*REVISED AND REFINED* The Maker Champion Spotlight "Unofficial"

ThatGuyYouSaw235ThatGuyYouSaw235 Member Posts: 3,233 ★★★★★
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Some of you may remember my Maker concept I posted about 2 months ago, I've decided to revise the design to better refine what I believe to be a pretty decent design. I've gone through and fitted this like a normal Champion Spotlight so that it would be a familiar design. I've kept some of the colouring conventions for sake of design and ease of reading.

I'll notate abilities to explain their purpose (like this), but please note that you should take my numbers with a grain of salt. I have confidence in the general kit design, but not as much when it comes to assigning numbers to the abilities.

Feedback is always appreciated. If I have made a silly error whether spelling or explaining something, please point it out. I love making these champion concepts and I hope in the near future that The Maker will be added to the game.

Anyway. I present to you THE MAKER
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SURVIVABILITY: 3/5
DAMAGE: 4.5/5
EASE OF USE: 3/5
UTILITY: 4.5/5
DEFENDER STRENGTH: 3.5/5

THE MAKER’S MECHANICS:

The Maker does well when the opponent loses as much power as possible, either waiting for them to launch their Special Attack or forcing them to lose it by sacrificing some of his own power on Special Attacks. An eye for an eye, except the more each champion forces their hand, The Maker slowly seals his victory with permanent detrimental effects and permanent increases to his damage. Complemented by additional Power Gain, Immunities and Miss utility, whether the fight is short or long, The Maker has a plan for everything and everyone.

Class: TECH


Maligned Physiology - Always Active:

Immune to Reverse Controls, Disorient, Falter, Bleed and Neuroshock effects. (Unique set of immunities, including the first Neuroshock immunity, gearing him to take on matchups such as Onslaught, Nameless Grandmaster and Ebony Maw)

The Maker’s Combat Power Rate is locked at 0%. But he instead passively gains 7.35% of a Bar of Power over 1.5 seconds as a personal Power Gain passive whenever Attacking, Being Struck by Attacks or Triggering the Dexterity Mastery. (Take this as me slightly changing the way Maker gains power by having him gain it as a Power Gain effect as well as granting him the ability to gain power while dexing attacks as if he had just struck the opponent, which is incredibly enticing since you'll be expected to force out some Special Attacks from the opponent)

Each time a Power Gain passive is applied, The Maker has a 25% chance to Invalidate 1 Prowess effect on the opponent. (Prowess countering that is standard across new Tech champions)

Personal Power Gain passives are exempt from External Power Rate and Ability Accuracy modification.


Master Plan - Max: 100:

Whenever The Maker would lose power by any means, he adds charges to his Master Plan equal to the percentage of his Max Power lost. While Defending, he adds 1 Charge to his Master Plan. Master Plan Charge gain is unaffected by Ability Accuracy modification.

When either champion launches a Special Attack while the Maker’s Master Plan has 100 charges, the opponent will not lose any power and instead the Maker consumes all of his Master Plan charges to inflict a Special Lock effect on the opponent. While this Special Lock is active, loses 1% of their Max Power every second. This is not treated as a Power Drain effect.

The rate at which the opponent loses power increases by +33% exponentially until they are at 0% Power, after which the Special Lock is removed.

If the Maker is attacking, the opponent gains +45% Combat Power Rating while suffering from the Special Attack.

The Maker cannot gain charges towards his Master Plan while this Special Lock is active.

(This part of the kit is important in order to take advantage of the Maker's utility and damage. You'll want to lose power by throwing your Special Attacks to complete your Master Plan. The complete Master Plan allows you to apply a potent Special Lock effect, lasting for as long as you are able to play aggressively to keep the opponent's Power Bar from being reduced to 0. This will be incredibly important for the Maker's Control Effects coming later in the spotlight.)

If the Maker is defending, the Special Lock effect lasts 15 seconds but is removed if the Maker is intercepted by the opponent’s Medium or Light attacks.

(Note how earlier on, I stated that the Special Lock "Power Drain" is not a Power Drain and to some degree bypasses Power Drain immunity. This may be controversial, however this was done to give Maker some defensive pressure and put more focus on the player's skill, not their roster. You can remove the Special Lock by intercepting the Maker with a basic attack so that you'll be able to launch your Special Attacks again. You can wait out the duration of the Special Lock, but you risk presenting a more difficult situation for yourself by consequently boosting the Maker's abilities.)


Cataclysm Charges - Max: 300:

The Maker can select from a choice of Control Effects from his Pre-Fight Screen to apply to the opponent, scaling in potency based on each Cataclysm charge. Cataclysm Charges under each control effect have their own separate maximum amount.

Power Gauge: Reduce the Opponent’s Power Rate above 2 Bars of Power at a rate of -2% per 10 Cataclysm Charges.
Spectre: Reduce Regeneration Rate at a rate of -12.5% per 10 Cataclysm charges.
Cowardice: Reduce Special Attack Damage at a rate of -2% per 10 Cataclysm charges.

If no Control Effects are selected, the Maker will only apply the Power Gauge effect.

Whenever the opponent loses power by any means, each Control Effect gains Cataclysm Charges equal to each 0.75% of Max Power lost under each of the Maker’s active Control Effects.

If more than one Control Effect is active, the Cataclysm Charge gain threshold increases by +0.5% of Max Power per additional active Control Effect.

(This is the core of The Maker's kit. I designed this to be a different take on Mister Fantastic's Pre-Fight debuffs, making them passive and indefinite while having them scale in potency based on how much power the opponent has lost in the whole fight. The catch is that if you want more than one, you'll need to drain more of the opponent's power in order to take full advantage of each effect. As such you can tune The Maker to short or long fights, which will be further expanded on in the Special Attacks.)

(Also while fighting The Maker, the key is to be very careful with what Special Attacks you use. Any champion that loves using their SP3 is a terrible matchup RIP Air-Walker. You'll be inclined to use mainly Basic Attacks and SP1s and SP2s sparingly.)


Molecular Desynchronisation:

While Charging a Heavy Attack, the Maker gains a Molecular Desynchronisation passive. While this effect is active, all incoming attacks have a 200% chance to Miss and each attempted miss grants the Maker one of his Personal Power Gain passives. Once a miss is attempted the Maker will Resynchronise after 2 seconds.

Once Resynchronised, the Maker cannot trigger Molecular Desynchronisation for 16 seconds.

If the Maker would be struck by a Special Attack by a Mutant Champion, he is Desynchronised for the remaining duration of the Special Attack. This triggers independently of the Heavy Attack cooldown and can only be triggered every 70 seconds.

(Just one extra bit of utility I wanted to give The Maker, just giving a fancy name to what is by all means necessary a Phase effect. This is just another way to get power by safely baiting out opponents or using it towards the end of Special Attack. I added the safeguard mechanic for Mutant Special Attacks mainly for Onslaught matchups where his Special Attacks can be frustrating to dex.)


Special 1: (3 Hits)

Any Personal Power Gain effects gained during this Special Attack gain +50% Potency.

If the opponent is suffering from a Special Lock effect, the Special Attack is Unblockable, the Maker gains a 12.5% Fury Passive lasting 10 seconds and Personal Power Gain effects instead +200% Potency while the Special Attack is active.

Fury Passives are refreshed each time The Maker triggers a personal Power Gain effect and have a limit of 20.

(The dual-purpose of this Special Attack is to easily build up your Master Plan and to significantly ramp up Cataclysm Charges and attack damage while the opponent is Special Locked. I'd expect this Special Attack to be very quick as you'll want to spam this.)



Special 2: (5 Hits)

Each active Cataclysm Charge on the opponent increases the Maker’s Special Attack Damage by +0.9% for the duration of the Special Attack.

When fighting in Battlegrounds, this Special Attack will count an additional 150 Charges regardless of the amount of Cataclysm Charges active.

(This is where the money is, if you want to end the fight of burst the opponent down, you'll get some mean numbers if you managed to keep pressure on the opponent's Power Bar. In order to make him more favourable in Battlegrounds, I gave him bonus charges to make him a faster attacker by making sure that you'll need to use your SP2 once after Special Locking the opponent.)



Special 3:

For each Control Effect active on the opponent, add 80 Cataclysm Charges to each Control Effect. This cannot bypass the 300 Cataclysm Charge limit per Control Effect.

The first time this Special Attack is used, gain an indefinite Energise effect for all active Control Effects, each increasing Power Rate by +11.11%.

(If you're running more than 1 Control Effect, you'll want to use the SP3 to circumvent the charge gain penalty from running multiple effects. This will make a difference in long or utility-heavy matchups to allow you to put greater control, speed up the fight and get bigger numbers from the SP2.)



Signature Ability - Universal, Undying, Ultimate:

If the opponent has less than 20 - 150 Cataclysm Charges under any Control Effect, the opponent is more likely to launch a Special Attack.

While under a Special Lock effect, if the opponent has held their Block for more than 4.0 - 0.75 seconds, The Maker’s next Basic Attack passively Crushes the opponent.

(This is utility that isn't necessary, but greatly complements the Maker's kit by making it easier for the opponent to get Cataclysm charges and motivate you to keep playing aggressively whether fighting as The Maker or against him)


SYNERGIES WILL BE ADDED TO THE FOLLOWING COMMENT.

Comments

  • ThatGuyYouSaw235ThatGuyYouSaw235 Member Posts: 3,233 ★★★★★
    Synergies:


    Infinite Term Plan :- With Himself:

    The Maker: Increase Attack Rating by +30% for every other Maker on your team.


    Once Were Fantastic :- With Thing, Human Torch, Invisible Woman and Mister Fantastic:

    The Maker: Gain the effects of all active Fantastic 4 synergies based on which synergy members on his team.

    Other Synergy Champions: The first time the opponent would reach 3 Bars of Power, they are Special 3 Locked for 12 seconds.


    Where I End And You Begin :- With Mister Fantastic:

    The Maker: Reduce incoming damage when Desynchronised by -90%.

    Mister Fantastic: Careful Study debuffs are no longer removed when the opponent launches a different Special Attack.


    Each One Better Than The Last :- With Kang:

    The Maker: When fighting a Champion of the Cosmic or Superior class, he reverses the Class Advantage/Disadvantage relationship.

    Kang: Replace all Power Drain effects with matching Power Burn effects. Damage caused by Power Burn increases by up to +100% based on the duration of the fight. Max bonus after 100 seconds.


    Opportunist :- With Venom, Carnage, Red Goblin and Knull:

    The Maker: Immune to Power Drain and Power Burn effects.

    #Symbiote Champions: Immune to Neuroshock and Falter effects.


    Enemies :- With Iron Man, Sunspot, Silver Surfer, Galan and Doctor Doom

    All Champions gain +X Critical Rating


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    I hope you enjoyed reading this as much as I enjoyed making this.
  • ThatGuyYouSaw235ThatGuyYouSaw235 Member Posts: 3,233 ★★★★★
    Also, I don't mean to bug you @Kabam Crashed, but I'm curious as to how this kit would fit in game on a surface level. All of the numbers I came up with were done with me just eyeballing it based on my experience in-game. I've made many champion concepts and I've made a few iterations for The Maker in particular. If it isn't too much trouble at all, I would love to get a developer's perspective on this whether its a whole essay or a single sentence.

    Cheers.
  • ThatGuyYouSaw235ThatGuyYouSaw235 Member Posts: 3,233 ★★★★★
    Made a mistake with one of the synergies:

    The Opportunist synergy The Maker has with Knull, Red Goblin, Venom and Carnage actually nerfs The Maker by making it harder for him to ramp up his Master Plan in Power Drain and Burn matchups as his rotation is heavily benefitted if he's drained or burned.

    Just a quick fix:


    Opportunist :- With Venom, Carnage, Red Goblin and Knull:

    The Maker: Reduce the potency of incoming Power Burn and Power Drain effects by -75%, this does not affect Master Plan charge gain.

    #Symbiote Champions: Immune to Neuroshock and Falter effects.
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