Photon and Vox Rebalance + Luke Cage Rework
Axew
Member Posts: 620 ★★★★
https://forums.playcontestofchampions.com/en/discussion/354542/photon-and-vox-balance-update#latest
I’m glad neither is getting a nerf, they both feel really fun to play.
Also excited about the Luke Cage rework, he has some unique utility for the Science class, his damage was just lacking IMO. But pleeeeease don’t nerf his sig ability, the indestructible safety net is such a nice piece of utility for mistakes/input errors.
I’m glad neither is getting a nerf, they both feel really fun to play.
Also excited about the Luke Cage rework, he has some unique utility for the Science class, his damage was just lacking IMO. But pleeeeease don’t nerf his sig ability, the indestructible safety net is such a nice piece of utility for mistakes/input errors.
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Comments
Sometimes a lighter touch is all that's needed. Other mild Tune-ups and moderate reworks include Bishop, Kingpin, Angela, Crossbones, Diablo, Falcon, Iceman, Joe Fixit, Masacre...
They're all really decent champs now.
Full reworks can sometimes go the wrong way - whilst I'm sure they've got occasional uses, most of the community is still fairly unhappy about how the reworked Guillotine and Deadpool X-Force turned out.
As for Luke Cage, what a surprise that Kabam seems to have read my mind... This weekend I used Luke on the lower difficulties of the monthly mission (after having fought him quite a bit in last month's super mission) and The whole time I had the same thought: how cool Luke would look with a few changes.
Luke's main characteristic is his immunity to bleeding. In the comics (and the TV series) he also has notable physical strength. In this sense, I think his kit should put a little more emphasis on that strength and not just resistance. Any ideas:
-Every time he makes a perfect parry, he gains a sturdiness bonus.
- Every 5 toughness upgrades become a fury upgrade for 20 seconds when performing a strong blow.
-Every time he performs a heavy hit, he gains a physical damage buff that deals a burst of X physical damage upon ending a medium hit combo.
I do not suggest using all three, but only the first two or only the third. Or maybe some other similar idea. That said, I don't think Luke deserves more than a little love to shine as he deserves, without needing to be a top player in the game (although I won't be mad if he becomes a top player, hehehe).
One of his current drawbacks is that he requires a really aggressive playstyle to keep up his debuffs, which he needs for his damage (and to take advantage of Masteries like Inequity and Despair).
What I think he needs most is something like a She-Hulk-style provocation ability to help him take control of the fight, and maintain an aggressive tempo.
This version of Luke should feel all about beating the opponent into submission, and keeping them there; whilst having broader utility (especially against Mystics), better damage, and some measure of control of the fight.
Luke Cage
Attack 2324
Health 33227
Passive Abilities
Physical Resistance +2150
Critical Resistance +650
Luke's impenetrable skin grants Immunity to Bleed and reduces the potency of Physical Vulnerability effects by 70%.
Luke gains +1045.8 Attack for each debuff on the opponent. Additionally, each debuff on Luke's opponent increases the chance they will throw a Special Attack by 10%, in an attempt to escape his relentless attacks. Max+80%.
Class weakness/class advantage
Luke's Personal debuffs gain +25% Potency against Mystic opponents, and suffer -25% Potency against Skill opponents.
Additionally, Luke is immune to Rupture effects inflicted by Mystic opponents.
Basic Attacks
Luke has a 30% chance to Inflict Exhaustion on all basic Attacks. This gains +30% chance (flat) on critical hits
Exhaustion debuffs last ten seconds: they reduce Ability Power Gain by 25% and reduce Critical Damage Rating by 125.
Heavy Attacks
Inflict a non-stacking Debilitate debuff for six seconds, increasing the duration of subsequent debuffs by 40%.
Special Attacks
Special Attacks gain +120 Critical Rating for each debuff on the opponent.
SP1 - If this attack strikes the opponent, Pause all Exhaustion debuffs for four seconds. 60% chance to stun the opponent, plus flat +10% Stun chance per Exhaustion, to a maximum of three.
SP2 - Each hit inflicts a Physical Vulnerability debuff (-550 Physical Resistance for ten seconds).
Exhaustion debuffs are paused during this attack, and on the final hit they are converted to Concussion debuffs. Concussion debuffs reduce the opponents Ability Accuracy by 25% for 12 seconds.
SP3 - Refresh any active Exhaustion debuffs, and inflict four Suppression debuffs, each reducing Combat Power by 15% for ten seconds.
Signature Ability -
Tough it out:SP1
After being re-exposed to the Power Man treatment, Luke's Physical Resistance is increased by an additional +1575, and he gains full immunity to Rupture.
Additionally, when struck, Luke has a 100% chance to activate an Invulnerable passive lasting 3.7s. This passive can be refreshed after 25s.
I understand you, @Rookiie. It's sometimes a bit frustrating when a character's damage peak takes a long time to arrive... But I frequently use DDHK in BG and 90% of the fights are resolved in my favor, despite the time it takes to reach his peak. best result. I usually use it as a counter to Hood, Ebony Maw or... (surprise!) Kitty. Generally people use Hercules for these fights, but when I can't select him, I use DDHK and it works very well for me. Other characters who take a long time to reach a good damage spike are Star-Lord, Hulkling, Hulk... And I think all of them are currently in a good spot.