Cruelty passives equal to his current Chi. With four or more Chi, when chaining his Heavy attack from a combo Iron Fist becomes passively Unstoppable for 0.7s.
Landing a Heavy attack has a 25% chance per Chi passive to Nullify a buff on each of the two strikes. Each buff removed from the opponent also removes two Chi.
Iron Fist's personal Nullify is ineffective against the artificial buffs of Robots.
Signature ability:
Iron Fist develops increasing control over his Chi:
He can stack up to 10 Chi passives.
Chi now also increases the Potency of his Armour breaks by 15% each.
Special attacks:
With three or more Chi, Special Attacks cannot Miss
With five or more Chi, Special Attacks are Unblockable
All Special Attacks inflict an additional +10% Physical Burst Damage per Chi counter, all of which are consumed at the end of the Special attack. If the Special attack is chained from a Heavy attack, this Physical Burst damage is doubled.
Special-1: When activated, Iron Fist recovers 2% of his Max health. This attack has a bonus critical rating of +650, and each hit has the same chance to cause Nullify as though it were a Heavy attack. Special-2: The Potency of Chi and Cruelty passives are doubled during this attack. With three or more Chi, this attack gains True Accuracy. Special-3: 100% chance to Remove all Armour from the opponent, and inflict Armour Break (-1200 Armour) and Fragility (-50% block and suffer +650 Critical damage when struck), both lasting nine seconds. If activated with six or more Chi, this Special only consumes five of them.
This version of Proxima has combo-related benefits to all her Special Attacks; giving her a useful ramp-up even if she's not Awakened, or in shorter fights. I've also tweaked the intercept mission, to also count when you punish the opponents Special attack, which should suit certain opponents (or less-skilled players) better.
Proxima Midnight
Blocking
Proxima reduces the opponent's Offensive Ability Accuracy by 200% whilst blocking.
Proxima can activate the Parry Mastery against non-contact attacks.
Proxima's Block Proficiency cannot be passively reduced, although it is impacted by debuffs such as Incinerate and Fragility.
Well-timed Blocks generate a permanent Bulwark passive, increasing Block proficiency by 112. Max stacks 20. All Bulwark passives are lost if Proxima if affected by Concussion or Stun.
Safeguard When Proxima reaches a combo multiplier of twenty, she generates a Safeguard buff (max stacks three). Each Safeguard buff reduces the Damage from any single hit other than a Special-3 to a maximum of 5% health. A buff is removed once triggered, and may be triggered whilst blocking, if block damage would exceed 5% of her health.
Missions from Thanos Whenever Proxima Midnight completes an objective for one of her missions, she activates a True Insight buff lasting seven seconds. Whilst she has a True Insight buff, her attacks cannot Miss or be Evaded. Mission 1: Deflect their Attacks: Perform a well-timed block. Complete this objective five times. Mission 2: Punish their audacity: Intercept the opponent's Dash or strike an opponent who is recovering from a Special Attack. Complete this objective four times. Mission 3: Crush their Hopes: Knock the opponent down with a Heavy or Special Attack. Complete this objective six times.
When Proxima completes a mission, she gains a Prowess buff increasing Special Damage by 200% for seven seconds. If this buff expires naturally, it is converted to a permanent Passive Prowess with the same Potency.
Special Attacks: Activating a special Attack has a 60% chance to activate a non-stacking Precision buff granting +750 Critical Rating for 7 seconds, which is paused during Special Attacks. The ability accuracy, potency and duration of this ability rises by 1% per hit in Proxima's combo meter, to a maximum of 100%.
SP1 - The final hit of this attack inflicts a Shock debuff inflicting 1380 damage over five seconds. An additional stack of Shock is inflicted per 30 hits on her combo meter (max four stacks)
SP2 - Inflict Stun for 2 seconds. This attack benefits from +15 Critical Damage Modifier, per hit in Proxima's combo meter (max +1500). Additionally, for each personal Prowess effect Proxima has, this attack costs 10% less Power.
SP3 - 100% chance to Stun for 5 seconds. 100% chance to Armour Break (Removing an Armour Up buff and inflicting -2650 Armour Rating for nine seconds). Against Tech opponents, this attack removes all stacks of Armour Up, and with a combo of 50 or more, she inflicts a second Armour Break of equal potency.
Signature ability: Proxima's True Insight buffs gain +80% duration. Additional Mission - Extinguish all Hope: When Proxima reaches a combo of 100, she activates a permanent True Insight buff; as well as activating one permanent Fury buff per Mission completed. Each Fury buff increases Attack by +1364.
Adjusted Synergies: Special Assistance (Adjusted synergy with Corvus) - Each Mission requires one fewer objective, except Extinguish All Hope which requires 25 fewer.
Control the Offensive: (Solo synergy with Cull Obsidian) - When her combo is below 50, Proxima gains combo at double the usual speed.
I can't believe it's taken me this long to write one for... WOLVERINE
Health 26521 Attack 2098
Signature ability Wolverine's base regeneration rate increases by 50%. Note: as well as increasing the effectiveness of all his Regeneration abilities, this will also mitigate the effectiveness of effects like Petrify. Opponents might want to stick with an old-fashioned Heal Block
Passive: Healing Factor Wolverine's Regeneration buffs are strongest if triggered when Wolverine is at full Power. The numbers stated are for health recovery if triggered at full Power. This reduces linearly to 50% Potency at zero Power (Potency is set when triggered - they are not affected by subsequent changes in Power).
Wolverine's Regeneration rate cannot be passively reduced (e.g. by the Despair mastery, or Yellowjacket's passive heal reduction). It can be reduced as usual by Poison or debuffs such as Petrify.
Wolverine's Healing factor reduces the duration and potency of bleed and poison effects by 20%
When struck, 20% chance to trigger a Regeneration buff restoring 4% of his missing health over five seconds. When hitting the opponent, his chance is much lower - just 4% chance to trigger Regeneration. Max stacks three.
Claw Attacks Wolverine uses his adamantium claws for all basic attacks except combo-enders, and for all Special attacks. On claw attacks, reduce the opponent's critical resistance by 650, and also gain +750 Armour penetration. Critical hits using claw attacks have a 70% chance to inflict Bleed, causing 2402 damage over five seconds. Bleed duration increases by 1s for each Bleed already in effect (max +5s).
Special attacks: All Special attacks have a 100% chance to trigger a Regeneration buff lasting 2s, plus 2s per bar of Power spent. These buffs recover 1% of Wolverine's base health per second (adjusted by the Power he had when triggering the Special Attack). SP1: This attack has +950 Critical Rating and ignores all Armour Up buffs. It does not ignore Passive armour effects. SP2: This attack gains +1850 Critical rating. Bleed abilities gain +50% Ability accuracy and Potency during this attack. SP3: Inflict Bleed causing 5820 damage over seven seconds. Inflict a Mauled debuff for 15 seconds. When attacking an opponent who has been Mauled, Wolverine reduces their Physical resistance by -850, and gains +550 Critical Rating and +33% Bleed Ability Accuracy. Hitting the opponent with Claw Attacks pauses Mauled for 0.5 seconds.
I've basically made GR a bit more reliable, tweaked his Judgements to be a bit longer/more potent, and given him access to more damage by rolling his Sig into his base kit and giving him a new Sig ability.
The spirit of Vengeance, Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and enhances subsequent judgements. Ghost Rider should particularly shine against #Villains, but may struggle against the pure of heart (#Heroes).
Health 32160 Attack 2380
Passive A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating #Villain opponents passively suffer -10% Critical rate, Attack and Combat Power rating for each Judgement upon them. Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel pretty guilty about something...)
Judgements Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. The secondary effect of each judgment (Fury, Bleed, etc) gains +75% duration for each Judgement already in effect when it is placed.
Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
Hit opponent with Special-1 Attack: Inflict Fate Seal for 6 seconds.
Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Power over 2 seconds.
Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1108 damage, and also inflicts Fate Seal, Heal Block and Power Lock. Opponents immune to one of these effects still suffer the other effects of Damnation. When Damnation ends, remove all Judgements from the opponent. They can be reapplied.
Signature ability: Penance Stare: The Potency of Damnation is increased by 100%, except when fighting #Hero opponents. Additionally, when striking the opponent with a Special Attack whose Judgement is already in effect, inflict 20% additional Energy burst damage for each Judgement in effect.
Synergies Fists of Vengeance, (Ghost Rider, Moon Knight) When fighting #Villains, Special attacks cost 20% less Power.
I've basically made GR a bit more reliable, tweaked his Judgements to be a bit longer/more potent, and given him access to more damage by rolling his Sig into his base kit and giving him a new Sig ability.
The spirit of Vengeance, Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and enhances subsequent judgements. Ghost Rider should particularly shine against #Villains, but may struggle against the pure of heart (#Heroes).
Health 32160 Attack 2380
Passive A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating #Villain opponents passively suffer -10% Critical rate, Attack and Combat Power rating for each Judgement upon them. Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel pretty guilty about something...)
Judgements Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. The secondary effect of each judgment (Fury, Bleed, etc) gains +75% duration for each Judgement already in effect when it is placed.
Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
Hit opponent with Special-1 Attack: Inflict Fate Seal for 6 seconds.
Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Power over 2 seconds.
Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1108 damage, and also inflicts Fate Seal, Heal Block and Power Lock. Opponents immune to one of these effects still suffer the other effects of Damnation. When Damnation ends, remove all Judgements from the opponent. They can be reapplied.
Signature ability: Penance Stare: The Potency of Damnation is increased by 100%, except when fighting #Hero opponents. Additionally, when striking the opponent with a Special Attack whose Judgement is already in effect, inflict 20% additional Energy burst damage for each Judgement in effect.
Synergies Fists of Vengeance, (Ghost Rider, Moon Knight) When fighting #Villains, Special attacks cost 20% less Power.
Adding increased combat power rate or a power gain would make his rotation much smoother. Having to get to an SP3 to reset his judgements is what I hate most about his current kit.
I've basically made GR a bit more reliable, tweaked his Judgements to be a bit longer/more potent, and given him access to more damage by rolling his Sig into his base kit and giving him a new Sig ability.
The spirit of Vengeance, Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and enhances subsequent judgements. Ghost Rider should particularly shine against #Villains, but may struggle against the pure of heart (#Heroes).
Health 32160 Attack 2380
Passive A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating #Villain opponents passively suffer -10% Critical rate, Attack and Combat Power rating for each Judgement upon them. Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel pretty guilty about something...)
Judgements Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. The secondary effect of each judgment (Fury, Bleed, etc) gains +75% duration for each Judgement already in effect when it is placed.
Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
Hit opponent with Special-1 Attack: Inflict Fate Seal for 6 seconds.
Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Power over 2 seconds.
Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1108 damage, and also inflicts Fate Seal, Heal Block and Power Lock. Opponents immune to one of these effects still suffer the other effects of Damnation. When Damnation ends, remove all Judgements from the opponent. They can be reapplied.
Signature ability: Penance Stare: The Potency of Damnation is increased by 100%, except when fighting #Hero opponents. Additionally, when striking the opponent with a Special Attack whose Judgement is already in effect, inflict 20% additional Energy burst damage for each Judgement in effect.
Synergies Fists of Vengeance, (Ghost Rider, Moon Knight) When fighting #Villains, Special attacks cost 20% less Power.
Adding increased combat power rate or a power gain would make his rotation much smoother. Having to get to an SP3 to reset his judgements is what I hate most about his current kit.
Yes, that's definitely an option - I went with reducing the opponent's CPR; but increasing his own would be as useful or even more so.
Ms Marvel has a permanent Fury buff which grants from +964 to +3858 Attack based on stored Power. If removed, this buff returns after six seconds.
When Blocking
Gain +4460 Energy Resistance.
Gain +2.5% Power p when blocking an Energy-based Attack.
Critical hits 70% chance to inflict Armour Break (+30% flat on Intercepts and Heavy attacks) removing an Armour up, and reducing the opponent's Armour by 592 for seven seconds.
Heavy Attacks When interrupting the opponent's Heavy attack with her own, she gains +4500 Critical Rating. If Ms.Marvel knocks the opponent down with a Heavy attack, pause her personal buffs for 2 seconds.
Special Attacks
SP1: This attack has True Damage, and inflicts a burst of Incinerate damage equal to 60% of the damage caused by the beam. Generate a Cruelty buff (+850 Critical Damage Rating) for ten seconds. Max stacks two.
SP2: Each hit inflicts an Armour Break (-1200 Armour for 12s). Generate an Energise buff (+25% Combat Power Rate) for ten seconds. Max stacks two.
SP3: Generate an additional Fury buff granting +3858 Attack for 10 seconds. Whilst she has this buff, her permanent Fury buff provides the same bonus. Additionally gain a Stopping Power buff for 15s. When striking an Unstoppable opponent, they react as though they weren't Unstoppable.
Signature: Seventh Sense Start the match with a Seventh Sense buff, granting Vigilance, +736 Critical Rating, and 65% chance to Autoblock Special Attacks. If Autoblock triggers, all subsequent hits of the Special Attack are also Autoblocked. This buff lasts seven seconds, but starts Paused. It becomes unpaused when either a Miss is bypassed, or an Autoblock is triggered. If removed for any reason, the Seventh Sense buff returns after 9-18 seconds (fastest at max Sig).
Look, I'm so angry now, enough, I don't want to use your damn classic characters anymore. Either do it properly or remove these characters from the game. I don't enjoy using these characters one bit. Yes, but when I say buff, I don't mean only attack, fix general animations as well. For example, Sentry, this guy is a character I like very much in the comics, but it is portrayed badly in the game, for example, they can make their animations better, but why don't they do it because they just show that attention to the new characters, is this guy's fault that he came to the game early? And for example, how Black Bolt brought the king of the great inhumans into the game is really disgusting, the design is disgusting, the animations are disgusting, if you want some inspiration, you can check out marvel strike force. I'm so tired of this event, you don't give the same care you give to the new characters to the previous characters. Please take care of this now. (And again, I'm not just talking about damage.)
Look, I'm so angry now, enough, I don't want to use your damn classic characters anymore. Either do it properly or remove these characters from the game. I don't enjoy using these characters one bit. Yes, but when I say buff, I don't mean only attack, fix general animations as well. For example, Sentry, this guy is a character I like very much in the comics, but it is portrayed badly in the game, for example, they can make their animations better, but why don't they do it because they just show that attention to the new characters, is this guy's fault that he came to the game early? And for example, how Black Bolt brought the king of the great inhumans into the game is really disgusting, the design is disgusting, the animations are disgusting, if you want some inspiration, you can check out marvel strike force. I'm so tired of this event, you don't give the same care you give to the new characters to the previous characters. Please take care of this now. (And again, I'm not just talking about damage.)
Hey man, are you lost? This isn't the place to put these issues, if you feel this way make your own thread. This is a place where someone is clearly putting a lof of effort into making fun redisigns of old champs and doesn't need to be mucked up by your quite off topic complaining.
Thanks @Noob_Master69 At least Sidious there is passionate about classic champs, too 😉.
Drax the Destroyer
Drax is supposed to be "The Destroyer": an engine of destruction, made for rampaging through his opponents till he gets to kill Thanos (or Ronan, in the MCU...). This fairly simple rework should make him a bit of a ramp-up monster, hopefully able to carve his way through paths full of opponents. As Mantis might say: This One Doesn't Have Much Utility, But He Should Be Fun To Play With.
Health: 33227 Attack: 2324
Passive: Drax has a permanent Physical Resistance buff granting +850 Physical Resistance. If Nullified, it returns after eight seconds. Drax is Immune to regeneration rate modification Drax reduces the duration of non-damaging debuffs by 35%
When Attacking or Attacked: 9% chance to generate a Fury buff when attacking; 12% chance when struck. Fury buffs grant +1162 Attack for 6.0 seconds. Fury buffs stack to a maximum of ten.
Battle Rage Drax revels in battle, and Fury buffs grant him additional abilities:
Generating a Fury buff pauses any existing Fury buffs for 2 seconds.
For each Fury buff he currently has, Drax gains +10% Offensive Combat Power.
Drax's rage causes his foes to panic - for each Fury buff he has, the opponent is 15% more likely to throw a Special Attack
Once per fight, the first time he generates a Fury buff, Drax also generates a Regeneration buff, restoring 6% of his missing health over six seconds
Critical Hits: 65% chance to inflict Bleed for 2324 damage over five seconds
Idling If Drax idles for 1.5 seconds, he has a 2% chance to generate an Invisibility Buff. This lasts for two seconds, starts paused (unpausing when he blocks an Attack or is Missed), and causes 100% of Attacks to Miss. Warning: don't rely on this ability too much. Despite his best efforts, Drax is not good at staying still enough to trigger it...
Special Attacks Special Attacks gain +550 Critical Rating. 100% chance to generate a Fury buff granting +1162 Attack for 9.0 seconds Special-1: Critical Hits Stun the opponent for 2 seconds. Special-2: Each hit has a 75% chance to inflict Bleed for 2905 damage over 5s. Critical hits during this attack inflict Critical bleeds, benefiting from Drax's Critical damage modifier. Special-3: Inflict Bleed for 5810 damage over five seconds. Generate a regeneration buff, recovering 6% of missing health over six seconds
Signature: The Destroyer As he battles, Drax reaches ever-higher peaks of Destruction by building up Destroyer charges (max 99 charges):
Gain one charge every time he triggers a Fury buff (max 20 per fight)
+5 for defeating an enemy
Receive +5 for defeating a L or XL enemy
Receive -5 for defeating a S enemy
Receive +5 for finishing a fight with an SP3
For each Destroyer charge, gain the following benefits:
+1.0% Base Attack
+10 Critical Rating
+1.0% Duration to Fury buffs
+1.0% Potency of Physical Resistance and Regeneration buffs
Reduce the duration of non-damaging debuffs by an additional +0.6% (flat)
Additionally, with 50 or more Destroyer charges, activating an SP3 grants Drax an Indestructible buff lasting 3.0 seconds.
Synergies
Bring me Thanos! (Classic Thor, Thor Ragnarok) - Drax starts the match with three Fury buffs active, and Fury buffs gain +20% duration. - Thor: When he intercepts his opponent, Thor has a 60% chance to cause Armour Break (-550 Armour for six seconds). If Awakened, the potency of this is upgraded to equal the Armour Break from his Sig. - Thor Ragnarok: Thor starts the match with Thunder God's Wrath active for 7.5 seconds.
Pure Vengeance (Thanos, Ronan) - Drax: When he would be knocked out, Drax becomes Invulnerable and Unstoppable for two seconds. - Thanos: Thanos gains True Accuracy when fighting Tech or Science opponents. - Ronan: any time his opponent triggers Fury, Ronan gains a Bulwark buff, granting +1200 Block Proficiency, lasting eight seconds.
Contingency Plans Made for your destruction (Ronan, Thanos, Nameless Thanos) - when fighting against these opponents, Drax starts the fight with five Fury buffs and +20 Destroyer charges; and the cap for gaining Destroyer charges through Furies is removed. (Remember 'Contingency Plans'? Introduced with Annihilus, these grant Drax specific advantages when fighting his personal grudge matches
I've basically made GR a bit more reliable, tweaked his Judgements to be a bit longer/more potent, and given him access to more damage by rolling his Sig into his base kit and giving him a new Sig ability.
The spirit of Vengeance, Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and enhances subsequent judgements. Ghost Rider should particularly shine against #Villains, but may struggle against the pure of heart (#Heroes).
Health 32160 Attack 2380
Passive A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating #Villain opponents passively suffer -10% Critical rate, Attack and Combat Power rating for each Judgement upon them. Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel pretty guilty about something...)
Judgements Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. The secondary effect of each judgment (Fury, Bleed, etc) gains +75% duration for each Judgement already in effect when it is placed.
Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
Hit opponent with Special-1 Attack: Inflict Fate Seal for 6 seconds.
Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Power over 2 seconds.
Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1108 damage, and also inflicts Fate Seal, Heal Block and Power Lock. Opponents immune to one of these effects still suffer the other effects of Damnation. When Damnation ends, remove all Judgements from the opponent. They can be reapplied.
Signature ability: Penance Stare: The Potency of Damnation is increased by 100%, except when fighting #Hero opponents. Additionally, when striking the opponent with a Special Attack whose Judgement is already in effect, inflict 20% additional Energy burst damage for each Judgement in effect.
Synergies Fists of Vengeance, (Ghost Rider, Moon Knight) When fighting #Villains, Special attacks cost 20% less Power.
I've basically made GR a bit more reliable, tweaked his Judgements to be a bit longer/more potent, and given him access to more damage by rolling his Sig into his base kit and giving him a new Sig ability.
The spirit of Vengeance, Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and enhances subsequent judgements. Ghost Rider should particularly shine against #Villains, but may struggle against the pure of heart (#Heroes).
Health 32160 Attack 2380
Passive A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating #Villain opponents passively suffer -10% Critical rate, Attack and Combat Power rating for each Judgement upon them. Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel pretty guilty about something...)
Judgements Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. The secondary effect of each judgment (Fury, Bleed, etc) gains +75% duration for each Judgement already in effect when it is placed.
Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
Hit opponent with Special-1 Attack: Inflict Fate Seal for 6 seconds.
Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Power over 2 seconds.
Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1108 damage, and also inflicts Fate Seal, Heal Block and Power Lock. Opponents immune to one of these effects still suffer the other effects of Damnation. When Damnation ends, remove all Judgements from the opponent. They can be reapplied.
Signature ability: Penance Stare: The Potency of Damnation is increased by 100%, except when fighting #Hero opponents. Additionally, when striking the opponent with a Special Attack whose Judgement is already in effect, inflict 20% additional Energy burst damage for each Judgement in effect.
Synergies Fists of Vengeance, (Ghost Rider, Moon Knight) When fighting #Villains, Special attacks cost 20% less Power.
Also about this rework, Ghost Rider manipulates hellfire, so on Sp2 he should be able to place incinerate on the opponent
Was taking a break after hitting 1000 views - fairly decent for the Suggestions Thread.
Back with another fairly simple rework:
Symbiote Spidey
I've tried here to build on the design for the newly-buffed Classic Spider-Man, so that Symbiote Spidey has a similar webbing mechanic, but is a bit more 'Cosmic', and shares some of the Symbiote abilities possessed by Venom and Venompool:
Attack 2640 Health 25606
Spider-Senses Spidey-man's enhanced reflexes and agility grant him the following abilities:
Base chance 4% to Evade all Attacks. Spidey will override the impulse to Evade when blocking, except against Unblockable attacks.
Symbiote Spidey always has the benefits of the Dexterity Mastery.
If the Dexterity Mastery is unlocked, the Precision buff generated by it is paused for three seconds when the opponent is struck.
For each Armour break on the opponent, Spidey gains +120 Critical Damage Rating.
Klyntar buff Symbiote-enhanced Spidey has a permanent Klyntar buff granting various abilities (below). If the buff is removed, it returns after eight seconds.
Gain +600 Block Penetration.
Gain +400 Armour Penetration against Tech opponents
The potency and duration of personal Armour break debuffs are increased by 100%
Evade ability rises by a flat +4%, plus an additional flat +22% against Unblockable or Unstoppable attacks.
Whilst blocking, when Evade would have triggered, Spidey's enhanced reactions instead grant him +1100 Block Proficiency for the incoming attack.
Any time the opponent Evades or causes him to Miss, Spidey's symbiote-enhanced reactions grant him a 65% chance to Autoblock for 0.5s. This Autoblock can trigger Parry.
When fighting Tech champions, Spidey is immune to Power Burn or Drain abilities.
Heavy Attacks Heavy Attacks have a 100% chance to inflict Armour break (-250 for 30s).
Symbiotic Webbing Like Classic Spider-Man, Symbiote Spiderman uses his Special Attacks to web up his opponent, although the symbiotic webbing has different effects. Webbing is a passive effect, which falls off as the opponent moves and attacks. Symbiotic webbing falls off 33% faster against Mystic opponents, and 33% slower against Tech opponents. Also, if the opponent triggers an Unstoppable effect, it removes a stack of webbing.
The more webbing affecting them, the more negative effects the opponent suffers: 1+ webbing: For each stack of webbing, the Opponent suffers -115 Critical Rating and -95 Critical Damage Modifier; and they are 15% more likely to throw a Special Attack 2+ webbing: Opponent cannot trigger Evade or Dexterity 4+ webbing: Opponent cannot trigger Miss or Unblockable.
Special Attacks SP1: Each web-shooter that strikes the opponent applies a stack of webbing. Spidey's punches have a 60% chance to inflict Armour Break equal to that of a Heavy attack. If blocked, webbing has a 40% chance to be inflicted through block. SP2: This flying kick inflicts Armour Break (-850 Armour for 20s), and benefits from +396 Attack and +150 Block Penetration for each stack of webbing on the opponent. If Spidey's Klyntar buff is active, this attack is a guaranteed Critical Hit, and this Critical hit can trigger through block. SP3: Applies five stacks of Webbing, and generates a Cruelty buff (+800 Critical Damage Rating for 10s). If Spidey's Klyntar buff is active, the Cruelty buff gains +50% duration.
Signature Symbiote-enhanced spider-senses: For ten seconds after triggering a Special Attack, Symbiote Spidey generates an Enhanced Evasion buff, increasing his chance to Evade by a flat 27%. If Spidey would have triggered Evade whilst blocking, then the Block Proficiency boost from his Klyntar buff increases to +3300 whilst Spidey has this buff.
Synergies Symbiote Strength with Venom Symbiote Spider-Man: Critical Heavy attacks grant a +30% Fury buff for 10s. Venom: Critical Heavy attacks grant a Vicious buff for 12s (+50% Potency to Bleed debuffs)
Web Heads, with Classic Spider-Man Webbing falls off 33% slower.
Was taking a break after hitting 1000 views - fairly decent for the Suggestions Thread.
Back with another fairly simple rework:
Symbiote Spidey
I've tried here to build on the design for the newly-buffed Classic Spider-Man, so that Symbiote Spidey has a similar webbing mechanic, but is a bit more 'Cosmic', and shares some of the Symbiote abilities possessed by Venom and Venompool:
Attack 2640 Health 25606
Spider-Senses Spidey-man's enhanced reflexes and agility grant him the following abilities:
Base chance 4% to Evade all Attacks. Spidey will override the impulse to Evade when blocking, except against Unblockable attacks.
Symbiote Spidey always has the benefits of the Dexterity Mastery.
If the Dexterity Mastery is unlocked, the Precision buff generated by it is paused for three seconds when the opponent is struck.
For each Armour break on the opponent, Spidey gains +120 Critical Damage Rating.
Klyntar buff Symbiote-enhanced Spidey has a permanent Klyntar buff granting various abilities (below). If the buff is removed, it returns after eight seconds.
Gain +600 Block Penetration.
Gain +400 Armour Penetration against Tech opponents
The potency and duration of personal Armour break debuffs are increased by 100%
Evade ability rises by a flat +4%, plus an additional flat +22% against Unblockable or Unstoppable attacks.
Whilst blocking, when Evade would have triggered, Spidey's enhanced reactions instead grant him +1100 Block Proficiency for the incoming attack.
Any time the opponent Evades or causes him to Miss, Spidey's symbiote-enhanced reactions grant him a 65% chance to Autoblock for 0.5s. This Autoblock can trigger Parry.
When fighting Tech champions, Spidey is immune to Power Burn or Drain abilities.
Heavy Attacks Heavy Attacks have a 100% chance to inflict Armour break (-250 for 30s).
Symbiotic Webbing Like Classic Spider-Man, Symbiote Spiderman uses his Special Attacks to web up his opponent, although the symbiotic webbing has different effects. Webbing is a passive effect, which falls off as the opponent moves and attacks. Symbiotic webbing falls off 33% faster against Mystic opponents, and 33% slower against Tech opponents. Also, if the opponent triggers an Unstoppable effect, it removes a stack of webbing.
The more webbing affecting them, the more negative effects the opponent suffers: 1+ webbing: For each stack of webbing, the Opponent suffers -115 Critical Rating and -95 Critical Damage Modifier; and they are 15% more likely to throw a Special Attack 2+ webbing: Opponent cannot trigger Evade or Dexterity 4+ webbing: Opponent cannot trigger Miss or Unblockable.
Special Attacks SP1: Each web-shooter that strikes the opponent applies a stack of webbing. Spidey's punches have a 60% chance to inflict Armour Break equal to that of a Heavy attack. If blocked, webbing has a 40% chance to be inflicted through block. SP2: This flying kick inflicts Armour Break (-850 Armour for 20s), and benefits from +396 Attack and +150 Block Penetration for each stack of webbing on the opponent. If Spidey's Klyntar buff is active, this attack is a guaranteed Critical Hit, and this Critical hit can trigger through block. SP3: Applies five stacks of Webbing, and generates a Cruelty buff (+800 Critical Damage Rating for 10s). If Spidey's Klyntar buff is active, the Cruelty buff gains +50% duration.
Signature Symbiote-enhanced spider-senses: For ten seconds after triggering a Special Attack, Symbiote Spidey generates an Enhanced Evasion buff, increasing his chance to Evade by a flat 27%. If Spidey would have triggered Evade whilst blocking, then the Block Proficiency boost from his Klyntar buff increases to +3300 whilst Spidey has this buff.
Synergies Symbiote Strength with Venom Symbiote Spider-Man: Critical Heavy attacks grant a +30% Fury buff for 10s. Venom: Critical Heavy attacks grant a Vicious buff for 12s (+50% Potency to Bleed debuffs)
Web Heads, with Classic Spider-Man Webbing falls off 33% slower.
Symbiote Spiderman should also get completely new animations involving the symbiote. Have you seen the new gameplay footage for Spiderman 2 PS5?
That looks fooks fun. Although I'd point out that originally, Spidey never actually used the Symbiote that way in the comics. In fact he got rid of the costume as soon as he realised it was an alien life form.
The problem is that complex new animations like that is a huge ask for the game team, as they get minimal financial benefit from buffing new champions. People won't buy crystals to obtain 6* Symbiote-enhanced Spiderman: chances are, they've already got him.
Hence, the premise I'm working from here is -simple: absolutely no new animations (although I might copy animations, like giving Iron Fist the same Heavy charge pose as Mordo); no strange new abilities; preferably stuff that's repackaged or repurposed, and can be explained in as simple a way as possible. Keep the buff design simple, and hopefully buffs will (a) keep happening, and possibly (b) happen more often.
That looks fooks fun. Although I'd point out that originally, Spidey never actually used the Symbiote that way in the comics. In fact he got rid of the costume as soon as he realised it was an alien life form.
The problem is that complex new animations like that is a huge ask for the game team, as they get minimal financial benefit from buffing new champions. People won't buy crystals to obtain 6* Symbiote-enhanced Spiderman: chances are, they've already got him.
Hence, the premise I'm working from here is -simple: absolutely no new animations (although I might copy animations, like giving Iron Fist the same Heavy charge pose as Mordo); no strange new abilities; preferably stuff that's repackaged or repurposed, and can be explained in as simple a way as possible. Keep the buff design simple, and hopefully buffs will (a) keep happening, and possibly (b) happen more often.
Giving new animations to Symbiote Spiderman would make him different than Classic Spiderman. Old champs like Storm got new animations, so why shouldn’t he?
That looks fooks fun. Although I'd point out that originally, Spidey never actually used the Symbiote that way in the comics. In fact he got rid of the costume as soon as he realised it was an alien life form.
The problem is that complex new animations like that is a huge ask for the game team, as they get minimal financial benefit from buffing new champions. People won't buy crystals to obtain 6* Symbiote-enhanced Spiderman: chances are, they've already got him.
Hence, the premise I'm working from here is -simple: absolutely no new animations (although I might copy animations, like giving Iron Fist the same Heavy charge pose as Mordo); no strange new abilities; preferably stuff that's repackaged or repurposed, and can be explained in as simple a way as possible. Keep the buff design simple, and hopefully buffs will (a) keep happening, and possibly (b) happen more often.
Giving new animations to Symbiote Spiderman would make him different than Classic Spiderman. Old champs like Storm got new animations, so why shouldn’t he?
No reason at all. It's just not the premise of the thread.
Loki doesn't need much to make him more useful; and hopefully this rework (inspired by a recent buff suggestion by @Yngwie ) builds on his existing abilities to give him a lot more appeal, especially against certain buff-heavy Cosmic champions (check out his Sig ability and consider the possibilities...). Even against non-buffed opponents, the new Miss, Infuriate and Taunt abilities I've suggested should give him pretty useful control of the match.
Stats for 5/65 champion
Health 31398 Attack 2414
Passive Abilities: A Frost Giant by birth, Loki is immune to Coldsnap and Frostbite. Loki generates 1 bar of Power over 10 seconds as long as he is below 1 bar of Power.
Dashing Back A master illusionist, Loki casts an Illusion Passive for 0.3s when he dashes back. Whilst he has an Illusion Passive, opponents have a 100% chance to Miss. Illusion will not trigger when Loki is affected by Disorient, Concussion, Shock or Incinerate.
Heavy Attacks: Charging a Heavy Attack pauses Loki's Illusion passive for 1.5s. While the opponent is Cursed, Heavy attacks deal guaranteed Critical Hits, and have 100% Chance to reset the duration of Curse.
Special Attack 1: Loki can cause one of two effects with this attack: Default - 100% chance to Steal all of the opponent's Buffs, and 65% chance to reset the duration of Curse. Stolen buffs last for 7 seconds. If thrown after a Light attack, Loki instead inflicts the opponent with Infuriate and Taunt (-40% Attack) Passives lasting seven seconds.
Special Attack 2: This attack is Unblockable, and inflicts Coldsnap, inflicting 7690 damage over 12 seconds. Opponents affected by Coldsnap cannot Evade. This attack inflicts a burst of Energy Damage to his opponent equal to 2.5% of their max Health, to a maximum of 20,000 damage. An additional burst of damage is inflicted for each stolen buff Loki is carrying, to a maximum of two.
Special Attack 3: Loki Curses the opponent, dealing 7690 Energy Damage and allowing him to steal any of the opponent's Buffs for 12 seconds. Curse pauses during the opponent's Special Attacks. Additionally, while the opponent is Cursed, Loki Steals 20% of the Power that the opponent would gain, and all of Loki's attacks have a 17.50% Chance to Stun the opponent for 1 second.
Signature Ability: God of Mischief Always one to stack the deck in his favour, Loki starts the match with Curse active for 8 seconds, dealing 5127 damage over this duration. Additionally, the duration of Loki's Stolen Buffs increases by 50%
@Magrailothos in your Loki Buff I love the ability to start with curse active! However, how would he pause miss with a heavy? I feel like the miss window of .3 seconds is way to short if you want to dash back and hold heavy, right? Also, was it on purpose to lower the amount of damage the special 2 can deal?
@Magrailothos in your Loki Buff I love the ability to start with curse active! However, how would he pause miss with a heavy? I feel like the miss window of .3 seconds is way to short if you want to dash back and hold heavy, right? Also, was it on purpose to lower the amount of damage the special 2 can deal?
Thanks for the comment - I was so happy coming up with 'Curse active' Sig! It's a bit of a game-changer for him.
Regarding the 0.3s Illusion, obviously any of my numbers are just theoretical. But yes, the idea is to for the basic Illusion ability to function as a Dexterity-replacement like Nightcrawlers 'Can't be struck dashing back' ability; with a Mystic twist.
Primarily it's therefore a simple defensive Ability that saves you from your opponent dashing after you. However, you can then further utilise in one of two ways: (1) dash back and hold Heavy, preferably whilst your opponent is Infuriated, so your opponent charges in and Misses whilst you land a free Heavy. With Taunt and Infuriate, this could give some interesting control of the match. (2) Or it could be used to avoid some Specials from opponents without a Miss counter. It's potentially pretty useful/powerful, which is why I gave you a few ways to turn it off with debuffs when he's on defense.
As for the SP2, yes I turned the direct damage down a little; but that's because it's currently very hard to utilise now without the Hela synergy*, and even then only during Curse. * I mean, after all, how often do you really have more health than your opponent? And if you do, is removing 7% of their health all that helpful, any more?
My suggestion is to basically make it a lot more like Odin's SP2 (which makes a lot of sense, if you think about it). With the Coldsnap as well, you should get a lot more use out of it in general content, plus additional damage for skilled players able to combine it with stolen buffs.
I've slightly tweaked the version I did before, taking feedback into account. Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and strengthens subsequent judgements. Ghost Rider should particularly shine against #Villains, but will be effective in a variety of scenarios.
Health 32160 Attack 2380
Passive A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating #Villain opponents passively suffer -10% Critical rate and Attack for each Judgement upon them. Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel guilty about something...)
Judgements Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. When a judgment is first placed, Ghost Rider inflicts a secondary effect (Fury, Bleed, etc) that gains +75% duration for each Judgement already in effect when it is placed. The list of Ghost Rider's Judgments, and their secondary effects is:
Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
Hit opponent with Special-1 Attack: Judgment of Pride - Inflict Fate Seal for 6 seconds.
Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Maximum Power over 2 seconds.
Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1572 damage, and also inflicts Fate Seal, Heal Block and Power Lock. When Damnation ends, remove all Judgements from the opponent. This does not remove any active secondary effects.
Special Attacks SP1 - Inflict Judgment of Pride. If this Judgment is already active, instead Nullify one buff for each two Judgments on the opponent (rounded up). SP2 - Inflict Judgment of Anger Additionally, inflict Incinerate for 5228 damage over five seconds. Incinerate Potency increases by +25% for each Judgement on the opponent. SP3 - Inflict Judgment of Guilt. This attack refreshes any other secondary effects in place when it is activated.
Signature ability: Penance stare Each Judgement active on the opponent increases Ghost Rider's Offensive combat power rate by 12%. Additionally, the damage inflicted by Damnation is increased by 100%, except when fighting #Hero opponents.
Synergies Fists of Vengeance, (Ghost Rider, Moon Knight) When fighting #Villains, Special attacks cost 20% less Power.
Spirit of Justice (Ghost Rider, Blade) Blade - Danger Sense expands to cover all #Villains Ghost Rider - Deal 75% of Attack rating as direct damage when Nullifying a buff from #villains.
I've slightly tweaked the version I did before, taking feedback into account. Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and strengthens subsequent judgements. Ghost Rider should particularly shine against #Villains, but will be effective in a variety of scenarios.
Health 32160 Attack 2380
Passive A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating #Villain opponents passively suffer -10% Critical rate and Attack for each Judgement upon them. Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel guilty about something...)
Judgements Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. When a judgment is first placed, Ghost Rider inflicts a secondary effect (Fury, Bleed, etc) that gains +75% duration for each Judgement already in effect when it is placed. The list of Ghost Rider's Judgments, and their secondary effects is:
Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
Hit opponent with Special-1 Attack: Judgment of Pride - Inflict Fate Seal for 6 seconds.
Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Maximum Power over 2 seconds.
Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1572 damage, and also inflicts Fate Seal, Heal Block and Power Lock. When Damnation ends, remove all Judgements from the opponent. This does not remove any active secondary effects.
Special Attacks SP1 - Inflict Judgment of Pride. If this Judgment is already active, instead Nullify one buff for each two Judgments on the opponent (rounded up). SP2 - Inflict Judgment of Anger Additionally, inflict Incinerate for 5228 damage over five seconds. Incinerate Potency increases by +25% for each Judgement on the opponent. SP3 - Inflict Judgment of Guilt. This attack refreshes any other secondary effects in place when it is activated.
Signature ability: Penance stare Each Judgement active on the opponent increases Ghost Rider's Offensive combat power rate by 12%. Additionally, the damage inflicted by Damnation is increased by 100%, except when fighting #Hero opponents.
Synergies Fists of Vengeance, (Ghost Rider, Moon Knight) When fighting #Villains, Special attacks cost 20% less Power.
Spirit of Justice (Ghost Rider, Blade) Blade - Danger Sense expands to cover all #Villains Ghost Rider - Deal 75% of Attack rating as direct damage when Nullifying a buff from #villains.
Finally his SP2 can incinerate. It’s literal fire coming out of his mouth.
@Magrailothos , any advice on how to make a good rework for a champion? Been trying to creatively rework Kamala Khan for quite a while now, but can't seem to come up with a rework that keeps continuity with the comics. Any response will be helpful!
@Magrailothos , any advice on how to make a good rework for a champion? Been trying to creatively rework Kamala Khan for quite a while now, but can't seem to come up with a rework that keeps continuity with the comics. Any response will be helpful!
Honestly I think she just needs a large tune up. Her powers in the comics are just stretching. Maybe add some utility like an evade
Comments
For this rework, I'm trying to actually give Iron Fist some Mystic utility, whilst keeping him a hard-hitting martial artist.
Largely I was avoiding animation changes, but for Iron Fist, I'd like one that shouldn't take much coding time: whilst Holding Heavy Attack: just 'borrow' CAIW's stance/strike, combined with Mordo's animation of drawing energy into the fist.
Health 25606
Attack 2527
Defensive Abilities:
Iron Fist still wears no armour; however his base block proficiency is on par with CAIW.
Thanks to his mastery of Martial arts, Iron Fist can activate the Parry mastery against non-contact attacks.
Critical hits:
Critical hits have a 60% chance to Armour Break (-460 Armour), plus 2.5% flat chance per Chi counter. These armour break effects stack, and last seven seconds.
If the armour break is resisted due to an immunity, Iron Fist gains a Cruelty passive (+150 Critical damage Modifier) which lasts for seven seconds and is paused during Iron Fist's Special attacks. Max stacks equal to his current Chi.
Chi
Iron Fist gains Chi passives lasting seven seconds each time he dodges an Attack, or makes a well-timed block (max five). All Chi is refreshed when another charge would be gained.
Each Chi passive increases Iron Fist's Regeneration rate by 8%, and grants +250 Energy resistance, and +145 Critical Rating. Chi passives also enhance Iron Fist's Heavy and Special Attacks.
Heavy Attacks:
If he has Chi, Iron Fist rapidly accumulates Cruelty passives whilst charging his Heavy attack (one per 0.25 seconds), which grant +150 Critical damage Modifier for seven seconds and are paused during Iron Fist's Special attacks. He can sustain a maximum number of Cruelty passives equal to his current Chi.
With four or more Chi, when chaining his Heavy attack from a combo Iron Fist becomes passively Unstoppable for 0.7s.
Landing a Heavy attack has a 25% chance per Chi passive to Nullify a buff on each of the two strikes. Each buff removed from the opponent also removes two Chi.
Iron Fist's personal Nullify is ineffective against the artificial buffs of Robots.
Signature ability:
Iron Fist develops increasing control over his Chi:
- He can stack up to 10 Chi passives.
- Chi now also increases the Potency of his Armour breaks by 15% each.
Special attacks:- With three or more Chi, Special Attacks cannot Miss
- With five or more Chi, Special Attacks are Unblockable
- All Special Attacks inflict an additional +10% Physical Burst Damage per Chi counter, all of which are consumed at the end of the Special attack.
Special-1: When activated, Iron Fist recovers 2% of his Max health.If the Special attack is chained from a Heavy attack, this Physical Burst damage is doubled.
This attack has a bonus critical rating of +650, and each hit has the same chance to cause Nullify as though it were a Heavy attack.
Special-2: The Potency of Chi and Cruelty passives are doubled during this attack. With three or more Chi, this attack gains True Accuracy.
Special-3: 100% chance to Remove all Armour from the opponent, and inflict Armour Break (-1200 Armour) and Fragility (-50% block and suffer +650 Critical damage when struck), both lasting nine seconds. If activated with six or more Chi, this Special only consumes five of them.
I've also tweaked the intercept mission, to also count when you punish the opponents Special attack, which should suit certain opponents (or less-skilled players) better.
Proxima Midnight
Blocking
- Proxima reduces the opponent's Offensive Ability Accuracy by 200% whilst blocking.
- Proxima can activate the Parry Mastery against non-contact attacks.
- Proxima's Block Proficiency cannot be passively reduced, although it is impacted by debuffs such as Incinerate and Fragility.
- Well-timed Blocks generate a permanent Bulwark passive, increasing Block proficiency by 112. Max stacks 20. All Bulwark passives are lost if Proxima if affected by Concussion or Stun.
SafeguardWhen Proxima reaches a combo multiplier of twenty, she generates a Safeguard buff (max stacks three).
Each Safeguard buff reduces the Damage from any single hit other than a Special-3 to a maximum of 5% health. A buff is removed once triggered, and may be triggered whilst blocking, if block damage would exceed 5% of her health.
Missions from Thanos
Whenever Proxima Midnight completes an objective for one of her missions, she activates a True Insight buff lasting seven seconds. Whilst she has a True Insight buff, her attacks cannot Miss or be Evaded.
Mission 1: Deflect their Attacks: Perform a well-timed block. Complete this objective five times.
Mission 2: Punish their audacity: Intercept the opponent's Dash or strike an opponent who is recovering from a Special Attack. Complete this objective four times.
Mission 3: Crush their Hopes: Knock the opponent down with a Heavy or Special Attack. Complete this objective six times.
When Proxima completes a mission, she gains a Prowess buff increasing Special Damage by 200% for seven seconds. If this buff expires naturally, it is converted to a permanent Passive Prowess with the same Potency.
Special Attacks:
Activating a special Attack has a 60% chance to activate a non-stacking Precision buff granting +750 Critical Rating for 7 seconds, which is paused during Special Attacks. The ability accuracy, potency and duration of this ability rises by 1% per hit in Proxima's combo meter, to a maximum of 100%.
SP1 - The final hit of this attack inflicts a Shock debuff inflicting 1380 damage over five seconds. An additional stack of Shock is inflicted per 30 hits on her combo meter (max four stacks)
SP2 - Inflict Stun for 2 seconds.
This attack benefits from +15 Critical Damage Modifier, per hit in Proxima's combo meter (max +1500).
Additionally, for each personal Prowess effect Proxima has, this attack costs 10% less Power.
SP3 - 100% chance to Stun for 5 seconds. 100% chance to Armour Break (Removing an Armour Up buff and inflicting -2650 Armour Rating for nine seconds).
Against Tech opponents, this attack removes all stacks of Armour Up, and with a combo of 50 or more, she inflicts a second Armour Break of equal potency.
Signature ability:
Proxima's True Insight buffs gain +80% duration.
Additional Mission - Extinguish all Hope:
When Proxima reaches a combo of 100, she activates a permanent True Insight buff; as well as activating one permanent Fury buff per Mission completed. Each Fury buff increases Attack by +1364.
Adjusted Synergies:
Special Assistance (Adjusted synergy with Corvus) - Each Mission requires one fewer objective, except Extinguish All Hope which requires 25 fewer.
Control the Offensive: (Solo synergy with Cull Obsidian) - When her combo is below 50, Proxima gains combo at double the usual speed.
WOLVERINE
Health 26521
Attack 2098
Signature ability
Wolverine's base regeneration rate increases by 50%.
Note: as well as increasing the effectiveness of all his Regeneration abilities, this will also mitigate the effectiveness of effects like Petrify. Opponents might want to stick with an old-fashioned Heal Block
Passive: Healing Factor
Wolverine's Regeneration buffs are strongest if triggered when Wolverine is at full Power. The numbers stated are for health recovery if triggered at full Power. This reduces linearly to 50% Potency at zero Power (Potency is set when triggered - they are not affected by subsequent changes in Power).
Wolverine's Regeneration rate cannot be passively reduced (e.g. by the Despair mastery, or Yellowjacket's passive heal reduction). It can be reduced as usual by Poison or debuffs such as Petrify.
Wolverine's Healing factor reduces the duration and potency of bleed and poison effects by 20%
When struck, 20% chance to trigger a Regeneration buff restoring 4% of his missing health over five seconds. When hitting the opponent, his chance is much lower - just 4% chance to trigger Regeneration.
Max stacks three.
Claw Attacks
Wolverine uses his adamantium claws for all basic attacks except combo-enders, and for all Special attacks.
On claw attacks, reduce the opponent's critical resistance by 650, and also gain +750 Armour penetration.
Critical hits using claw attacks have a 70% chance to inflict Bleed, causing 2402 damage over five seconds. Bleed duration increases by 1s for each Bleed already in effect (max +5s).
Special attacks:
All Special attacks have a 100% chance to trigger a Regeneration buff lasting 2s, plus 2s per bar of Power spent. These buffs recover 1% of Wolverine's base health per second (adjusted by the Power he had when triggering the Special Attack).
SP1: This attack has +950 Critical Rating and ignores all Armour Up buffs. It does not ignore Passive armour effects.
SP2: This attack gains +1850 Critical rating. Bleed abilities gain +50% Ability accuracy and Potency during this attack.
SP3: Inflict Bleed causing 5820 damage over seven seconds.
Inflict a Mauled debuff for 15 seconds. When attacking an opponent who has been Mauled, Wolverine reduces their Physical resistance by -850, and gains +550 Critical Rating and +33% Bleed Ability Accuracy. Hitting the opponent with Claw Attacks pauses Mauled for 0.5 seconds.
I've basically made GR a bit more reliable, tweaked his Judgements to be a bit longer/more potent, and given him access to more damage by rolling his Sig into his base kit and giving him a new Sig ability.
The spirit of Vengeance, Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and enhances subsequent judgements. Ghost Rider should particularly shine against #Villains, but may struggle against the pure of heart (#Heroes).
Health 32160
Attack 2380
Passive
A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil
Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating
#Villain opponents passively suffer -10% Critical rate, Attack and Combat Power rating for each Judgement upon them.
Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel pretty guilty about something...)
Judgements
Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. The secondary effect of each judgment (Fury, Bleed, etc) gains +75% duration for each Judgement already in effect when it is placed.
- Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
- Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
- Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
- Hit opponent with Special-1 Attack: Inflict Fate Seal for 6 seconds.
- Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Power over 2 seconds.
- Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1108 damage, and also inflicts Fate Seal, Heal Block and Power Lock. Opponents immune to one of these effects still suffer the other effects of Damnation.
Signature ability:When Damnation ends, remove all Judgements from the opponent. They can be reapplied.
Penance Stare: The Potency of Damnation is increased by 100%, except when fighting #Hero opponents.
Additionally, when striking the opponent with a Special Attack whose Judgement is already in effect, inflict 20% additional Energy burst damage for each Judgement in effect.
Synergies
Fists of Vengeance, (Ghost Rider, Moon Knight)
When fighting #Villains, Special attacks cost 20% less Power.
Adding increased combat power rate or a power gain would make his rotation much smoother. Having to get to an SP3 to reset his judgements is what I hate most about his current kit.
This is a simple rework for Ms Marvel (the one with the lightning bolt on her costume). I think Captain Marvel should have a proper overhaul; to differentiate her from CMM - my suggestion would be to turn her into 'Binary': https://forums.playcontestofchampions.com/en/discussion/comment/2050381/#Comment_2050381
Attack 2572
Health 31398
Passive
- Poison Immunity
- +1120 Energy Resistance
- Ms Marvel has a permanent Fury buff which grants from +964 to +3858 Attack based on stored Power. If removed, this buff returns after six seconds.
When Blocking- Gain +4460 Energy Resistance.
- Gain +2.5% Power p when blocking an Energy-based Attack.
Critical hits70% chance to inflict Armour Break (+30% flat on Intercepts and Heavy attacks) removing an Armour up, and reducing the opponent's Armour by 592 for seven seconds.
Heavy Attacks
When interrupting the opponent's Heavy attack with her own, she gains +4500 Critical Rating.
If Ms.Marvel knocks the opponent down with a Heavy attack, pause her personal buffs for 2 seconds.
Special Attacks
- SP1: This attack has True Damage, and inflicts a burst of Incinerate damage equal to 60% of the damage caused by the beam.
- SP2: Each hit inflicts an Armour Break (-1200 Armour for 12s).
- SP3: Generate an additional Fury buff granting +3858 Attack for 10 seconds. Whilst she has this buff, her permanent Fury buff provides the same bonus.
Signature: Seventh SenseGenerate a Cruelty buff (+850 Critical Damage Rating) for ten seconds. Max stacks two.
Generate an Energise buff (+25% Combat Power Rate) for ten seconds. Max stacks two.
Additionally gain a Stopping Power buff for 15s. When striking an Unstoppable opponent, they react as though they weren't Unstoppable.
Start the match with a Seventh Sense buff, granting Vigilance, +736 Critical Rating, and 65% chance to Autoblock Special Attacks. If Autoblock triggers, all subsequent hits of the Special Attack are also Autoblocked.
This buff lasts seven seconds, but starts Paused. It becomes unpaused when either a Miss is bypassed, or an Autoblock is triggered.
If removed for any reason, the Seventh Sense buff returns after 9-18 seconds (fastest at max Sig).
At least Sidious there is passionate about classic champs, too 😉.
Drax the Destroyer
Drax is supposed to be "The Destroyer": an engine of destruction, made for rampaging through his opponents till he gets to kill Thanos (or Ronan, in the MCU...). This fairly simple rework should make him a bit of a ramp-up monster, hopefully able to carve his way through paths full of opponents. As Mantis might say: This One Doesn't Have Much Utility, But He Should Be Fun To Play With.
Health: 33227
Attack: 2324
Passive:
Drax has a permanent Physical Resistance buff granting +850 Physical Resistance. If Nullified, it returns after eight seconds.
Drax is Immune to regeneration rate modification
Drax reduces the duration of non-damaging debuffs by 35%
When Attacking or Attacked:
9% chance to generate a Fury buff when attacking; 12% chance when struck. Fury buffs grant +1162 Attack for 6.0 seconds.
Fury buffs stack to a maximum of ten.
Battle Rage
Drax revels in battle, and Fury buffs grant him additional abilities:
- Generating a Fury buff pauses any existing Fury buffs for 2 seconds.
- For each Fury buff he currently has, Drax gains +10% Offensive Combat Power.
- Drax's rage causes his foes to panic - for each Fury buff he has, the opponent is 15% more likely to throw a Special Attack
- Once per fight, the first time he generates a Fury buff, Drax also generates a Regeneration buff, restoring 6% of his missing health over six seconds
Critical Hits:65% chance to inflict Bleed for 2324 damage over five seconds
Idling
If Drax idles for 1.5 seconds, he has a 2% chance to generate an Invisibility Buff. This lasts for two seconds, starts paused (unpausing when he blocks an Attack or is Missed), and causes 100% of Attacks to Miss.
Warning: don't rely on this ability too much. Despite his best efforts, Drax is not good at staying still enough to trigger it...
Special Attacks
Special Attacks gain +550 Critical Rating.
100% chance to generate a Fury buff granting +1162 Attack for 9.0 seconds
Special-1: Critical Hits Stun the opponent for 2 seconds.
Special-2: Each hit has a 75% chance to inflict Bleed for 2905 damage over 5s. Critical hits during this attack inflict Critical bleeds, benefiting from Drax's Critical damage modifier.
Special-3: Inflict Bleed for 5810 damage over five seconds.
Generate a regeneration buff, recovering 6% of missing health over six seconds
Signature: The Destroyer
As he battles, Drax reaches ever-higher peaks of Destruction by building up Destroyer charges (max 99 charges):
- Gain one charge every time he triggers a Fury buff (max 20 per fight)
- +5 for defeating an enemy
- Receive +5 for defeating a L or XL enemy
- Receive -5 for defeating a S enemy
- Receive +5 for finishing a fight with an SP3
For each Destroyer charge, gain the following benefits:- +1.0% Base Attack
- +10 Critical Rating
- +1.0% Duration to Fury buffs
- +1.0% Potency of Physical Resistance and Regeneration buffs
- Reduce the duration of non-damaging debuffs by an additional +0.6% (flat)
Additionally, with 50 or more Destroyer charges, activating an SP3 grants Drax an Indestructible buff lasting 3.0 seconds.Synergies
Bring me Thanos! (Classic Thor, Thor Ragnarok)
- Drax starts the match with three Fury buffs active, and Fury buffs gain +20% duration.
- Thor: When he intercepts his opponent, Thor has a 60% chance to cause Armour Break (-550 Armour for six seconds). If Awakened, the potency of this is upgraded to equal the Armour Break from his Sig.
- Thor Ragnarok: Thor starts the match with Thunder God's Wrath active for 7.5 seconds.
Pure Vengeance (Thanos, Ronan)
- Drax: When he would be knocked out, Drax becomes Invulnerable and Unstoppable for two seconds.
- Thanos: Thanos gains True Accuracy when fighting Tech or Science opponents.
- Ronan: any time his opponent triggers Fury, Ronan gains a Bulwark buff, granting +1200 Block Proficiency, lasting eight seconds.
Contingency Plans
Made for your destruction (Ronan, Thanos, Nameless Thanos) - when fighting against these opponents, Drax starts the fight with five Fury buffs and +20 Destroyer charges; and the cap for gaining Destroyer charges through Furies is removed.
(Remember 'Contingency Plans'? Introduced with Annihilus, these grant Drax specific advantages when fighting his personal grudge matches
Was taking a break after hitting 1000 views - fairly decent for the Suggestions Thread.
Back with another fairly simple rework:
Symbiote Spidey
I've tried here to build on the design for the newly-buffed Classic Spider-Man, so that Symbiote Spidey has a similar webbing mechanic, but is a bit more 'Cosmic', and shares some of the Symbiote abilities possessed by Venom and Venompool:
Attack 2640
Health 25606
Spider-Senses
Spidey-man's enhanced reflexes and agility grant him the following abilities:
- Base chance 4% to Evade all Attacks. Spidey will override the impulse to Evade when blocking, except against Unblockable attacks.
- Symbiote Spidey always has the benefits of the Dexterity Mastery.
- If the Dexterity Mastery is unlocked, the Precision buff generated by it is paused for three seconds when the opponent is struck.
- For each Armour break on the opponent, Spidey gains +120 Critical Damage Rating.
Klyntar buffSymbiote-enhanced Spidey has a permanent Klyntar buff granting various abilities (below). If the buff is removed, it returns after eight seconds.
- Gain +600 Block Penetration.
- Gain +400 Armour Penetration against Tech opponents
- The potency and duration of personal Armour break debuffs are increased by 100%
- Evade ability rises by a flat +4%, plus an additional flat +22% against Unblockable or Unstoppable attacks.
- Whilst blocking, when Evade would have triggered, Spidey's enhanced reactions instead grant him +1100 Block Proficiency for the incoming attack.
- Any time the opponent Evades or causes him to Miss, Spidey's symbiote-enhanced reactions grant him a 65% chance to Autoblock for 0.5s. This Autoblock can trigger Parry.
- When fighting Tech champions, Spidey is immune to Power Burn or Drain abilities.
Heavy AttacksHeavy Attacks have a 100% chance to inflict Armour break (-250 for 30s).
Symbiotic Webbing
Like Classic Spider-Man, Symbiote Spiderman uses his Special Attacks to web up his opponent, although the symbiotic webbing has different effects. Webbing is a passive effect, which falls off as the opponent moves and attacks. Symbiotic webbing falls off 33% faster against Mystic opponents, and 33% slower against Tech opponents. Also, if the opponent triggers an Unstoppable effect, it removes a stack of webbing.
The more webbing affecting them, the more negative effects the opponent suffers:
1+ webbing: For each stack of webbing, the Opponent suffers -115 Critical Rating and -95 Critical Damage Modifier; and they are 15% more likely to throw a Special Attack
2+ webbing: Opponent cannot trigger Evade or Dexterity
4+ webbing: Opponent cannot trigger Miss or Unblockable.
Special Attacks
SP1: Each web-shooter that strikes the opponent applies a stack of webbing. Spidey's punches have a 60% chance to inflict Armour Break equal to that of a Heavy attack.
If blocked, webbing has a 40% chance to be inflicted through block.
SP2: This flying kick inflicts Armour Break (-850 Armour for 20s), and benefits from +396 Attack and +150 Block Penetration for each stack of webbing on the opponent.
If Spidey's Klyntar buff is active, this attack is a guaranteed Critical Hit, and this Critical hit can trigger through block.
SP3: Applies five stacks of Webbing, and generates a Cruelty buff (+800 Critical Damage Rating for 10s).
If Spidey's Klyntar buff is active, the Cruelty buff gains +50% duration.
Signature
Symbiote-enhanced spider-senses:
For ten seconds after triggering a Special Attack, Symbiote Spidey generates an Enhanced Evasion buff, increasing his chance to Evade by a flat 27%.
If Spidey would have triggered Evade whilst blocking, then the Block Proficiency boost from his Klyntar buff increases to +3300 whilst Spidey has this buff.
Synergies
Symbiote Strength with Venom
Symbiote Spider-Man: Critical Heavy attacks grant a +30% Fury buff for 10s.
Venom: Critical Heavy attacks grant a Vicious buff for 12s (+50% Potency to Bleed debuffs)
Web Heads, with Classic Spider-Man
Webbing falls off 33% slower.
Drax rework: https://forums.playcontestofchampions.com/en/discussion/325761/drax-champion-rework#latest
Captain America WWII rework: https://forums.playcontestofchampions.com/en/discussion/326661/captain-america-wwii-rework#latest
If not, here it is
https://www.youtube.com/watch?v=ZRhJT2nmvA4&ab_channel=PlayStation
The problem is that complex new animations like that is a huge ask for the game team, as they get minimal financial benefit from buffing new champions. People won't buy crystals to obtain 6* Symbiote-enhanced Spiderman: chances are, they've already got him.
Hence, the premise I'm working from here is -simple: absolutely no new animations (although I might copy animations, like giving Iron Fist the same Heavy charge pose as Mordo); no strange new abilities; preferably stuff that's repackaged or repurposed, and can be explained in as simple a way as possible. Keep the buff design simple, and hopefully buffs will (a) keep happening, and possibly (b) happen more often.
Loki doesn't need much to make him more useful; and hopefully this rework (inspired by a recent buff suggestion by @Yngwie ) builds on his existing abilities to give him a lot more appeal, especially against certain buff-heavy Cosmic champions (check out his Sig ability and consider the possibilities...). Even against non-buffed opponents, the new Miss, Infuriate and Taunt abilities I've suggested should give him pretty useful control of the match.
Stats for 5/65 champion
Health 31398
Attack 2414
Passive Abilities:
A Frost Giant by birth, Loki is immune to Coldsnap and Frostbite.
Loki generates 1 bar of Power over 10 seconds as long as he is below 1 bar of Power.
Dashing Back
A master illusionist, Loki casts an Illusion Passive for 0.3s when he dashes back. Whilst he has an Illusion Passive, opponents have a 100% chance to Miss. Illusion will not trigger when Loki is affected by Disorient, Concussion, Shock or Incinerate.
Heavy Attacks:
Charging a Heavy Attack pauses Loki's Illusion passive for 1.5s.
While the opponent is Cursed, Heavy attacks deal guaranteed Critical Hits, and have 100% Chance to reset the duration of Curse.
Special Attack 1: Loki can cause one of two effects with this attack:
Default - 100% chance to Steal all of the opponent's Buffs, and 65% chance to reset the duration of Curse. Stolen buffs last for 7 seconds.
If thrown after a Light attack, Loki instead inflicts the opponent with Infuriate and Taunt (-40% Attack) Passives lasting seven seconds.
Special Attack 2: This attack is Unblockable, and inflicts Coldsnap, inflicting 7690 damage over 12 seconds. Opponents affected by Coldsnap cannot Evade.
This attack inflicts a burst of Energy Damage to his opponent equal to 2.5% of their max Health, to a maximum of 20,000 damage. An additional burst of damage is inflicted for each stolen buff Loki is carrying, to a maximum of two.
Special Attack 3: Loki Curses the opponent, dealing 7690 Energy Damage and allowing him to steal any of the opponent's Buffs for 12 seconds.
Curse pauses during the opponent's Special Attacks.
Additionally, while the opponent is Cursed, Loki Steals 20% of the Power that the opponent would gain, and all of Loki's attacks have a 17.50% Chance to Stun the opponent for 1 second.
Signature Ability: God of Mischief
Always one to stack the deck in his favour, Loki starts the match with Curse active for 8 seconds, dealing 5127 damage over this duration.
Additionally, the duration of Loki's Stolen Buffs increases by 50%
Regarding the 0.3s Illusion, obviously any of my numbers are just theoretical. But yes, the idea is to for the basic Illusion ability to function as a Dexterity-replacement like Nightcrawlers 'Can't be struck dashing back' ability; with a Mystic twist.
Primarily it's therefore a simple defensive Ability that saves you from your opponent dashing after you. However, you can then further utilise in one of two ways:
(1) dash back and hold Heavy, preferably whilst your opponent is Infuriated, so your opponent charges in and Misses whilst you land a free Heavy. With Taunt and Infuriate, this could give some interesting control of the match.
(2) Or it could be used to avoid some Specials from opponents without a Miss counter. It's potentially pretty useful/powerful, which is why I gave you a few ways to turn it off with debuffs when he's on defense.
As for the SP2, yes I turned the direct damage down a little; but that's because it's currently very hard to utilise now without the Hela synergy*, and even then only during Curse.
* I mean, after all, how often do you really have more health than your opponent? And if you do, is removing 7% of their health all that helpful, any more?
My suggestion is to basically make it a lot more like Odin's SP2 (which makes a lot of sense, if you think about it). With the Coldsnap as well, you should get a lot more use out of it in general content, plus additional damage for skilled players able to combine it with stolen buffs.
Ghost Rider
I've slightly tweaked the version I did before, taking feedback into account. Ghost Rider's primary mechanic is to inflict Judgements on his opponent. Each judgment progressively weakens the opponent, and strengthens subsequent judgements. Ghost Rider should particularly shine against #Villains, but will be effective in a variety of scenarios.
Health 32160
Attack 2380
Passive
A bloodless skeleton wreathed in Hellfire, Ghost rider is immune to Bleed and Incinerate effects; and Poison effects from non-Mystical opponents suffer -70% Potency.
Bane of Evil
Against #Villain opponents, Ghost Rider gains +15% to his Attack, Armour and Critical rating
#Villain opponents passively suffer -10% Critical rate and Attack for each Judgement upon them.
Against #Hero opponents, all Judgements apart from the Judgment of Guilt suffer -15% Ability accuracy (most heroes feel guilty about something...)
Judgements
Ghost Riders judgements are triggered by certain actions or combos. Judgements last indefinitely when placed, but can only be placed once. When a judgment is first placed, Ghost Rider inflicts a secondary effect (Fury, Bleed, etc) that gains +75% duration for each Judgement already in effect when it is placed.
The list of Ghost Rider's Judgments, and their secondary effects is:
- Complete MLLLL combo: Judgment of Spite - Inflict Bleed, causing 3123 damage over 3 seconds.
- Complete MLLLM combo: Judgement of Corruption - Gain Fury buff, +2856 Attack for 9 seconds
- Heavy attack: Judgment of Malice - gain a Lifesteal passive, enabling Ghost Rider to Steal 804 Health on each Attack. Lifesteal does not generate health against #Robots.
- Hit opponent with Special-1 Attack: Judgment of Pride - Inflict Fate Seal for 6 seconds.
- Hit opponent with Special-2 Attack: Judgment of Anger - Inflict power drain debuff removing 20% of the opponent's Maximum Power over 2 seconds.
- Hit opponent with Special-3 Attack: Judgment of Guilt - Inflict Damnation upon the opponent for 5 seconds. Damnation causes 1572 damage, and also inflicts Fate Seal, Heal Block and Power Lock.
Special AttacksWhen Damnation ends, remove all Judgements from the opponent. This does not remove any active secondary effects.
SP1 - Inflict Judgment of Pride.
If this Judgment is already active, instead Nullify one buff for each two Judgments on the opponent (rounded up).
SP2 - Inflict Judgment of Anger Additionally, inflict Incinerate for 5228 damage over five seconds. Incinerate Potency increases by +25% for each Judgement on the opponent.
SP3 - Inflict Judgment of Guilt. This attack refreshes any other secondary effects in place when it is activated.
Signature ability: Penance stare
Each Judgement active on the opponent increases Ghost Rider's Offensive combat power rate by 12%.
Additionally, the damage inflicted by Damnation is increased by 100%, except when fighting #Hero opponents.
Synergies
Fists of Vengeance, (Ghost Rider, Moon Knight)
When fighting #Villains, Special attacks cost 20% less Power.
Spirit of Justice (Ghost Rider, Blade)
Blade - Danger Sense expands to cover all #Villains
Ghost Rider - Deal 75% of Attack rating as direct damage when Nullifying a buff from #villains.
https://docs.google.com/document/d/1To-pnqJMysfo2rdzcSjKOopDfoin_7nRshgD5IuBgrg/edit