**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.

MUTANT REWORKS

Cosmos_2002Cosmos_2002 Posts: 137
edited March 2018 in Suggestions and Requests
COLOSSUS

When Attacked and When Attacking
14% to armor up, increasing armor rating by a flat 15% for 6.5 seconds.
Flat + 26% chance when you or your opponent activates a special attack.
Stack up to 3 armor ups.

Attacking Stunned Opponents
+50% attack rating per armor up active.

Each armor up reduces enemy stun duration by 25%


Special Attacks: 65% to stun the opponent for 1.5 seconds.

SP1: Stun chance increases by a flat 5% per armor up active.(upto 80% chance)
Stun duration increases by 0.5 seconds per armor up active.(upto a 3 second stun (3.5 with masteries))

SP2: This attack receives flat +50% critical damage rating per armor up active.(upto 150% bonus crit damage)

SP3: This attack refreshes all active armor ups and increases their duration by 100%(13 second long armor ups).

Signature Ability

Organic steel

Each armor up provides flat 20% energy resistance.(upto 60%)

Each armor up provides upto 15% critical resistance based on LOST health ( start with 0% critical resistance, 7.5% at 50% health, max bonus of 15% at 0% health, you get the idea)

MAGNETO

Special attacks: 50% to bleed dealing 150% attack rating over 7.5 seconds. ( 200% with deep wounds)
50% to heal block for 10 seconds.

SP1: This attack receives flat +30% ability accuracy.
SP2: Armor Shatters the opponent, reducing enemy armor rating by a flat 40% and reducing the power gain of robots by 100%.
SP3: This attack receives Flat + 50% ability accuracy and duration.(300% bleed and 15 second heal block)

incoming Physical(non energy) projectile attacks.
90% to miss .
(I understand that boulders(thrown by hulk, Rulk, sabertooth etc.) shouldn't count, but lets give it to him anyway)

Magnetized
Opponents reliant on metal (and maybe skill champions, just to make him more useful) have their ability accuracy reduced by 70% for the entire fight.
Additionally,Magnetized opponents have their ability accuracy reduced by 70% for the entire fight.
Additionally magnetized opponents have their attack rating reduced by 45%.

Signature Ability
Prevent magneto from losing more than 20% of his current health to a single source. This ability stops working below 10% health.
( This allows him to survive upto 10 killing hits instead of 5).
Additionally, the first time magneto is struck in a fight, he bends a dense force field around himself, reducing incoming damage by 70% for 7 seconds.

MAGNETO ( MARVEL NOW )

Special attacks: 75% to bleed dealing 75% attack rating over 7.5 seconds. ( 100% with deep wounds)
75% to heal block for 10 seconds.

SP1: This attack receives flat +50% ability potency.
SP2: Armor Shatters the opponent, reducing enemy armor rating by a flat 30% and reducing the power gain of robots by 100%.
SP3: This attack receives Flat + 25% ability accuracy.

While Blocking incoming Physical(non energy) projectile attacks.
80% to reflect ALL damage back to the opponent.
(I understand that boulders(thrown by hulk, Rulk, sabertooth etc.) shouldn't count, but lets give it to him anyway)

Magnetized
Periodically throughout the fight, Opponents reliant on metal (and maybe skill champions, just to make him more useful) have their ability accuracy reduced by 100%.
Additionally, Magneto gains + 45% attack rating and ability potency against Magnetized opponents.
(this means his bleed and armor breaks will be ridiculously boosted during these periods)
(This also synergizes with his Signature Ability !)


Signature Ability
Prevent magneto from losing more than 5% of his max health to a single source below 30% health.
Additionally, the first time magneto is struck in a fight, he bends a dense magnetic field around himself, granting him a 70% to auto block all incoming attacks for 7 seconds. This can trigger parry.

GAMBIT

Gain Kinetic charges faster, In the time it takes to gain 5 or 6, we should get 10.

Each kinetic charge increases basic attack critical rating and damage by a flat 5% (50% max).
( So that during build up, your damage isn't paltry)

Heavy attacks
10% per Kinetic charge to Paralyze the opponent for 0.15 seconds per charge consumed, stunning them and redicng their power gain by 70%.(1.5 seconds max)
This allows you attack immediately with a special attack.

he's fine otherwise

CYCLOPS( Both)
Chance to stun on specials?
(60% ?)

They're fine otherwise

Who else would you like to see reworked ?

Do you agree with my suggestions ?

Leave your thoughts and ideas in the comments below.

Thanks for reading.

Comments

  • Cosmos_2002Cosmos_2002 Posts: 137
    I have used flat percentages because I don't know what the equivalent flat numerical values are, I understand that with diminishing returns, tweaks will have to be made.
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