**WE ARE NO LONGER Temporarily Reverting Tier 1 War Ban System**
After further discussion, the game team has made the decision not make adjustements to the ban system.
The previously proposed fix would have resolved the issue for Summoners who are on the cusp of T1/T2 play, and negatively impacted Alliances more securely in T1. Instead, we recommend that cusp Alliances switch to Manual Placement to your members to place the allotted 5 Ban Champions limit there.
Apologies for the back and forth, and for any confusion.
After further discussion, the game team has made the decision not make adjustements to the ban system.
The previously proposed fix would have resolved the issue for Summoners who are on the cusp of T1/T2 play, and negatively impacted Alliances more securely in T1. Instead, we recommend that cusp Alliances switch to Manual Placement to your members to place the allotted 5 Ban Champions limit there.
Apologies for the back and forth, and for any confusion.
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Colossus isnt even that good. For bleed immune paths I would rather take Nebula, Dormammu, or Ghost Rider before I even thought about Luke Cage or Colossus.
Yes, both of those champs are huge letdowns.
Magnetise:
Magneto's ability to control metal grants him an advantage against champions who rely on it. When facing champs that use metal, they receive 25% reduced ability accuracy, and an indefinite debuff. This debuff is randomly selected to begin the fight, and is randomly changed if Magneto dashes back and blocks for 2 seconds. The options for this debuff are: Armor Break, Heal Block, Weakness, or Degeneration (0.1% max health drained per second).
Do you guys like that idea? Degeneration sounds overpowered, but mathematically, it would take 10 seconds to drain 1% health. Multiply that by 100, and it would take 1000 seconds to drain all health. That's 12.5 minutes. If you can go 12.5 minutes without dying, you deserve to win. Plus, you couldn't rely on this in AQ or AW. It would make him a great boss fighter though. You could drain more than 10% of the enemy's health without hitting them in AQ or AW.
yes your right, I meant Indestructible same as Luke Cage. Thank you
No problem. There's a lot of weird new buffs and debuffs lately.
I agree Venom needs a buff.. Regen and more bleeds... The champs that regen in the comics should regen in the game.
Change one special in to a projectile. He also should be able to asorb bullets.
I like many suggestions I've seen, particularly stuff to make really bad champs more effective (looking at you Luke Cage). A shorter cycling invincible when duped that activates like limbo would be interesting. Maybe just after he uses specials, and tweak his damage up. In the comics he can lift a bus. Should be able to hit harder than he does. Since PBT went away, he lost his spot on most teams.
Also saw someone mention Blackbolt, who is overdue for a correction. He was a good early game champ but taking damage on his own second isn't necessary. I like his abilities but he's another that is supposed to be incredibly strong yet lacks a punch.
Groot adjustments? Maybe his pacify charges could convert more easily. Generally mine only switch late in fights and if I use a special, the charges time out before I get any real use from them. I guess extend them some. Maybe a small increase in base O? I still think he should be poison immune but take the increased damage from voodoo specials if he has buffs stacked anyway.
Nah man, that doesn't fit Carnage. Neither does his current kit, tbh. It just doesn't feel like Carnage. It's cool, put it on somebody else. Not Carnage.[/quote]
I'm going off his wiki...he's immune to spider sense, so I think he should have it, just as a little bonus.
Add bleed Chance on hit/crit
Or make specials add a bleed.
Regen a % of bleed damage.
Groot is debuff resistant. All debuffs have 70%(?) reduced time.
But I do agree, the offensive buffs are slow to trigger and could be improved. Groot is a fan favourite, it would be nice to be able to use him more, even his usefulness on Def is less now, since everyone mastered him as mini boss in AQ.
NO. Too much, man. Too much.
What the heck is going on!? Dr. Strange used to be good but people like you complained he was to OP and he was Nerfed. Now you want him buffed again? Just because you don't have the champion does not mean you have to ruin it for everyone else who does. And second of all Spider Gwen is not bad. She was able to get up to 5 stacks of armor break. She was buffed. Luke Cage is a great defender. If duped he is indestructible for the first 6 seconds. His physical resistance and immune to poison and bleed make him a pain to fight in AW because of the 2 minute fights.
He is also bleed and poison immune. Which makes him a decent defender.
I find this extremely interesting. I read comics a lot and I have never seen Vision turn invisible. But as the Wiki says Vision has superhuman senses, superhuman stamina, reflexes, speed, agility, strength. If Kabam could stretch those abilities that would be great. Loki is already a great champion. If duped you can get to his L1 fast. Which means you can constantly buff steal. For fighting constant regen champion like Wolverine, get to his L3 and curse him, which makes all the buffs go away. and repeat that process.
I agree with everything you said. But I see how Nightcrawler is not preferred on Attack but on the Defense! Since his L1 triggers evade; he is almost impossible to get a full combo on without bamfing or evading.
As for some ideas of mine, check page 2 of this thread. I'll start applying the "Magik Treatment" to anyone who needs it soon.
People like me? Go ahead and quote a time when I said he was too OP. Have fun finding it. I never said that ever. Now you're calling me out, and in a quote that makes no sense to what you said.
I specifically said "movies". The scenes where he flies through things? Invisible or Invulnerable should be part of his gameplay.
Note: I might use ideas that aren't mine. If I do, I'll give a shout-out to the original.
Let's start with some of my favorites, and work from there: Venom and Carnage. Most of these are recycles with some extra on top, but they fit the criteria, so they're here.
Venom:
->Remove the defensive buffs from Genetic Memory and increase the limit to 6;
-> An Old Man Logan regen + Bleeds and Poisons having a reduced chance to trigger by 50% (does NOT affect Bleed/Poison nodes in aw/aq/other modes) and lasting 15% less would do for a healing factor representation;
-> Heavy attacks have a 25% chance to Armor Break the opponent when they crit, removing 500 Armor for 5 seconds;
-> All attacks gain a 10% chance to bleed, crits get 25% instead;
-> Increase base Bleed damage by a bit;
-> A 1000 Armor + 500-750 Physical Resistance and 250-750 Critical Resistance passive that goes away when Incinerated, and gradually builds back up over 5 seconds after the Incinerate ends;
-> Reduce the opponent's Evasion Chance by 50%. If the opponent Evades, they get Shredded (think Mordo's Astral Evade thing, except it Bleeds instead of Degenerating; credit to L_217 for the idea);
-> Add a strong Poison to Sp3 (assuming he also bites the opponent during the thing, it would Poison him. Look it up);
-> (New-ish) Signature Ability: Lethal Protector:
-> Against a wounded opponent, Venom goes in for the kill, increasing attack based on the opponents missing HP (not a huge increase; somewhere between 10-25%). If the opponent is Bleeding, Venom also gains increased critical rating (750) and increased critical damage (X%; X=750->1250).
-> Additionally, for each Bleed on the opponent, they gain 5% Ability Accuracy Reduction, to a maximum of 15%;
-> While the opponent isn't Bleeding, Venom focuses on his defense, increasing his natural Armor and Physical Resistance by 250 and increasing his Ability Accuracy by 10%.
Carnage:
->Symbiotic Bloodstream:Having the Carnage Symbiote in his blood, Cletus Cassady only gets stronger when he Bleeds. Whenever the opponent Bleeds Carnage, he instead Regenerates for the amount of damage he would have taken, while gaining increased Attack indefinitely. This also grants him a permanent Regeneration passive (think Old Man Logan) and reduces Poison duration for 25%;
->25% chance to Bleed the opponent for 5 seconds on crits;
->The chance to Bleed on any hits starts out at zero and increases by 5% for each bleed currently on the opponent. Short duration, these ones, for about 2.5-3.5 seconds;
->Open Wounds: If Carnage finishes a combo, no matter the hits, on an opponent with 7 bleeds, he has a 50% chance to leave an Open Wound. This chance increases by 10% for any additional bleed. His Heavy has a 10% chance/Bleed to cause another Open Wound. If the opponent is Bleeding, his Sp2 has a 75% chance to leave another Open Wound, and his Sp3 leaves another Open Wound no matter what;
->Twist The Wound-> Each Open Wound increases Critical Damage by X. Every time Carnage Bleeds an Open Wounded opponent, he also deals X% of their health as Bleed damage instantly;
->CHAOS!!!->Carnage relishes in chaos, and hates being orderly with a passion. Every time you use the same combo in a row, Carnage gains a reduced power gain debuff and removes his other CHAOS!!! half. For each different combo he instead gains a Cruelty and a Fury buff, while also removing all power gain debuffs generated by CHAOS!!!.(These are not treated as ACTUAL buffs, so they can't be replicated, nullified, and if they go away they will not feed Mystic Dispersion.) If Carnage uses a heavy when in a combo, he becomes Unstoppable for 1.5 seconds. Every combo needs to have at least two other combos between uses to be considered a different combo;
(Ex.: If you'd do M-L-L-L-M twice in a row, you'd get reduced power gain. But if you'd do M-L-L-L-M, then L-M-L-M, you'd get a buff. If you do another M-L-L-L-M after, you'd lose the buff and gain the debuff. So go wild!)
-> Give him an extra 500 Armor passively, which turns into the opposite when affected by an Incinerate;
-> Sp2 would send him into a Blood-lust at the end, increasing crit rate/bleed; 10-15 second duration; 75% to cause a 7 second Bleed;
-> Sp3 should just send him into a maniacal Frenzy at the end, gaining some attack, crit rate and crit damage+the same amount for any current bleed on the opponent (he has a base, to which he bloodily adds more); 15-20 second duration; 100% chance to cause a 10 second Bleed;
Signature Ability: MAXIMUM CARNAGE!!!!!:
-> Every buff from CHAOS!!! now doubles the current power of the buffs. If 5 or more buffs from CHAOS!!! are active, Carnage now only removes one instance of them and does not gain a debuff if he disrespects CHAOS!!!;
-> For each instance of CHAOS!!! on Carnage, all of his Bleeds gain an additional X% chance to trigger;
-> Increase the effectiveness of his Blood-lust and Frenzy by X%.
And a little something extra (totally optional): ANIMATIONS!
->Two thing for Carnage: His victory pose (maniacal cackle) and his Sp3 ( Corners opponent, then maims them (they're off-screen), backs up and laughs);
-> Venom's Shred animation would be something that wouldn't disrupt his other animations (because of it's random trigger); Something like his second skill in Marvel Future Fight or Gall's Shadowflame animation from Heroes Of The Storm OR a big bony blade with a bunch of smaller ones at the base (kind of like a tooth club/saw of sorts with Venom fangs structure/looks) would follow the opponent, without giving enough time to react, and slice them, stopping after it went through (He's got a skill in Marvel Heroes where he slams his fist in the ground and there's a symbiote wave that goes forward. That wave with spikes/fangs/whatever is what I'm imagining (more or less);
-> If you decide on the second idea for his Shred, update his Sp1 to include it somewhere (to make an epic Sp1 animation and to not let the Shred go to waste);
->The heavy could use an upgrade too. Just put Cable's heavy as the first part, only the tentacles are black goo and latch onto the opponent instead, just for Venom to follow up with an enlarged fist (it's a quick follow up). I'd give it more recovery time if it misses, but increase the damage (compared to your average heavy).
Note: Yeah, it's repetitive and it's starting to get boring, I know. Still, it'll always be fun to think of how these changes would play out.
And, as a side-note, I'll try to limit the OP defenders or make counters for them so I don't inspire Kabam to make more cash cows.
Next up, Elektra!
-> Make her Final Strike scale with missing HP, so that it's always present, but reaches it's maximum with the current limits of 20/30% and make it give her increased Ability Accuracy (max 50%). Basically, she gains a little of her current Final Strike before hitting the required threshold, at which point it gains a massive boost to get to the normal power level;
-> Critical hits have a 50+X% (X depends on the opponent's Armor and can be negative) chance to strike the nerves of the opponent, applying a debuff that reduces power gain by 25% and healing, attack, crit rate and damage by 5% for 5 seconds. Max 3 stacks;
-> Whenever Elektra Bleeds a Nerve Struck opponent, the Bleed gains 150% increased damaged and 50% reduced duration, while also refreshing the Nerve Strike debuff and doubling it's effects. Nerve Strike debuffs can only be doubled once;
-> Sp2 and Sp3 deal 25% increased damage/Nerve Strike debuff.
And Gamora!
-> Update her light and heavy attack animations to match Elektra's or make her use the sword for everything (in which case all hits could bleed);
-> Sp3 should Bleed and Incinerate;
-> Critical hits have a 60+X% (X depends on the opponent's Armor and can be negative) chance to strike the nerves of the opponent, applying a debuff that reduces power gain by 30% and healing, attack, crit rate and damage by 5% for 6 seconds. Max 3 stacks;
-> Whenever Gamora slices a Nerve Struck opponent, it triggers a Bleed that increases the duration of the Nerve Strike by 3-5 seconds and makes it deal damage for the rest of it's duration;
-> Assassination (her sig) should have a 100% chance to trigger at max level and it should also increase her Sp3 damage by X% (100-200%). If she Assassinates a Nerve Struck opponent it increases the duration by 10 seconds and deals a significant amount of damage/tick over the period.
Gamora:
New ability: poison immunity
New ability: War Cry
- Gamora enters the battle with a precision buff for 7 second that can be reapplied by using a special attack. If this buff ends naturally or is nullified, it will return in 14 seconds after it has ended.
Against naturally bleed immune opponents: Gamora's special attacks armor breaks the opponent ,reducing armor rating by 500 for 8 seconds. Stacks up to 3 times.
Changes to bleed --> stacks indefinitely
New Ability: Touch of the Assassin
- Heavy attacks: 80% chance to enervate the opponent for 10 seconds. After enervate ends, the opponent is stunned for 1.5 seconds.
Changes to l3:
- This attack deals up to 282% increased damage based on crit combo.
New Signature ability: Deadliest Woman in the Galaxy
Gamora's godslayer has a 100% chance to deal a lethal blow, striking for massive crit damage. This can occur once every 20 seconds. While in cooldown, Gamora lowers opponent power gain by 40%.