Really like some of the ideas being presented. Some of mine:
1. An energy blast similar to Gamora's godslayer with specific trigger requirements. 2. Leadership synergy similar to CAIW depending on number of x-men in the synergy team or an ability that boosts other mutants. Mutants actually need a buff at this stage. 3. Agree with an occasional true strike or evade control but not all the time. There needs to be some way to keep activating it for a short period of time 4. They need to change the very outdated heavy attack. Armour breaks on the heavy would be nice. Ability to stack them on champs like Colossus, Red Skull and Viv Vision to remove multiple stacks of armour buff would be nice. 5. Can they play around with energy conversion? He is supposed to absorb energy and shoot it out as an optic blast. Maybe increase frequency of his godslayer like blast when facing an opponent who uses energy attack or has power cosmic active. 6. Easy access to prowess. 7. Reduce duration of reverse control effects
Sounds like people are looking for a versatile champ combining both utility and damage.
I share your optimism, but it might be that we have to balance the two...🤷♂️
1. Prowess Obviously 2. Massive Energy Resistance 3. True Focus I think would be better than true strike 4. Counter Evade 5. Animation Update Obviously 6. Severe Debuffs or all passive effects 7. Non Contact basics from optic blasts 8. Maybe Resonate or Overload 9. Precision and Sunder 10. A passive Energize that gets weaker the more power he has 11. Power Efficiency
Now we're not going to get all of these obviously but if we get like 5-8 of these things I'd be satisfied
Okay, here's something: Each critical hit gains 3 solar charge, each critical hit of special attacks gains 5. All hits of sp1 are critical. Reaching a multiple of 50 charges activates Solar Flare for 15 seconds. All hits are critical during Solar Flare, but charges do not increase while Solar Flare is active. All Critical optic beam hits deal additional energy damage during Solar Flare. Each beam hit has a chance to gain a Prowess buff. Place incinerates or plasma on special attacks that are refreshed with beam hits. Armor break on sp1 would work as well.
Ik the idea is a bit verbose, but these are just parts I feel might be integral based on Cyclops's abilites.
Synergies: Each #X-Men or #Brotherhood of Mutants tagged champion grants +20% rating rating for all champions sharing that synergy.
Starts with (visored monocle) on , let's call them sunglasses . If he gets scared or overwhelmed,he takes them off , goes berserk.. Heals from energy damage and gains big prowess. First and second medium attacks gives weaker prowess, up to 30. Light combo enders,puts a placebo debuff on opponents. Passive stun,if skill or villains, purify any debuff ,he gets prowess. parry non-contact attacks, power drains or armor break on specials and scales with prowess. Big Passive furys,that scales with his prowess. Specials can't be evaded,and un-blockable.
Specials deal extra burst dmg based on prowess. Special 1 gives power gain,sp2 refreshes prowess. Sp3 ,he breaks his sunglasses and the game.
One thing that I'd like to see, that isn't an ability but rather an animation suggestion:
Cyclops isn't a brawler. He doesn't do fisticuffs. He shoots freaking laser beams from his eyes. It would be cool if he didn't just go around beating up other champs with his fists during basic attacks and only used his optic blasts for his special attacks - I'd like to see him use his blasts for all attacks, or at the very least to some extent among his basic attacks. Maybe his medium and heavy attacks contains blasts? I think that would be really cool from a visual standpoint, and also just in general.
Another thing that would be neat is if we could see a return of the mutant synergies that made that class so special before Kabam put a lid on that whole class for a few years. Specifically, I'd like to see a set of awesome synergies that are aimed at endgame pieces of content where you have a smaller team. Make the synergies powerful but asterisk them along the lines of "Max effect with a team of only three mutants/X-Men" or something along those lines.
It's been a while since synergies were something I considered when ranking up champions since I either use a team of five for easy content where synergies aren't needed, or, when stuff's actually hard, I'm usually limited to a reduced team where I don't have too much room to synergize my champions. It would be fun with a champion whose synergies are aimed more at today's endgame content rather than yesterday's full-team questing.
One thing that I'd like to see, that isn't an ability but rather an animation suggestion:
Cyclops isn't a brawler. He doesn't do fisticuffs. He shoots freaking laser beams from his eyes. It would be cool if he didn't just go around beating up other champs with his fists during basic attacks and only used his optic blasts for his special attacks - I'd like to see him use his blasts for all attacks, or at the very least to some extent among his basic attacks. Maybe his medium and heavy attacks contains blasts? I think that would be really cool from a visual standpoint, and also just in general.
Another thing that would be neat is if we could see a return of the mutant synergies that made that class so special before Kabam put a lid on that whole class for a few years. Specifically, I'd like to see a set of awesome synergies that are aimed at endgame pieces of content where you have a smaller team. Make the synergies powerful but asterisk them along the lines of "Max effect with a team of only three mutants/X-Men" or something along those lines.
It's been a while since synergies were something I considered when ranking up champions since I either use a team of five for easy content where synergies aren't needed, or, when stuff's actually hard, I'm usually limited to a reduced team where I don't have too much room to synergize my champions. It would be fun with a champion whose synergies are aimed more at today's endgame content rather than yesterday's full-team questing.
I think the beams on basics would be non contact similar to Negasonic, Havok, etc
I've not thought too much about cyclops, I'm more of an obscure mutants kinda person than a classic x men one, but I think it would be interesting to play around with the idea of different kinds of blasts. It could be an ability where he can change how much his visor filters the beams or it could just be that different actions or combo enders have different potency.
I'm thinking something like small precise blasts that could have a higher critical rating, wide bursts that disorient or falter the opponent, and maybe some pure unfiltered blasts that could break block and inflict armor break? That's just a first idea, I definitely want them to focus on the idea that he can control how much of his blasts actually come through the visor and how he can do more powerful blasts at the cost of being able to control them potentially? His sp3 could even be him removing the visor and just letting the full force of his blasts come through
Okay, here's something: Each critical hit gains 3 solar charge, each critical hit of special attacks gains 5. All hits of sp1 are critical. Reaching a multiple of 50 charges activates Solar Flare for 15 seconds. All hits are critical during Solar Flare, but charges do not increase while Solar Flare is active. All Critical optic beam hits deal additional energy damage during Solar Flare. Each beam hit has a chance to gain a Prowess buff. Place incinerates or plasma on special attacks that are refreshed with beam hits. Armor break on sp1 would work as well.
Ik the idea is a bit verbose, but these are just parts I feel might be integral based on Cyclops's abilites.
Synergies: Each #X-Men or #Brotherhood of Mutants tagged champion grants +20% rating rating for all champions sharing that synergy.
He shouldn't inflict plasma or incinerate because his beams aren't lasers, they're concussive and essentially closer to a punch
Really like some of the ideas being presented. Some of mine:
1. An energy blast similar to Gamora's godslayer with specific trigger requirements. 2. Leadership synergy similar to CAIW depending on number of x-men in the synergy team or an ability that boosts other mutants. Mutants actually need a buff at this stage. 3. Agree with an occasional true strike or evade control but not all the time. There needs to be some way to keep activating it for a short period of time 4. They need to change the very outdated heavy attack. Armour breaks on the heavy would be nice. Ability to stack them on champs like Colossus, Red Skull and Viv Vision to remove multiple stacks of armour buff would be nice. 5. Can they play around with energy conversion? He is supposed to absorb energy and shoot it out as an optic blast. Maybe increase frequency of his godslayer like blast when facing an opponent who uses energy attack or has power cosmic active. 6. Easy access to prowess. 7. Reduce duration of reverse control effects
Sounds like people are looking for a versatile champ combining both utility and damage.
I share your optimism, but it might be that we have to balance the two...🤷♂️
Whatever it is they choose to do, I hope they keep the crit rating and armor break part of his kit (and make it better of course) while also adding prowess and rupture (dot or instant) damage at the same time. Those are the main things I'd like to see in his new kit plus the counter evade playstyle I mentioned earlier which I hope could also make him annoying on defense as well, similar mechanic to Bullseye except his specials can be evaded with proper timing so he isn't as strong as Bullseye but still tricky to beat.
One thing that I'd like to see, that isn't an ability but rather an animation suggestion:
Cyclops isn't a brawler. He doesn't do fisticuffs. He shoots freaking laser beams from his eyes. It would be cool if he didn't just go around beating up other champs with his fists during basic attacks and only used his optic blasts for his special attacks
I like the idea; but no - that's Havok or Bishop.
Cyclops has trained for years to lead the X-men. He's always been a trained fighter, and he's always done a lot of hand-to-hand fighting...
One thing that I'd like to see, that isn't an ability but rather an animation suggestion:
Cyclops isn't a brawler. He doesn't do fisticuffs. He shoots freaking laser beams from his eyes. It would be cool if he didn't just go around beating up other champs with his fists during basic attacks and only used his optic blasts for his special attacks
I like the idea; but no - that's Havok or Bishop.
Cyclops has trained for years to lead the X-men. He's always been a trained fighter, and he's always done a lot of hand-to-hand fighting...
Then he should have some leadership abilities similar to Cap IW
The leader of the X-men, Cyclops's tactical skills are as legendary as his powerful Optic Blasts. Cyclops builds up a strategic understanding of his opponents abilities to defeat them, can shut down their abilities completely with a combination of strategy and concussion; and inflicts ever-increasing stacks of Armour break on the opponent, eventually reducing even the strongest-armoured opponent to dust.
He'll be useable but not ideal for Battlegrounds - he's going to be best in medium-to-long content, ramping up as the fight goes on and he blasts away at his opponents defenses. However, his abilities largely centre around his Optic Blasts, making him vulnerable to opponents who can control his power. And contrary to many suggestions, his Optic Blasts don't inflict Incinerate, and can Miss. Sorry...
Abilities for 6* 5/65. Apart from his Health and Attack, all other numbers are purely speculative suggestions. With that in mind - Enjoy!
Attack 3927 Health 53576 Energy Resistance 350
Passive Cyclops gains 15% less Power from landing or receiving attacks. Whilst below one bar of Power, Cyclops gains 2.5% of a bar of Power, per second.
Heavy Attacks This is a short-range projectile Beam attack, with a new Animation similar to Destroyer's. During this attack, the opponent's Stand Your Ground Mastery is removed, and their Evade ability accuracy is reduced by 50% unless the opponent is #Flying.
Blocking Cyclops isn't as good at absorbing energy as some other mutants; but when blocking Energy-based attacks, he gains an additional +350 Energy Resistance; and benefits from +50% Defensive Combat Power Rating.
Strategy Cyclops gains and loses strategy charges during a fight, max 99:
+4 When he makes a well-timed block
+4 When he intercepts the opponents Dash
+4 When he dodges an attack using Dexterity.
+2 Every ten hits in his, or his opponent's combo
+2 When the opponent suffers an Armour Break effect
On defense, Cyclops gains Strategy charges when the Attacker completes the actions listed. Cyclops loses 10 Strategy charges if he is stunned or concussed; or 20 if he is struck by a Special-3.
Each point of Strategy grants Cyclops the following bonuses.
+2% Special Attack damage
+20 Critical Rating with Beam attacks
+20 Block Penetration with Beam attacks
+0.5% Ability Accuracy and Concussion potency on Beam Attacks
Opponent suffers -2% Autoblock Ability Accuracy
Cyke gains special damage by building Strategy instead, which is why he lacks Prowess. This should help him cope with opponents who can punish or remove Prowess.
Tactical takedown Cyclops uses his optic blasts to decisive effect, weakening and eventually permanently disabling his opponent's Armour abilities.
If Armour break is prevented by an Immunity, Cyclops inflicts stacking Energy Vulnerability passives of equal duration, which decrease the opponent's Energy Resistance by 1250.
When Armour Break debuffs end for any reason, they have a 75% chance to be replaced with an indefinite Armour Break passive, which reduces Armour rating by 115. Inflicting an Armour break passive does not remove an additional stack of Armour. Max stacks 20.
For each Armour break or Energy Vulnerability effect on the opponent, Cyclops gains +85 critical rating. This applies to all attacks.
For each Armour break or Energy Vulnerability effect on the opponent, Beam attacks inflict an additional 10% of the damage done, as a Burst of Energy damage.
For each Armour break effect on the opponent, reduce the ability Accuracy and Potency of new Armour Up effects by 5% (max -100% Potency).
Combining the increased critical rating and Special damage from Strategy with the increasing burst damage from stacking armour break passives should mean Cyke's damage gets very decent in long fights.
Special attacks Concussion debuffs gain Potency with Strategy, as described above. They do not stack, and their Potency is affected by class relationships. If a concussion debuff is placed on an opponent who already has one, it starts Paused for 3.5 seconds.
SP1: Each beam has a 75% chance to inflict Armour Break (-950 armour for 7 seconds). Each hit inflicts a Concussion debuff (-40% Ability Accuracy) for nine seconds.
SP2: Each beam has an 85% chance to Armour Break (-1550 armour for 9 seconds). Each beam hit inflicts a Concussion debuff (-60% Ability Accuracy) for nine seconds.
SP3: Energy Burst damage on this attack is increased by 50%. Inflict five stacks of Armour Break (potency of -1250 for 12 seconds) and an 80% Concussion debuff for 12 seconds. Inflict a 100% Exhaustion debuff on himself for ten seconds.
This will temporarily shut down Cyke's passive power gain, which reflects the exhausting effect of his SP3; but it will also enable a bit of Willpower healing if that Mastery is unlocked.
Signature Ability: Cyclops starts the match with 10 Strategy charges, plus an additional 50% in Battlegrounds. Additionally, when Cyclops has a combo of 15 or more, Beam attacks can inflict Critical Hits through block, and Energy Burst damage on Beam Attacks is increased by 40%
The leader of the X-men, Cyclops's tactical skills are as legendary as his powerful Optic Blasts. Cyclops builds up a strategic understanding of his opponents abilities to defeat them, can shut down their abilities completely with a combination of strategy and concussion; and inflicts ever-increasing stacks of Armour break on the opponent, eventually reducing even the strongest-armoured opponent to dust.
He'll be useable but not ideal for Battlegrounds - he's going to be best in medium-to-long content, ramping up as the fight goes on and he blasts away at his opponents defenses. However, his abilities largely centre around his Optic Blasts, making him vulnerable to opponents who can control his power. And contrary to many suggestions, his Optic Blasts don't inflict Incinerate, and can Miss. Sorry...
Abilities for 6* 5/65. Apart from his Health and Attack, all other numbers are purely speculative suggestions. With that in mind - Enjoy!
Attack 3927 Health 53576 Energy Resistance 350
Passive Cyclops gains 15% less Power from landing or receiving attacks. Whilst below one bar of Power, Cyclops gains 2.5% of a bar of Power, per second.
Heavy Attacks This is a short-range projectile Beam attack, with a new Animation similar to Destroyer's. During this attack, the opponent's Stand Your Ground Mastery is removed, and their Evade ability accuracy is reduced by 50% unless the opponent is #Flying.
Blocking Cyclops isn't as good at absorbing energy as some other mutants; but when blocking Energy-based attacks, he gains an additional +350 Energy Resistance; and benefits from +50% Defensive Combat Power Rating.
Strategy Cyclops gains and loses strategy charges during a fight, max 99:
+4 When he makes a well-timed block
+4 When he intercepts the opponents Dash
+4 When he dodges an attack using Dexterity.
+2 Every ten hits in his, or his opponent's combo
+2 When the opponent suffers an Armour Break effect
On defense, Cyclops gains Strategy charges when the Attacker completes the actions listed. Cyclops loses 10 Strategy charges if he is stunned or concussed; or 20 if he is struck by a Special-3.
Each point of Strategy grants Cyclops the following bonuses.
+2% Special Attack damage
+20 Critical Rating with Beam attacks
+20 Block Penetration with Beam attacks
+0.5% Ability Accuracy and Concussion potency on Beam Attacks
Opponent suffers -2% Autoblock Ability Accuracy
Cyke gains special damage by building Strategy instead, which is why he lacks Prowess. This should help him cope with opponents who can punish or remove Prowess.
Tactical takedown Cyclops uses his optic blasts to decisive effect, weakening and eventually permanently disabling his opponent's Armour abilities.
If Armour break is prevented by an Immunity, Cyclops inflicts stacking Energy Vulnerability passives of equal duration, which decrease the opponent's Energy Resistance by 1250.
When Armour Break debuffs end for any reason, they have a 75% chance to be replaced with an indefinite Armour Break passive, which reduces Armour rating by 115. Inflicting an Armour break passive does not remove an additional stack of Armour. Max stacks 20.
For each Armour break or Energy Vulnerability effect on the opponent, Cyclops gains +85 critical rating. This applies to all attacks.
For each Armour break or Energy Vulnerability effect on the opponent, Beam attacks inflict an additional 10% of the damage done, as a Burst of Energy damage.
For each Armour break effect on the opponent, reduce the ability Accuracy and Potency of new Armour Up effects by 5% (max -100% Potency).
Combining the increased critical rating and Special damage from Strategy with the increasing burst damage from stacking armour break passives should mean Cyke's damage gets very decent in long fights.
Special attacks Concussion debuffs gain Potency with Strategy, as described above. They do not stack, and their Potency is affected by class relationships. If a concussion debuff is placed on an opponent who already has one, it starts Paused for 3.5 seconds.
SP1: Each beam has a 75% chance to inflict Armour Break (-950 armour for 7 seconds). Each hit inflicts a Concussion debuff (-40% Ability Accuracy) for nine seconds.
SP2: Each beam has an 85% chance to Armour Break (-1550 armour for 9 seconds). Each beam hit inflicts a Concussion debuff (-60% Ability Accuracy) for nine seconds.
SP3: Energy Burst damage on this attack is increased by 50%. Inflict five stacks of Armour Break (potency of -1250 for 12 seconds) and an 80% Concussion debuff for 12 seconds. Inflict a 100% Exhaustion debuff on himself for ten seconds.
This will temporarily shut down Cyke's passive power gain, which reflects the exhausting effect of his SP3; but it will also enable a bit of Willpower healing if that Mastery is unlocked.
Signature Ability: Cyclops starts the match with 10 Strategy charges, plus an additional 50% in Battlegrounds. Additionally, when Cyclops has a combo of 15 or more, Beam attacks can inflict Critical Hits through block, and Energy Burst damage on Beam Attacks is increased by 40%
Nice, but another ability he could have is the ability to counter evade like Bullseye or Kate. In X-Men 97 episode 1, Cyke uses his optic blast to push himself back. I also believe that he should have some kind of non contact attacks in his basics
Yeah, I saw that counter-evade suggestion above; although in most canon Cyclops' optic blasts are considered almost recoilless. Otherwise he'd blast his head off his shoulders any time he opened his eyes. I'm old, so I like it that way; but yes some writers write it differently and I'd be perfectly happy if Kabam have him that ability
I agree that he should definitely have a non-contact Heavy; yes, you could certainly have more of his basic attacks be Beams, but then you'd have to tone down the burst damage and other abilities that he gets with them.
Yeah, I saw that counter-evade suggestion above; although in most canon Cyclops' optic blasts are considered almost recoilless. Otherwise he'd blast his head off his shoulders any time he opened his eyes. I'm old, so I like it that way; but yes some writers write it differently and I'd be perfectly happy if Kabam have him that ability
I agree that he should definitely have a non-contact Heavy; yes, you could certainly have more of his basic attacks be Beams, but then you'd have to tone down the burst damage and other abilities that he gets with them.
Then how was he able to push himself back during that opening scene?
Yeah, I saw that counter-evade suggestion above; although in most canon Cyclops' optic blasts are considered almost recoilless. Otherwise he'd blast his head off his shoulders any time he opened his eyes. I'm old, so I like it that way; but yes some writers write it differently and I'd be perfectly happy if Kabam have him that ability
I agree that he should definitely have a non-contact Heavy; yes, you could certainly have more of his basic attacks be Beams, but then you'd have to tone down the burst damage and other abilities that he gets with them.
Then how was he able to push himself back during that opening scene?
Through the power of bad writing?
😉
There is, as I said, some ambiguity between different genres. Witness Cyclops in X-Men: origins setting fire to trees with his optic blasts...
But as a rule, in the 40+ years I've been reading X-Men comics, Cyclops doesn't meaningfully receive any recoil from his Blasts.
Ed, the guy is a physically fit human, but his eyes fires optic blasts that can knock down the Hulk, or punch a hole in a 40-foot tall robot. You think he's just bracing himself well?
I'm going with the explanation: normal physics does not apply here, and the recoil is somehow shunted into the dimension that the blasts are periodically described as coming from...
@Magrailothos it's a great kit concept, and I love how the focus of this kit is on his strategic side, as opposed to his raw power. However, I feel like with this focus on strategy, there could have been some sort of prefight ability focusing on the amount of X-Men on his team, or the amount of mutants and robots (his main foes) that he has defeated. Overall a great concept, and it's been quite an enjoyable read.
@Magrailothos it's a great kit concept, and I love how the focus of this kit is on his strategic side, as opposed to his raw power. However, I feel like with this focus on strategy, there could have been some sort of prefight ability focusing on the amount of X-Men on his team, or the amount of mutants and robots (his main foes) that he has defeated. Overall a great concept, and it's been quite an enjoyable read.
And also make it usable in BGs as well, like how Mr Sinister starts with some random bonuses at the beginning of the fight
@Magrailothos it's a great kit concept, and I love how the focus of this kit is on his strategic side, as opposed to his raw power. However, I feel like with this focus on strategy, there could have been some sort of prefight ability focusing on the amount of X-Men on his team, or the amount of mutants and robots (his main foes) that he has defeated. Overall a great concept, and it's been quite an enjoyable read.
And also make it usable in BGs as well, like how Mr Sinister starts with some random bonuses at the beginning of the fight
Yeah, maybe there could be an ability where Cyclops activates a random bonus based on the mutants on his team or the amount of mutants and robots he's defeated
Well I'll say, He should have pre fights like warmachine which can be used by other mutants. His specials should inflict concussions and ruptures. This maybe a out of class ability, But since his laser beams penetrate through opponent armor and stuff, Maybe his specials should do true damage? Also he can channel his lasers with high accuracy, which should prevent evade and miss abilities. He should either have prowess or daunted effects.
I'll say his rotation should look like, His sp1 inflicts ruptures. He gains prowess effects on basic /heavy attacks. His sp2 should converts all ruptures into armor breaks and deal huge damage. Something like this.
Actually I think Beast should have those instead of Cyke.
Well I'll say, He should have pre fights like warmachine which can be used by other mutants. His specials should inflict concussions and ruptures. This maybe a out of class ability, But since his laser beams penetrate through opponent armor and stuff, Maybe his specials should do true damage? Also he can channel his lasers with high accuracy, which should prevent evade and miss abilities. He should either have prowess or daunted effects.
I'll say his rotation should look like, His sp1 inflicts ruptures. He gains prowess effects on basic /heavy attacks. His sp2 should converts all ruptures into armor breaks and deal huge damage. Something like this.
Actually I think Beast should have those instead of Cyke.
Yeah, I agree. Beast's damage is much more physical than Cyclops's, whereas Cyclops should have more of a focus on Prowesses and Energy damage
Well I'll say, He should have pre fights like warmachine which can be used by other mutants. His specials should inflict concussions and ruptures. This maybe a out of class ability, But since his laser beams penetrate through opponent armor and stuff, Maybe his specials should do true damage? Also he can channel his lasers with high accuracy, which should prevent evade and miss abilities. He should either have prowess or daunted effects.
I'll say his rotation should look like, His sp1 inflicts ruptures. He gains prowess effects on basic /heavy attacks. His sp2 should converts all ruptures into armor breaks and deal huge damage. Something like this.
Actually I think Beast should have those instead of Cyke.
Yeah, I agree. Beast's damage is much more physical than Cyclops's, whereas Cyclops should have more of a focus on Prowesses and Energy damage
Plus he's a genius in the comics and has come up with many inventions
Comments
I share your optimism, but it might be that we have to balance the two...🤷♂️
2. Massive Energy Resistance
3. True Focus I think would be better than true strike
4. Counter Evade
5. Animation Update Obviously
6. Severe Debuffs or all passive effects
7. Non Contact basics from optic blasts
8. Maybe Resonate or Overload
9. Precision and Sunder
10. A passive Energize that gets weaker the more power he has
11. Power Efficiency
Now we're not going to get all of these obviously but if we get like 5-8 of these things I'd be satisfied
Each critical hit gains 3 solar charge, each critical hit of special attacks gains 5. All hits of sp1 are critical. Reaching a multiple of 50 charges activates Solar Flare for 15 seconds. All hits are critical during Solar Flare, but charges do not increase while Solar Flare is active. All Critical optic beam hits deal additional energy damage during Solar Flare. Each beam hit has a chance to gain a Prowess buff. Place incinerates or plasma on special attacks that are refreshed with beam hits. Armor break on sp1 would work as well.
Ik the idea is a bit verbose, but these are just parts I feel might be integral based on Cyclops's abilites.
Synergies: Each #X-Men or #Brotherhood of Mutants tagged champion grants +20% rating rating for all champions sharing that synergy.
Heals from energy damage and gains big prowess.
First and second medium attacks gives weaker prowess, up to 30.
Light combo enders,puts a placebo debuff on opponents.
Passive stun,if skill or villains, purify any debuff ,he gets prowess.
parry non-contact attacks, power drains or armor break on specials and scales with prowess.
Big Passive furys,that scales with his prowess.
Specials can't be evaded,and un-blockable.
Specials deal extra burst dmg based on prowess.
Special 1 gives power gain,sp2 refreshes prowess.
Sp3 ,he breaks his sunglasses and the game.
Cyclops isn't a brawler. He doesn't do fisticuffs. He shoots freaking laser beams from his eyes. It would be cool if he didn't just go around beating up other champs with his fists during basic attacks and only used his optic blasts for his special attacks - I'd like to see him use his blasts for all attacks, or at the very least to some extent among his basic attacks. Maybe his medium and heavy attacks contains blasts? I think that would be really cool from a visual standpoint, and also just in general.
Another thing that would be neat is if we could see a return of the mutant synergies that made that class so special before Kabam put a lid on that whole class for a few years. Specifically, I'd like to see a set of awesome synergies that are aimed at endgame pieces of content where you have a smaller team. Make the synergies powerful but asterisk them along the lines of "Max effect with a team of only three mutants/X-Men" or something along those lines.
It's been a while since synergies were something I considered when ranking up champions since I either use a team of five for easy content where synergies aren't needed, or, when stuff's actually hard, I'm usually limited to a reduced team where I don't have too much room to synergize my champions. It would be fun with a champion whose synergies are aimed more at today's endgame content rather than yesterday's full-team questing.
I'm thinking something like small precise blasts that could have a higher critical rating, wide bursts that disorient or falter the opponent, and maybe some pure unfiltered blasts that could break block and inflict armor break? That's just a first idea, I definitely want them to focus on the idea that he can control how much of his blasts actually come through the visor and how he can do more powerful blasts at the cost of being able to control them potentially? His sp3 could even be him removing the visor and just letting the full force of his blasts come through
this should be his special 3
He went pretty nuts in X-Men '97 as well. I really liked this scene.
Those are the main things I'd like to see in his new kit plus the counter evade playstyle I mentioned earlier which I hope could also make him annoying on defense as well, similar mechanic to Bullseye except his specials can be evaded with proper timing so he isn't as strong as Bullseye but still tricky to beat.
Cyclops has trained for years to lead the X-men.
He's always been a trained fighter, and he's always done a lot of hand-to-hand fighting...
@EdisonLaw @FrostGiantLord
Cyclops
The leader of the X-men, Cyclops's tactical skills are as legendary as his powerful Optic Blasts. Cyclops builds up a strategic understanding of his opponents abilities to defeat them, can shut down their abilities completely with a combination of strategy and concussion; and inflicts ever-increasing stacks of Armour break on the opponent, eventually reducing even the strongest-armoured opponent to dust.
He'll be useable but not ideal for Battlegrounds - he's going to be best in medium-to-long content, ramping up as the fight goes on and he blasts away at his opponents defenses. However, his abilities largely centre around his Optic Blasts, making him vulnerable to opponents who can control his power. And contrary to many suggestions, his Optic Blasts don't inflict Incinerate, and can Miss. Sorry...
Abilities for 6* 5/65. Apart from his Health and Attack, all other numbers are purely speculative suggestions. With that in mind - Enjoy!
Attack 3927
Health 53576
Energy Resistance 350
Passive
Cyclops gains 15% less Power from landing or receiving attacks.
Whilst below one bar of Power, Cyclops gains 2.5% of a bar of Power, per second.
Heavy Attacks
This is a short-range projectile Beam attack, with a new Animation similar to Destroyer's.
During this attack, the opponent's Stand Your Ground Mastery is removed, and their Evade ability accuracy is reduced by 50% unless the opponent is #Flying.
Blocking
Cyclops isn't as good at absorbing energy as some other mutants; but when blocking Energy-based attacks, he gains an additional +350 Energy Resistance; and benefits from +50% Defensive Combat Power Rating.
Strategy
Cyclops gains and loses strategy charges during a fight, max 99:
- +4 When he makes a well-timed block
- +4 When he intercepts the opponents Dash
- +4 When he dodges an attack using Dexterity.
- +2 Every ten hits in his, or his opponent's combo
- +2 When the opponent suffers an Armour Break effect
On defense, Cyclops gains Strategy charges when the Attacker completes the actions listed.Cyclops loses 10 Strategy charges if he is stunned or concussed; or 20 if he is struck by a Special-3.
Each point of Strategy grants Cyclops the following bonuses.
- +2% Special Attack damage
- +20 Critical Rating with Beam attacks
- +20 Block Penetration with Beam attacks
- +0.5% Ability Accuracy and Concussion potency on Beam Attacks
- Opponent suffers -2% Autoblock Ability Accuracy
Cyke gains special damage by building Strategy instead, which is why he lacks Prowess. This should help him cope with opponents who can punish or remove Prowess.Tactical takedown
Cyclops uses his optic blasts to decisive effect, weakening and eventually permanently disabling his opponent's Armour abilities.
- If Armour break is prevented by an Immunity, Cyclops inflicts stacking Energy Vulnerability passives of equal duration, which decrease the opponent's Energy Resistance by 1250.
- When Armour Break debuffs end for any reason, they have a 75% chance to be replaced with an indefinite Armour Break passive, which reduces Armour rating by 115. Inflicting an Armour break passive does not remove an additional stack of Armour.
- For each Armour break or Energy Vulnerability effect on the opponent, Cyclops gains +85 critical rating. This applies to all attacks.
- For each Armour break or Energy Vulnerability effect on the opponent, Beam attacks inflict an additional 10% of the damage done, as a Burst of Energy damage.
- For each Armour break effect on the opponent, reduce the ability Accuracy and Potency of new Armour Up effects by 5% (max -100% Potency).
Combining the increased critical rating and Special damage from Strategy with the increasing burst damage from stacking armour break passives should mean Cyke's damage gets very decent in long fights.Max stacks 20.
Special attacks
Concussion debuffs gain Potency with Strategy, as described above. They do not stack, and their Potency is affected by class relationships. If a concussion debuff is placed on an opponent who already has one, it starts Paused for 3.5 seconds.
- SP1: Each beam has a 75% chance to inflict Armour Break (-950 armour for 7 seconds). Each hit inflicts a Concussion debuff (-40% Ability Accuracy) for nine seconds.
- SP2: Each beam has an 85% chance to Armour Break (-1550 armour for 9 seconds). Each beam hit inflicts a Concussion debuff (-60% Ability Accuracy) for nine seconds.
- SP3: Energy Burst damage on this attack is increased by 50%.
This will temporarily shut down Cyke's passive power gain, which reflects the exhausting effect of his SP3; but it will also enable a bit of Willpower healing if that Mastery is unlocked.Inflict five stacks of Armour Break (potency of -1250 for 12 seconds) and an 80% Concussion debuff for 12 seconds.
Inflict a 100% Exhaustion debuff on himself for ten seconds.
Signature Ability:
Cyclops starts the match with 10 Strategy charges, plus an additional 50% in Battlegrounds.
Additionally, when Cyclops has a combo of 15 or more, Beam attacks can inflict Critical Hits through block, and Energy Burst damage on Beam Attacks is increased by 40%
I agree that he should definitely have a non-contact Heavy; yes, you could certainly have more of his basic attacks be Beams, but then you'd have to tone down the burst damage and other abilities that he gets with them.
😉
There is, as I said, some ambiguity between different genres. Witness Cyclops in X-Men: origins setting fire to trees with his optic blasts...
But as a rule, in the 40+ years I've been reading X-Men comics, Cyclops doesn't meaningfully receive any recoil from his Blasts.
Ed, the guy is a physically fit human, but his eyes fires optic blasts that can knock down the Hulk, or punch a hole in a 40-foot tall robot. You think he's just bracing himself well?
I'm going with the explanation: normal physics does not apply here, and the recoil is somehow shunted into the dimension that the blasts are periodically described as coming from...