Characters that need Buffed or Changed (Big-time)

1567911

Comments

  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    Ok, now let's buff someone! And can't think of anyone better than Thanos! Yeah, good ol' prune chin himself hasn't been done justice whatsoever. He's easy as hell to fight if you know what you're doing and there's way better attackers....Huh. I must have made a mistake. I mean, it's Thanos, right?...What's that?...WHAT DO YOU MEAN THIS IS CORRECT!?!

    "He was deemed a Category 1 Life Ender by the Nova Corps, to have an "universal" threat level and to have been a one-time reality ender, and was seemingly a Cosmic-level threat, being sent by the Shi'ar Imperial Guard to the core cell of a galactic gulag."-Marvel Wiki description of Thanos's power level...Kabam, your Thanos ain't quite right... let's fix that, shall we?

    Thanos:
    -> First, take your biggest hp and the biggest attack number on an unmodified champion, increase those by 5% and put them as Thanos's max stats. Dude deserves it;
    -> Due to his unique physiology, all debuffs last 10% less, he is immune to Poisons and he Regenerates 1% of his health every 60 seconds;
    -> Thanos is nigh invulnerable. Seriously, look at this:"He has withstood at point blank range planet destroying attacks without any harm. He has withstood blasts from the Silver Surfer unharmed. He withstood a battering from an enraged, Power Gem-wielding Thor with all but a bloody nose. He possesses such an incredible resistance to injury that he has been shown to survive point blank blasts from Odin and Galactus. Thanos recently withstood three full screams from Black Bolt, one at point blank range without any significant damage. He also survived being subjected to an artificial singularity."...how do you replicate that without making him unkillable...+2500/3500 Physical and Energy Resistance and +50% Critical Damage reduction. True Strike does not work on him. Yeah, that works;
    -> Change his current Fury to be permanent while under 90% health;
    -> His base attack Crits+his Sp2 and Sp3 should Armor Break due to the sheer amount of force;
    -> Thanos cannot be Evaded. (Because he's, y'know, Thanos)

    -> Signature Ability: "The Mad Titan":
    -> Thanos's mere presence demoralizes the opponent, reducing everything they have by 5% (excluding HP);
    -> As Thanos appreciates his opponent's power levels, he uses more and more of his resources and powers.
    -> He also gains a Cruelty buff (750-1500) while under 90% health;
    -> While under 75% health, he gains 1 bar of power every X seconds (X=45->20, based on level);
    -> While under 50% health, his Armor Up ability becomes permanent (cannot stack Armor Up buffs and he instantly gets one);
    -> While under 30% health, Thanos reduces the opponents Ability Accuracy by X% (X=30->45%, based on level);
    -> While under 15% health Thanos doubles the power of ALL of his abilities;
    -> When facing an opponent with higher P.I., Thanos gains a Precision buff (250), which increases by 25 for every hit in his combo meter. Additionally, if Thanos's opponent has double his P.I., he gains his "While under 75% health" abilities instantly. If the opponent has triple his P.I., Thanos gains all of his "While under 30% health" bonuses" instantly. If the opponent has ten times the P.I. of Thanos, he gains all of his bonuses instantly.
  • SpiritSpirit Member Posts: 222
    Ok, now let's buff someone! And can't think of anyone better than Thanos! Yeah, good ol' prune chin himself hasn't been done justice whatsoever. He's easy as hell to fight if you know what you're doing and there's way better attackers....Huh. I must have made a mistake. I mean, it's Thanos, right?...What's that?...WHAT DO YOU MEAN THIS IS CORRECT!?!

    "He was deemed a Category 1 Life Ender by the Nova Corps, to have an "universal" threat level and to have been a one-time reality ender, and was seemingly a Cosmic-level threat, being sent by the Shi'ar Imperial Guard to the core cell of a galactic gulag."-Marvel Wiki description of Thanos's power level...Kabam, your Thanos ain't quite right... let's fix that, shall we?

    Thanos:
    -> First, take your biggest hp and the biggest attack number on an unmodified champion, increase those by 5% and put them as Thanos's max stats. Dude deserves it;
    -> Due to his unique physiology, all debuffs last 10% less, he is immune to Poisons and he Regenerates 1% of his health every 60 seconds;
    -> Thanos is nigh invulnerable. Seriously, look at this:"He has withstood at point blank range planet destroying attacks without any harm. He has withstood blasts from the Silver Surfer unharmed. He withstood a battering from an enraged, Power Gem-wielding Thor with all but a bloody nose. He possesses such an incredible resistance to injury that he has been shown to survive point blank blasts from Odin and Galactus. Thanos recently withstood three full screams from Black Bolt, one at point blank range without any significant damage. He also survived being subjected to an artificial singularity."...how do you replicate that without making him unkillable...+2500/3500 Physical and Energy Resistance and +50% Critical Damage reduction. True Strike does not work on him. Yeah, that works;
    -> Change his current Fury to be permanent while under 90% health;
    -> His base attack Crits+his Sp2 and Sp3 should Armor Break due to the sheer amount of force;
    -> Thanos cannot be Evaded. (Because he's, y'know, Thanos)

    -> Signature Ability: "The Mad Titan":
    -> Thanos's mere presence demoralizes the opponent, reducing everything they have by 5% (excluding HP);
    -> As Thanos appreciates his opponent's power levels, he uses more and more of his resources and powers.
    -> He also gains a Cruelty buff (750-1500) while under 90% health;
    -> While under 75% health, he gains 1 bar of power every X seconds (X=45->20, based on level);
    -> While under 50% health, his Armor Up ability becomes permanent (cannot stack Armor Up buffs and he instantly gets one);
    -> While under 30% health, Thanos reduces the opponents Ability Accuracy by X% (X=30->45%, based on level);
    -> While under 15% health Thanos doubles the power of ALL of his abilities;
    -> When facing an opponent with higher P.I., Thanos gains a Precision buff (250), which increases by 25 for every hit in his combo meter. Additionally, if Thanos's opponent has double his P.I., he gains his "While under 75% health" abilities instantly. If the opponent has triple his P.I., Thanos gains all of his "While under 30% health" bonuses" instantly. If the opponent has ten times the P.I. of Thanos, he gains all of his bonuses instantly.

    I will be pretty honest, I thiink this suggestion is really overwhelming. I mean so much buff to a certain character doesnt seem like a great play to me. Moreover there are many characters that arent at their power level as compared to comics and I believe Thanos is one such character.
    Plus I feel isnt in the contwst as a good/great hero and is there just for Trophy-sake.

    So feel maybe a buff is welcome from Kabam but so many changes is non-realistic.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    Spirit wrote: »
    Ok, now let's buff someone! And can't think of anyone better than Thanos! Yeah, good ol' prune chin himself hasn't been done justice whatsoever. He's easy as hell to fight if you know what you're doing and there's way better attackers....Huh. I must have made a mistake. I mean, it's Thanos, right?...What's that?...WHAT DO YOU MEAN THIS IS CORRECT!?!

    "He was deemed a Category 1 Life Ender by the Nova Corps, to have an "universal" threat level and to have been a one-time reality ender, and was seemingly a Cosmic-level threat, being sent by the Shi'ar Imperial Guard to the core cell of a galactic gulag."-Marvel Wiki description of Thanos's power level...Kabam, your Thanos ain't quite right... let's fix that, shall we?

    Thanos:
    -> First, take your biggest hp and the biggest attack number on an unmodified champion, increase those by 5% and put them as Thanos's max stats. Dude deserves it;
    -> Due to his unique physiology, all debuffs last 10% less, he is immune to Poisons and he Regenerates 1% of his health every 60 seconds;
    -> Thanos is nigh invulnerable. Seriously, look at this:"He has withstood at point blank range planet destroying attacks without any harm. He has withstood blasts from the Silver Surfer unharmed. He withstood a battering from an enraged, Power Gem-wielding Thor with all but a bloody nose. He possesses such an incredible resistance to injury that he has been shown to survive point blank blasts from Odin and Galactus. Thanos recently withstood three full screams from Black Bolt, one at point blank range without any significant damage. He also survived being subjected to an artificial singularity."...how do you replicate that without making him unkillable...+2500/3500 Physical and Energy Resistance and +50% Critical Damage reduction. True Strike does not work on him. Yeah, that works;
    -> Change his current Fury to be permanent while under 90% health;
    -> His base attack Crits+his Sp2 and Sp3 should Armor Break due to the sheer amount of force;
    -> Thanos cannot be Evaded. (Because he's, y'know, Thanos)

    -> Signature Ability: "The Mad Titan":
    -> Thanos's mere presence demoralizes the opponent, reducing everything they have by 5% (excluding HP);
    -> As Thanos appreciates his opponent's power levels, he uses more and more of his resources and powers.
    -> He also gains a Cruelty buff (750-1500) while under 90% health;
    -> While under 75% health, he gains 1 bar of power every X seconds (X=45->20, based on level);
    -> While under 50% health, his Armor Up ability becomes permanent (cannot stack Armor Up buffs and he instantly gets one);
    -> While under 30% health, Thanos reduces the opponents Ability Accuracy by X% (X=30->45%, based on level);
    -> While under 15% health Thanos doubles the power of ALL of his abilities;
    -> When facing an opponent with higher P.I., Thanos gains a Precision buff (250), which increases by 25 for every hit in his combo meter. Additionally, if Thanos's opponent has double his P.I., he gains his "While under 75% health" abilities instantly. If the opponent has triple his P.I., Thanos gains all of his "While under 30% health" bonuses" instantly. If the opponent has ten times the P.I. of Thanos, he gains all of his bonuses instantly.

    I will be pretty honest, I thiink this suggestion is really overwhelming. I mean so much buff to a certain character doesnt seem like a great play to me. Moreover there are many characters that arent at their power level as compared to comics and I believe Thanos is one such character.
    Plus I feel isnt in the contwst as a good/great hero and is there just for Trophy-sake.

    So feel maybe a buff is welcome from Kabam but so many changes is non-realistic.

    The idea IS to make him OP. Plus, it's Thanos. Only a few people have him and the rest of the time you only fight him. Mind you, this would only make him take more hits, so defense wise he still wouldn't be broken. And you can always change the numbers to decrease the power, right? These are only suggestions after all. :smile:
    And I'll be getting to everyone in due time. Already did Venom, Carnage, Elektra and Gamora for the OP versions. Did everyone else on page 2 (not OP versions).
  • cUbA_LiBrEcUbA_LiBrE Member Posts: 1,123 Guardian
    Played yesterday with Dr. Strange in AQ Map5. He really needs a buff. Either his regen has to bump or his defensive spell has to be buffed so that he won't lose any health. His endurance in such a long Map is just not good enough.
  • SpiritSpirit Member Posts: 222
    cUbA_LiBrE wrote: »
    Played yesterday with Dr. Strange in AQ Map5. He really needs a buff. Either his regen has to bump or his defensive spell has to be buffed so that he won't lose any health. His endurance in such a long Map is just not good enough.
    I feel that its his regen that needs buffing from my experience (its not that long).
    I still remember near the time when we used to have pym particle to enter Arena, Doc Strange used to be the second best ever mystic champ to get......truly a SORCERER SUPREME!!
    I think it was like in 12.0 that we got hit with nerf on him but would like to see him rise up again
  • CrusherOfDreamsCrusherOfDreams Guest, Member Posts: 1,370 ★★★
    New idea for Dr. Strange:
    Upon dodging back and blocking for 3 seconds, Dr. Strange casts a Time Loop spell on the Battlerealm. This spell lasts 5 seconds or until a champion dies, and reverses all damage dealt during that time frame. Any champions who had died are received with the health they had before the spell was cast, and any damage dealt is reversed. (Like the Rewind portion of Magik's Limbo). There is a 10 second cooldown after the spell wears off.

    This would be very useful when the enemy has an SP3 move, and would make Strange a real contender in the Contest again.
  • SpiritSpirit Member Posts: 222
    New idea for Dr. Strange:
    Upon dodging back and blocking for 3 seconds, Dr. Strange casts a Time Loop spell on the Battlerealm. This spell lasts 5 seconds or until a champion dies, and reverses all damage dealt during that time frame. Any champions who had died are received with the health they had before the spell was cast, and any damage dealt is reversed. (Like the Rewind portion of Magik's Limbo). There is a 10 second cooldown after the spell wears off.

    This would be very useful when the enemy has an SP3 move, and would make Strange a real contender in the Contest again.

    Makes sense as he does have the eye of agamotto
  • cUbA_LiBrEcUbA_LiBrE Member Posts: 1,123 Guardian
    I have also the feeling that his regen was nerfed again (silent nerf?).
  • CavalierCavalier Member Posts: 246
    New idea for Dr. Strange:
    Upon dodging back and blocking for 3 seconds, Dr. Strange casts a Time Loop spell on the Battlerealm. This spell lasts 5 seconds or until a champion dies, and reverses all damage dealt during that time frame. Any champions who had died are received with the health they had before the spell was cast, and any damage dealt is reversed. (Like the Rewind portion of Magik's Limbo). There is a 10 second cooldown after the spell wears off.

    This would be very useful when the enemy has an SP3 move, and would make Strange a real contender in the Contest again.

    Now this is a DS buff I can get behind.

  • CrusherOfDreamsCrusherOfDreams Guest, Member Posts: 1,370 ★★★
    New idea for Iron Man with 2 parts:

    - For every hit Iron Man receives, he analyzes his enemy's fight pattern. For every hit in the enemy's combo meter, Iron Man's chance to Evade increases by 1%. Every time Iron Man triggers this ability, he gains an indefinite Armor Up, and he resets the enemy's combo meter.

    - Over time, Iron Man can recognize weaknesses to his opponent. Iron Man targets these vulnerabilities with critical hits. For every hit in Iron Man's combo meter, he increases his Critical Rating (crit chance) by 1%. Once this reaches 100%, he resets his combo meter and reduces his enemy's Power Gain by 5% for the rest of the fight.
  • CrusherOfDreamsCrusherOfDreams Guest, Member Posts: 1,370 ★★★
    Lol it's weird, people are saying that they like my idea, and people are agreeing with them, but not liking my post.
  • CrusherOfDreamsCrusherOfDreams Guest, Member Posts: 1,370 ★★★
    I feel like I need to say something. It's somewhat in response to this post I'm about to show, but is also a pretty general statement.
    CapWW2 wrote: »
    Buffs for what? We need nerfs! All these characters are way too overpowered.

    Let me just say something: Nerfs mess with people. If someone pours resources into a champ only to have that champ nerfed, they get screwed over. Rank down tickets don't do justice to all the work people do to get champs. People spend hours upon hours doing catalyst quests for a certain class to rank up their certain person. People may have spent Signature Stones and possibly even an Awakening Gem on these champs. People might spend money and/or units to buy special offers to rank up their champs.

    Nerfs harm people. No matter who it is, someone has poured time, money, and effort into the champ that gets nerfed. Buffs harm no one. They help us all. Nerfs harm people. Buffing people is much more helpful than nerfing people.

    Now, I am begging you @CapWW2, please stop asking for Nerfs. They can destroy the game for people. I've unloaded so much time on Star Lord as a 4 star, and the idea that people like you are asking for him to be made worse is mortifying. If Kabam takes your ideas to heart, I, alongside thousands of other users, will either have our resources wasted or just quit the game entirely. Look at Dr. Strange. He was a great champ that was undermined into uselessness. People like you asked for a Nerf, and now people have left the game because of his obliteration. Don't do this to us. Don't give Kabam ideas that sound good up front, but will punish users everywhere. Please. We can work together to suggest ways to bring champs up, but dragging champs down drags users down with them.
  • CapWW2CapWW2 Member Posts: 2,901 ★★★★
    I agree lets work together to improve champs
  • SpiritSpirit Member Posts: 222
    New idea for Iron Man with 2 parts:

    - For every hit Iron Man receives, he analyzes his enemy's fight pattern. For every hit in the enemy's combo meter, Iron Man's chance to Evade increases by 1%. Every time Iron Man triggers this ability, he gains an indefinite Armor Up, and he resets the enemy's combo meter.

    - Over time, Iron Man can recognize weaknesses to his opponent. Iron Man targets these vulnerabilities with critical hits. For every hit in Iron Man's combo meter, he increases his Critical Rating (crit chance) by 1%. Once this reaches 100%, he resets his combo meter and reduces his enemy's Power Gain by 5% for the rest of the fight.

    I really like the second suggestion but I am somewhat conflicted about the first one, how can a champ reduce opponents combo without attacking? This will probably lay waste to champs like SL and Cyclopses along with the fact that giving increased evade and INDEFINITE armor seems really op (defensively).
    Add all that with Arc Overload and u might just get Iron man in like half of the AW maps instead of Rhino or Magik or Dormamu or NC.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    Spirit wrote: »
    New idea for Iron Man with 2 parts:

    - For every hit Iron Man receives, he analyzes his enemy's fight pattern. For every hit in the enemy's combo meter, Iron Man's chance to Evade increases by 1%. Every time Iron Man triggers this ability, he gains an indefinite Armor Up, and he resets the enemy's combo meter.

    - Over time, Iron Man can recognize weaknesses to his opponent. Iron Man targets these vulnerabilities with critical hits. For every hit in Iron Man's combo meter, he increases his Critical Rating (crit chance) by 1%. Once this reaches 100%, he resets his combo meter and reduces his enemy's Power Gain by 5% for the rest of the fight.

    I really like the second suggestion but I am somewhat conflicted about the first one, how can a champ reduce opponents combo without attacking? This will probably lay waste to champs like SL and Cyclopses along with the fact that giving increased evade and INDEFINITE armor seems really op (defensively).
    Add all that with Arc Overload and u might just get Iron man in like half of the AW maps instead of Rhino or Magik or Dormamu or NC.

    Meh. I'd still eat through him like butter. And infinite Armor Up's make him a good target for Doc Voodoo.
  • CrusherOfDreamsCrusherOfDreams Guest, Member Posts: 1,370 ★★★
    Spirit wrote: »
    New idea for Iron Man with 2 parts:

    - For every hit Iron Man receives, he analyzes his enemy's fight pattern. For every hit in the enemy's combo meter, Iron Man's chance to Evade increases by 1%. Every time Iron Man triggers this ability, he gains an indefinite Armor Up, and he resets the enemy's combo meter.

    - Over time, Iron Man can recognize weaknesses to his opponent. Iron Man targets these vulnerabilities with critical hits. For every hit in Iron Man's combo meter, he increases his Critical Rating (crit chance) by 1%. Once this reaches 100%, he resets his combo meter and reduces his enemy's Power Gain by 5% for the rest of the fight.

    I really like the second suggestion but I am somewhat conflicted about the first one, how can a champ reduce opponents combo without attacking? This will probably lay waste to champs like SL and Cyclopses along with the fact that giving increased evade and INDEFINITE armor seems really op (defensively).
    Add all that with Arc Overload and u might just get Iron man in like half of the AW maps instead of Rhino or Magik or Dormamu or NC.

    That would just be another obstacle of facing him. It would provide more of a counter towards certain champs.
  • CrusherOfDreamsCrusherOfDreams Guest, Member Posts: 1,370 ★★★
    edited July 2017
    New idea for Hulk instead of his current, garbage Fury system. It would make him a much better attacker and defender:

    Hulk begins the fight with 3 Physical Resistance buffs and 3 Fury Buffs. For every critical hit Hulk lands on the enemy, a Physical Resistance buff is changed into a Fury buff. For every critical hit the opponent lands on Hulk, a Fury Buff is transformed into a Physical Resistance buff. Additionally, when Hulk has 3 Physical Resistance buffs, his skin thickness is strong enough to grant him an immunity to Bleed. When Hulk has 3 Fury buffs, his brutal strength is enough to crush his opponent, granting all hits a 5% chance to open a wound and inflict Bleed.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    New idea for Hulk instead of his current, garbage Fury system. It would make him a much better attacker and defender:

    Hulk begins the fight with 3 Physical Resistance buffs and 3 Fury Buffs. For every critical hit Hulk lands on the enemy, a Physical Resistance buff is changed into a Fury buff. For every critical hit the opponent lands on Hulk, a Fury Buff is transformed into a Physical Resistance buff. Additionally, when Hulk has 3 Physical Resistance buffs, his skin thickness is strong enough to grant him an immunity to Bleed. When Hulk has 3 Fury buffs, his brutal strength is enough to crush his opponent, granting all hits a 5% chance to open a wound and inflict Bleed.

    Cool idea, but Hulk doesn't work like that...I'll upgrade him, Doc Strange and Cable soon.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    edited July 2017
    Let's see...
    Hulk:
    -> If Hulk's Fury buffs are nullified or staggered, they are instantly replaced;
    -> When he hits his opponent or when he gets hit, Hulk has a 5% chance to gain a permanent Fury buff (weak one). The chance increases the more fury buffs he has, up to 75% (2.5% per Fury). Chance also increases based on how low Hulk's health is, up to 25% (at 25-15% health).(Yes, the chance can reach 100%) Stacks indefinitely;
    -> Energy attacks and Poisons fuel Hulk's strength, converting into more Fury buffs;
    -> While The Contest empowers weapons enough to damage Hulk, his natural durability shines through. Hulk has an extra 250 Physical Resistance, which increases by 100 for every Fury buff (max 2500) and an extra 150 Critical Resistance, which increases by 50 for every Fury buff (max 750);
    -> The Hulk has a Healing Factor which increases in power the madder he gets. It heals a 1% of his health a second, with an extra 0.2% per Fury buff, up to 2% per second while above 15% Health. If below 15% Health, increase the cap to 5% per second;
    -> In addition, for every Fury buff wounds (Bleeds) close 5% faster. At 25 Fury buffs, Hulk cannot be Heal Blocked;
    -> Immunity to Fatigue and Exhaustion;
    -> Remove the Stuns from Sp1 and Sp3; Stun from Sp2 now starts at 25% chance to proc (+5% per Fury buff) and lasts for 1 to a maximum of 3 seconds (0.5 s per Fury increase)
    -> At 5 Fury or above, the Hulk's attacks have a 25% chance to Concuss the opponent, reducing Ability Accuracy by 15%. Both the chance and the amount of Accuracy reduced increase by 5% for each extra Fury buff;
    -> At 10 Fury or above, the Hulk's Critical Hits gain a 25% chance to Armor Break, reducing Armor by X. For every extra Fury the chance and the amount of Armor reduced increases;
    -> At 25 Fury or above, all of Hulk's attacks Armor Break for X.
    -> World-Breaker: At 99 Fury buffs, Hulk enters World-Breaker mode. While this would end any normal fight, The Contest makes it so that Hulk DOESN'T win instantly. Instead, he now removes the opponent's defenses and deals 10% of their Health every hit. His Regeneration is no longer capped in this mode.
    -> Signature Ability: The Strongest There Is:
    -> If the opponent is stronger (stats, P.I.) than The Hulk, Hulk gains Fury buffs to surpass the opponent's attack by X%. Amount of Fury buffs gained starts at 0 and goes up to 99.
    -> Increase the base chance to gain Fury to 15%;

    NOTE: This would definitely NEED TO BE TESTED. I have no idea if he'd be unkillable or not.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    Cable:
    -> Make his Regen less of an RNG-fest: 100% to Regenerate 2.5%*X (X=number of Power Bars filled) of Cable's health over 10 seconds every time a Power Bar is filled;
    -> All Rifle Attacks should Incinerate (to a lesser extent than the Sp2 Incinerate); Sp2 should have 85% (not 84%) chance to Concuss the opponent for 80% (not 78%) Ability Accuracy Reduction;
    -> Increase Base Attack;
    -> Cable is not affected by an opponent's Invisibility (thanks to his Cyber Eye);
    -> His Techno-Organic physiology provides increased Armor (250) and Physical Resistance (500);
    -> When the opponent Dashes from far away (at least half the screen), Cable can Teleport to Intercept or Evade their strike by dashing forward/back, respectively. (The Evade would happen at the last second before the strike) (When this happens, the opponent moves in slow-motion (like a 5*'s Sp3 bonus section) until Cable makes his move or the attacker reaches him);
    -> While Cable is under 20% Power, the T.O. Virus reduces Ability Accuracy by 20%, but Cable's Ability Accuracy cannot be reduced otherwise;
    ->Signature Ability: T.O. Virus Suppression:
    -> Whenever Cable reaches his first Bar of Power, he has a X% chance to gain 33% Power over 11 seconds. He has a (X+25)% chance to gain 10% Power over 10 seconds when he reaches his Second Bar. (X=50->100%);
    -> The T.O. Virus no longer reduces Ability Accuracy;
    -> Based on how high Cable's Power Levels are, his Degeneration gets stronger.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    One last thing for Cable:-> Force Fields: Cable gains increased Block Proficiency. He can block an Unblockable Special every 10 seconds, at the cost of his increased Block Proficiency. This reduces the damage of a Sp3 by 25% automatically, for the same cost.

    Doctor Strange:
    -> While in his Oshtur's Refuge phase, the Doctor gains Power from getting hit like normal;
    -> While in his Agamotto's Insight phase, he gains Power from attacking like normal;
    -> While in his Hoggoth's Wisdom phase, his hits don't generate Power, but instead Power Drain the opponent. He also gains half the power from attacking and defending. His healing is doubled on crits and tripled on specials (these don't stack);
    -> Reduce his passive Power Gain (12 seconds per bar);
    -> He can now Counterspell with 50% efficiency;
    -> Sorcerer Supreme: He can dash back and hold Block for 3 seconds to enter all 3 of his states at once for 10 seconds, but reduce his passive Power Gain (equivalent to 15 seconds/bar for the duration). This effect has a 5 second cooldown, during which no phase can start;
    -> Signature Ability: Master Of The Mystic Arts:
    -> During Oshtur's Refuge, the Doctor takes 0 damage while blocking;
    -> During Agamotto's Insight, he goes Invisible;
    -> During Hoggoth's Wisdom, he Power Steals the opponent and Burns them for the amount of Power stolen.
    -> Increase Counterspell efficiency by X% (max X will bring Counterspell efficiency to current max);
    -> Increase Healing received by X% (X=100->175%);
    -> Whenever his Sorcerer Supreme enters cooldown, Doctor Strange casts a Rewind Spell, which lasts for the duration of the Cooldown. At the end of the Spell, all damage received by both fighters is restored. (Credit to CrusherOfDreams for the idea :smile: )
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    Well, seems like I'm the only one who remembers this thread. Guess it's my little playground for now, so I'll just enjoy myself.
    First thing: a little adjustment to Cable. It should have a cooldown of ~10-15 seconds. If a Heavy attack would break Cable's block, his Force Field instead Resists it and then goes on cooldown. If Cable has a Power Gain buff on him, reduce the cooldown period for his Force Field and Teleport by 5 seconds.
  • CrusherOfDreamsCrusherOfDreams Guest, Member Posts: 1,370 ★★★
    I forgot about this thread, too! New Iron Fist idea!

    When enemy Armor is reduced to 0, Iron Fist places his hits perfectly, striking only critical hits until the enemy's Armor rating becomes greater than 0.
  • A_Noob_Is1A_Noob_Is1 Member Posts: 762 ★★
    all these comments and still no admin
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    A_Noob_Is1 wrote: »
    all these comments and still no admin

    Let's just hope they're looking :smile: .
  • CrusherOfDreamsCrusherOfDreams Guest, Member Posts: 1,370 ★★★
    @Kabam Miike, could you check this thread out? Plus, I've sent you like 12 messages over the past few days with no response. Could you respond to those, too? Thanks.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    edited July 2017
    Now, who else to buff...let's go with the rest of the symbiotes, just to finish with my automatic favorites. That leaves Agent Venom, Venompool and Black Suit Spidey, since I've covered the others before.

    Let's start with...Agent Venom:
    -> +250 Armor and +500 Physical and Critical Resistance. The Physical and Critical Resistance go away when Incinerated. Incinerate debuffs cannot be removed by Tenacity;
    -> Make his Symbiote Stealth go up to 75% and it increases to 100% against Science champions, but goes down by 25% against Mutants;
    -> The Venom symbiote accelerates the healing of wounds, Regenerating 1% of max (unmodified) health every 30 seconds;
    -> Increase Sp1's Evade Reduction chance from 80% to 90%;
    -> Make Sp2 Armor Break; reduce the Bleed damage for Sp3, but make it able to stack up to 6 times;
    -> Make his Critical attacks have a chance to Armor Break;
    -> All attacks against a opponent with Broken Armor gain increased critical chance (~5-15%) and strike a Deep Wound (for X attack) when they crit. Any Special attacks that strike a Deep Wound gain 100% chance to Bleed and gain an increase in Bleed duration (0.5-1s);
    -> Signature Ability: Klyntar Rage:
    -> Flash periodically lets the Venom symbiote take control (every 20 seconds) for 15 seconds. During this period, he gains increased attack and critical hit damage (his current bonus) and a more brutal fighting style: he'd have different, more Venom-esque animations (not necessarily new, just modified) and particles (like carnage or the featured crystal ones) go around him+new abilities;
    -> While on cooldown, any hits received reduce the cooldown by 5 seconds, and any hits given reduce it by 1 second;
    -> While in Klyntar Rage mode:
    -> Any hits received reduce the duration by 2.5 seconds;
    -> Tenacity chance goes up to 90%;
    -> Feral Healing: Accelerate the passive Regeneration to 0.5% every second, and prevent any D.O.T. taken over the period. When the Rage ends, take all the extra healing as damage over the cooldown (the damage comes in bursts too)
    -> Basic attacks gain a chance to Bleed for X% of attack (way smaller than his Special attack Bleeds);
    -> Heavy gains a 100% chance to Bleed (weaker than Sp) on the first hit (which would turn into a tentacle stab);
    -> Increased chance to Armor Break; increased Deep Wound damage; increased extra Bleed duration by 0.5s;
    -> Specials gain 100% chance to Bleed.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    Now: Venompool:
    -> Increase base attack, critical hit chance and critical hit damage;
    -> Replace his current Sp1 with his current Sp2 and his current Sp2 with Venom's current Sp2. This new Sp2 could Bleed 3 times, but each Bleed is reduced in power and it would have a 85% chance to Replicate a Buff, then Om-Nom it;
    -> Add a 10% chance for a smaller Bleed to be applied on Basics; if a special hits a Bleeding opponent, it adds the damage from that Bleed and the duration is increased by 5 seconds (if the guy has a Bleed, the damage per tick gets added to the damage per tick of the new Bleed and the new Bleed also lasts longer, but the old Bleed gets removed);
    -> The combination of Healing Factors results in 100% reduced Bleed duration and 75% reduced Poison effectiveness while also passively healing 1.6% of max unmodified HP every second (reduce all Armor and Resistances to 0);
    -> The Venom Symbiote uses Deadpool's Healing Factor and Deadpool himself as a "shield" of sorts against Incinerate debuffs, negating their effects;
    -> Signature Ability: Continuity Memory:
    -> Whenever certain triggers are met, Deadpool has a X% (25->100%) chance to remember something Venom can use.
    -> These triggers are (fixed values for all the buffs):
    -> When a Basic attack hits: Fury, Precision;
    -> When a Heavy attack charges: Unstoppable during the charge;
    -> When a Critical hit occurs: Reduced Power Gain on the opponent, Cruelty;
    -> When a Power threshold is reached: 2% Power Gain per second;
    -> When Blocking: increased Block Proficiency, increased perfect block chance;
    -> When getting hit: All The Armor, Thorns, Regeneration (strong, burst type);
    -> At the end of a Special: Unstoppable for 4 seconds;
    -> When Continuity Memory triggers: Lifesteal, Luck, Regeneration (weak, permanent type).
    -> Each of these effects last 8 seconds, unless specified otherwise, and each trigger has an 8 second cooldown before it can activate again.
  • TripleD_FenrirTripleD_Fenrir Member Posts: 146
    I'll be doing Symbiote Spidey soon, just taking a break for now.
  • FAL7ENFAL7EN Member Posts: 297
    I think mostly all of the older characters are poorly respresnted in this game compared to the comics. I'm not talking how strong they are in the comics and reflecting that in the game. It's about missing abilities and signatures implemented. You can add more abilities to characters to make them more comic alike without making them super op. I think Kabam is just lazy in that aspect and Marvel should be ashamed of how they poorly represented their characters in this game.

    Example is Ant-Man it's almost like they didn't know what to do with the character so they slapped a poison on him and high defense. Having a evade or miss hit ability would be more accurate. How is antmans defense better than Rhinos?

    Another example is Starlord when in the comics or movies does starlord keep getting stronger every time he hits the opponent without getting touched? Shows again the laziness and lack of likeness to the actual character.

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