**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.
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.
Comments
Champion Redesign: Falcon (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
Falcon is another Champion that showed great promise, but fell through, much like the other redesigned Champions in this thread. He's supposed to be trained in martial arts, a master acrobat, and a proficient tactician and strategist. In his Contest iteration, he is none of those things. His specials are easy to dodge, his utility is weak, and he's all-around rather dull. It's my goal to bring some of his comic-book qualities out in this revision.
Signature Ability - S.H.I.E.L.D. Team Leader: Falcon's skill at leading his team through the toughest of battles has also taught him a few tricks. He gains the following:
VISUALS
ABILITIES
Redwing (Passive):
- Redwing begins each fight ready to go.
- The second light and medium attack in each Combo is an attack made directly by Redwing (in similar fashion to how some of Yondu's attacks are made by his Yaka Arrow). These attacks utilize an EMP pulse wave that has a 20% chance to inflict a Shock Debuff on non-Robotic Champions, dealing 477.2 Damage as direct damage over 6 seconds. These attacks also have a 20% chance to inflict Power Drain on Robotic Champions, draining up to 8% of his opponent's Max Power.
- To begin a Recon Scan, Dodge back and hold Block for 2.0 seconds. While Locked On, the opponent's Defensive Ability Accuracy is reduced by 100% for 12 seconds. At the same time, Falcon's Ability Accuracy is increased by 15% for 12 seconds. After Locked On expires, Redwing enters a Cooldown phase for 8.0 seconds before another Recon Scan can be initiated.
- Redwing remains Locked On to Science Champions for 20% longer than normal. Additionally, Redwing remains Locked On to Mutant Champions for 20% shorter than normal.
Scanning System (Passive): Falcon's scanning system in his goggles recalibrates each time the opponent triggers a Passive Evade, increasing Falcon's Critical Damage Rating by 169.57 until his next Critical Hit.Martial Training (Passive): Sam Wilson's extensive martial training has made him a terrifying combatant. When Dashing Back, he gains 520.05 additional Block Proficiency for 2.25 seconds. When Intercepting, he gains 102.9 additional Critical Rating on his attack.
SPECIAL ATTACKS
Special 1 - Fading Barrage: With a quick jet blast, Falcon kicks his foe, then lets loose a barrage from his twin SMGs.
- 85% chance to inflict Bleed, dealing 1228.79 Direct Damage over 3.50 seconds.
- The chance to trigger Bleed is increased by 15% if Redwing is Locked On.
- This Attack has 918.61 increased Critical Rating versus Champions that are Bleed Immune.
Special 2 - Raptor Strike: Guided by Redwing’s recon, Falcon dives in on his target for a massive strike.- This attack ignores Physical Resistance and has 344.12 increased Critical Hit Chance if Redwing is locked on.
- If Redwing is Locked On, this attack inflicts a permanent Passive Debuff that reduces the opponent's Physical Resistance by 150 for the remainder of the fight.
Special 3 - Tango Down: Calling in a strafing run. Firing guided missiles. Target down.SYNERGIES
PREVIOUS REVISIONS:
Perhaps if certain redesigns get enough Likes and Awesomes, the Powers that Be might actually incorporate some of those ideas, so if you like something, show your appreciation for it!
Best wishes!
Also, as a general note to all, I think a little formatting goes a long way to making the redesigns easier to read. One of the reasons I didn't comment on the Cyclops revisions was because of WALL OF TEXT.
Best wishes, all!
Let's face it; She-Hulk is boring and underwhelming. Inarguably the weakest of the Hulk-type Champions, She-Hulk neither benefits from Hulk-like rage, nor does she apparently benefit from anything resembling super strength. Her base Attack values aren't much higher than Ant-Man's, her Special Attacks are easy to dodge, and she doesn't benefit from any kind of tactical know-how. She has no real niche in the game, and pretty much everyone who pulls her from any Crystal groans about it. I'd like to change that, and so the following are my suggestions to improve her.
VISUALS
She-Hulk's visual design is a little wrong. Her hair should have more body and curl to it, and her face should look less "Fiona from Shrek" and more like either Storm's (preferrably) or Psylocke's (without the almond-shaped eyes).
Take off the silly white evening gloves and the white go-go boots and give her purple training gloves and white combat boots, or alternatively, give her blue jeans and white sneakers. Use either of the two (above) pictures as inspiration for her look, because the current look is a cross between Fiona (from Shrek) and an original Fantastic 4 Sue Storm. It looks pretty bad.
Signature Ability - Citing Precedent: Jennifer Walters' relentless studying and research on her opponent allows her to place a Passive effect on them, reducing a specific stat by 30%, based on which Class they are.
- Cosmic: Buff Duration.
- Mutant: Special Attack Damage.
- Mystic: Power Gain Rate.
- Science: Physical Resistance.
- Skill: Critical Hit Damage.
- Tech: Ability Accuracy.
Additionally, She-Hulk's has done her research, increasing her capabilities depending upon which Class her opponent is.ABILITIES
Gamma-Mutated Physiology (Passive): An enhanced immune system provides full immunity to the Poisons of the Battlerealm. Additionally, She-Hulk is capable of withstanding temperatures between -190°F and 3000°F, and is therefore immune to Incinerate, Coldsnap, and Frostbite.
Pummel (Passive): She-Hulk's Heavy Attacks attempt to knock some sense into Stunned Champions, striking with 1089.6 increased Attack and removing the Stun effect.
Weight-Training (Passive): She-Hulk's extensive weight training allows her Special Attacks an increased chance to Stun based on how large the opposing Champion is.
- Size: S Champions: +18.0% chance to Stun.
- Size: M Champions: +13.5% chance to Stun.
- Size: L Champions: +9.0% chance to Stun.
- Size: XL Champions: +4.5% chance to Stun.
When Struck, or Whenever Stun Fails to Trigger: She-Hulk has a 6% chance to gain a Passive Fury Buff, increasing her Attack Rating by 59.15 for the remainder of the fight.SPECIAL ATTACKS
Special 1 - Objection!: She-Hulk shows a strong objection to the opponent's tactics, in the form launching herself forward and landing three punches to the opponent's face before kicking them away.
- 60% chance to Stun for 4.0 seconds.
- This attack deals True Damage, ignoring all of the opponent's Armor.
- Against Stun Immune Champions, this attack has a 60% chance to inflict Armor Break, reducing the opponent's Armor Rating by 473.2 for 6.0 seconds.
Special 2 - Found in Contempt: For any defendant who disrespects the courtroom, She-Hulk provides a fitting punishment. She-Hulk rips up a chunk of floor, spins about, and flings it, low to the ground, knocking her opponent down onto their face!- 70% chance to Stun for 5.0 seconds.
- This attack is Unblockable.
- Against Stun Immune Champions, this attack has a 70% chance to inflict Armor Break, reducing the opponent's Armor Rating by 615.16 for 7.5 seconds.
Special 3 - Clear the Courtroom: Opponent found guilty. Case closed. She-Hulk charges forward, landing a series of savage punches, kicks, and elbows into her opponent. She then head-butts them into the ground and takes one last stomp on top of them before brushing her hair back and smiling!SYNERGIES
PREVIOUS REVISIONS:
I most certainly could, but it won't be until tomorrow at the earliest.
Abomination
https://forums.playcontestofchampions.com/en/discussion/comment/627272/#Comment_627272
Joe Fixit
https://forums.playcontestofchampions.com/en/discussion/comment/627273/#Comment_627273
Kamala Khan
https://forums.playcontestofchampions.com/en/discussion/comment/627274/#Comment_627274
Mordo
https://forums.playcontestofchampions.com/en/discussion/comment/627276/#Comment_627276
She-Hulk
https://forums.playcontestofchampions.com/en/discussion/comment/627278/#Comment_627278
X-Pool DeadForce
https://forums.playcontestofchampions.com/en/discussion/comment/627279/#Comment_627279
Colossus
https://forums.playcontestofchampions.com/en/discussion/comment/627304/#Comment_627304
Magneto (OG)
https://forums.playcontestofchampions.com/en/discussion/comment/628287/#Comment_628287
Iron Man (OG)
https://forums.playcontestofchampions.com/en/discussion/comment/628897/#Comment_628897
Hulkbuster
https://forums.playcontestofchampions.com/en/discussion/comment/629392/#Comment_629392
Spider-Gwen
https://forums.playcontestofchampions.com/en/discussion/comment/644144/#Comment_644144
Cap WWII
https://forums.playcontestofchampions.com/en/discussion/comment/647759/#Comment_647759
Falcon
https://forums.playcontestofchampions.com/en/discussion/comment/648127/#Comment_648127
There ya go. Those are my reworks so far. And I’m also planning on writing a WM rework soon, maybe even later tonight
Give the fist counters a cap. A high one, sure, but it needs to stop somewhere. Also, I’m probably just bad at reading, but is the sig basically giving him a sort of timed revenge mechanic? That’d be pretty fun, but that is what that is, right?
Otherwise, I like the simple yet effective approach. The soft true strike is nifty, as is that synergy. However, would it only work with an unawakened spidey? I have an awakened one, and that’d be a bummer for me. Maybe have the synergy give him a normal and “way of the spider” stance, with the latter negating evade? Kinda like NC works now?
Just my thoughts. Like I said, simple yet effective. I like it!
Now THAT is what she hulk should be. Effective, but never far too much so. A sort of jack of all trades with her sig ability, but never too much on any front.
One question, though. Does the fury stack indefinitely? Or does it stop somewhere? Not that it’d be game breaking, I’m just wondering.
The synergy with howard definitely has a typo, as it detriments howard’s abilities, though, I did notice something was a bit off there.
Sensational, my friend. This is one of your finest works. I thought I liked MY rework (and I still do) but this is just better all around. Truly sensational!
“Taskmaster: when he avoids incoming attacks, taskmaster is protected for an additional 0.3 seconds.”
Not sure if 0.3 is the exact right number, but the idea here is to make his heavy attack reset mechanic more useful. The current one second duration is a tick too short to let you use the mechanic to its full potential. The idea is to solve the case where you exploit during a combo and then immediately charge and release heavy, but in the moment you charge the heavy they dash back or throw a special. That circumstance CAN happen and makes the heavy reset one second protection mechanic really only usable in hard content in the narrow case where enemy is under one bar of power and on back wall — too risky otherwise. With an additional 0.3 (or 0.5 or whatever the right number is), task will be able to finish out the heavy animation and throw up a block and avoid eating a counterattack or back of a multi-hit special. It would open a new, fun, aggressive style of play for the character and make it easier to stack 5 concussions for big burst damage.
I liked this She-Hullk rework too. I like the defensive half of her Sig that you've designed.
You've changed the Sig against Skill champs - her current Sig reduces their critical rate rather than damage; so will also have knock-on reductions in her being affected by Bleed, Stun, Power Drain effects, and so forth. Was that intentional?
I like the 'when struck' passive Fury gain, as that will give her a bit of ramp-up damage; but won't be disproportionate (compared to the likes of OG Hulk or Sabretooth).
Good work.
Yes, the Passive Fury Buffs stack indefinitely. Since they don't carry over from fight to fight, have a 6% chance of activation, and carry a small benefit each time, it just helps She-Hulk to carry herself through some of the long fights, making her someone to consider as an alternative to Champions like Star-Lord (who can lose his boosts if he loses his Combo Meter). The synergy with Howard is indeed a typo, and I'll fix that in a new post. Great catch!
Let's face it; She-Hulk is boring and underwhelming. Inarguably the weakest of the Hulk-type Champions, She-Hulk neither benefits from Hulk-like rage, nor does she apparently benefit from anything resembling super strength. Her base Attack values aren't much higher than Ant-Man's, her Special Attacks are easy to dodge, and she doesn't benefit from any kind of tactical know-how. She has no real niche in the game, and pretty much everyone who pulls her from any Crystal groans about it. I'd like to change that, and so the following are my suggestions to improve her.
VISUALS
She-Hulk's visual design is a little wrong. Her hair should have more body and curl to it, and her face should look less "Fiona from Shrek" and more like either Storm's (preferrably) or Psylocke's (without the almond-shaped eyes).
Take off the silly white evening gloves and the white go-go boots and give her purple training gloves and white combat boots, or alternatively, give her blue jeans and white sneakers. Use either of the two (above) pictures as inspiration for her look, because the current look is a cross between Fiona (from Shrek) and an original Fantastic 4 Sue Storm. It looks pretty bad.
Signature Ability - Citing Precedent: Jennifer Walters' relentless studying and research on her opponent allows her to place a Passive effect on them, reducing a specific stat by 30%, based on which Class they are.
- Cosmic: Buff Duration.
- Mutant: Special Attack Damage.
- Mystic: Power Gain Rate.
- Science: Physical Resistance.
- Skill: Critical Rating.
- Tech: Ability Accuracy.
Additionally, She-Hulk's has done her research, increasing her capabilities depending upon which Class her opponent is.ABILITIES
Gamma-Mutated Physiology (Passive): An enhanced immune system provides full immunity to the Poisons of the Battlerealm. Additionally, She-Hulk is capable of withstanding temperatures between -190°F and 3000°F, and is therefore immune to Incinerate, Coldsnap, and Frostbite.
Pummel (Passive): She-Hulk's Heavy Attacks attempt to knock some sense into Stunned Champions, striking with 1089.6 increased Attack and removing the Stun effect.
Weight-Training (Passive): She-Hulk's extensive weight training allows her Special Attacks an increased chance to Stun based on how large the opposing Champion is.
- Size: S Champions: +18.0% chance to Stun.
- Size: M Champions: +13.5% chance to Stun.
- Size: L Champions: +9.0% chance to Stun.
- Size: XL Champions: +4.5% chance to Stun.
When Struck, or Whenever Stun Fails to Trigger: She-Hulk has a 6% chance to gain a Passive Fury Buff, increasing her Attack Rating by 59.15 for the remainder of the fight.SPECIAL ATTACKS
Special 1 - Objection!: She-Hulk shows a strong objection to the opponent's tactics, in the form launching herself forward and landing three punches to the opponent's face before kicking them away.
- 60% chance to Stun for 4.0 seconds.
- This attack deals True Damage, ignoring all of the opponent's Armor.
- Against Stun Immune Champions, this attack has a 60% chance to inflict Armor Break, reducing the opponent's Armor Rating by 473.2 for 6.0 seconds.
Special 2 - Found in Contempt: For any defendant who disrespects the courtroom, She-Hulk provides a fitting punishment. She-Hulk rips up a chunk of floor, spins about, and flings it, low to the ground, knocking her opponent down onto their face!- 70% chance to Stun for 5.0 seconds.
- This attack is Unblockable.
- Against Stun Immune Champions, this attack has a 70% chance to inflict Armor Break, reducing the opponent's Armor Rating by 615.16 for 7.5 seconds.
Special 3 - Clear the Courtroom: Opponent found guilty. Case closed. She-Hulk charges forward, landing a series of savage punches, kicks, and elbows into her opponent. She then head-butts them into the ground and takes one last stomp on top of them before brushing her hair back and smiling!SYNERGIES
PREVIOUS REVISIONS:
Best wishes!
Champion Redesign: War Machine (Based upon a Rank 5/50 4-Star Champion; Sig Level 99)
War Machine, as a Champion, is mediocre. When you pull him from a Crystal, you're not jumping for joy that you got such a badass attack Champion, nor are you smiling with satisfaction that you got a decent War defender. You're just kind of shaking your head that he's all you got. The War Machine armor hasn't had as many revisions as the Iron Man armor has, but War Machine definitely could use a revision. I present the following to you:
Signature Ability - Empty the Clip (Passive):
ABILITIES
Bleed Resistance (Passive): War Machine's reinforced armor is capable of withstanding high caliber bullets with ease, making him resistant to Bleed effects, decreasing their Potency and Duration by 65%.
Energy Conversion: The War Machine armor is able to convert nearby energy sources, such as heat or kinetic energy, into electricity. Whenever War Machine takes Incinerate or Shock damage, he converts 12% of the damage taken into his Power Meter.
Heavy Attacks: Heavy attacks make use of War Machine's impressive array of ordnance. Each time he launches a Heavy Attack, he automatically switches to the next ordnance. War Machine can also Dash back and hold Block for 1.50 seconds to manually switch ordnance. (The visual for this would be similar to Domino's pitching a grenade at the feet of her opponent.)
- Grenade: War Machine tosses a grenade at his opponent's feet, causing a small explosion. When blocked, this attack has a 45% chance to inflict Incinerate, dealing 344.4 Direct Damage over 5.0 seconds. A successful attack increases the chance to trigger and the damage dealt by 20%. While his opponent is suffering from this Incinerate Debuff, War Machine gains +114.8 Attack Rating.
- Taser: War Machine jabs a prod that extends from his hand into his opponent. When blocked, this attack has a 45% chance to inflict Shock, dealing 459.2 Direct Damage over 5.0 seconds. A successful attack increases the chance to trigger and the damage dealt by 20%. While his opponent is suffering from this Shock Debuff, War Machine gains +56.8 Critical Rating.
- Shrapnel: War Machine tosses a shrapnel bomb at his opponent's feet, sending shards of metal up to shred his opponent. When blocked, this attack has a 65% chance to inflict Bleed, dealing 459.2 Direct Damage over 5.0 seconds. A successful attack increases the chance to trigger and the damage dealt by 20%. While his opponent is suffering from this Bleed Debuff, War Machine gains +155 Block Penetration.
When Attacked: 9% chance to Armor Up, increasing Armor Rating by 2850 for 6.0 seconds. By Dashing back and idling for 1.0 seconds, War Machine can convert this Armor Up Buff into a Passive Permanent Buff that raises his Block Proficiency by 405.36. (max stacks: 5)SPECIAL ATTACKS
Special 1 - Blast Barrage: Firing his wrist-mounted minigun, War Machine bombards his opponent with over 250 rounds in less than 2 seconds.
- 63% chance to inflict Bleed, dealing 394.31 Direct Damage over 5.0 seconds.
- Against Bleed Immune Champions, this attack has a 40% chance to inflict a Concussion, reducing the enemy's Defensive Ability Accuracy by 10% for 6.0 seconds.
Special 2 - Shoulder Artillery: War Machine launches a Stark Industries heavy artillery shell from his trusted shoulder cannon.- 48.5% chance to inflict Incinerate, dealing 283.93 Direct Damage over 8.0 seconds.
- 100% chance to Armor Break, removing an enemy Armor Up and applying 2322.22 Armor Rating reduction for 12 seconds.
Special 3 - Heavy Ordnance: War Machine lets fly everything he has, punishing his opponent with a massive barrage of .50 rounds, iron clad punches, and a single high-explosive bunker buster artillery shellSYNERGIES
PREVIOUS REVISIONS:
With WM, what I can tell is that he’s big on bleed damage and special attack damage in terms of his initial design. However, they fall flat with weak effects, weak overall attack, a mostly offensively useless sig, and special attacks no more frequent than someone without any effect on their power gain at all. So, here’s my rework for him, and my attempt to remedy all his weaknesses and play them to his strengths
Signature Ability: Military Firepower
- War Machine’s suit has been upgraded to handle 15 Arms and 30 Ammunition charges (no scale, this is flat
- Additionally, War Machine’s special attacks retain up to 20% of the power spent (scales with sig)
Base Kit:
- War Machine’s suit prepares him for battle, granting him a passive boost in armor and critical resistance for the whole fight (this resistance would equate to about 15 or 20 percent armor and crit resistance, however that would be in flat values)
- Upon being hit, 20% chance to gain a 7 second Armor Up, increasing armor by 15% (insert flat value here) (These do not stack, only refresh)
Arms and Ammunition
- Land a heavy attack or an intercept, and War Machine gains an Arms passive charge, increasing his attack and special damage by (about 3% in flat values). These stack to 10
- Hold block for 0.5 seconds or land a well-timed block, and War Machine gains one ammunition charge. These stack to 20, and are used in his special attacks
War Veteran
- Rhodes has been in and survived many a battle, granting him exceptional fighting spirit in his battles in the contest. For each opponent he defeats in a quest, he gains 2 persistent Arms and Ammunition charges, separate from those he gains during the fight. These stack up to 8, and can be used but not consumed by his abilities. If he dies during the quest, these charges are lost
Special Attacks
- All special attacks consume non-persistent Ammunition charges, and grant bonuses based on how much they consume. These abilities consume as much Ammunition as a threshold would demand, to the highest amount they can
(Kinda hard to explain. Say an ability takes 5 Ammunition. You have 6. It consumes 5, you keep the 1 extra. Make sense? Good. Let’s continue)
Ammunition Cost Thresholds:
0 Ammunition: Gain 5 Ammunition charges for future use
1 Ammunition: +5% Special Damage
5 Ammunition: +10% Special Damage and Ability Accuracy
10 Ammunition: +15% debuff duration, special damage, and ability accuracy
20 Ammunition: +25% debuff duration, special damage, and ability accuracy
Any additional Ammunition goes towards adding +5% crit rate if the 20 cap is exceeded, and the excess will be consumed
Special 1:
- Each hit has a 30% chance to inflict bleed, dealing 5% of War Machine’s attack over 5 seconds
- If Ammunition exceeds 20, Bleed effects gain 1 second of duration and deal 2.5% of War Machine’s attack instantly (a la Deep Wounds)
Special 2:
- 50% chance to inflict Armor Break, breaking armor by 500 per Ammunition threshold (500 base) for 7 seconds
- If Ammunition exceeds 20, Armor Break duration is doubled. Debuff duration bonuses are added after this doubling effect
Special 3:
- Inflicts Armor Break (same as the L2)
- 60% chance to inflict Bleed for 50% of War Machine’s attack over 7 seconds
- Grants a fury buff for 10 seconds after this attack, adding 6% attack per Arms charge War Machine has. This consumes all Arms charges War Machine currently has
Synergies:
What a dumb name (with Iron Patriot):
War Machine: +10% power rate while the opponent has a debuff
IP: No longer able to be afflicted by Burnt Out
Bloodletting (with Deadpool X-Force and Carnage):
War Machine: +10% Bleed damage
Deadpool (X-Force): Duodenum Poke Bleeds can stack up to 3
Carnage: +200 crit rate while the opponent is bleeding
Soldiers (with Cap OG and WWII):
War Machine: At full Ammunition charges, special attacks are Unblockable
Cap (OG and WWII): +10% stun ability accuracy and +1 second stun duration
Nice shot, jerk! (With Vision AoU)
War Machine: L2 cannot be passively Evaded
Vision (AoU): L1 cannot be passively evaded
Friends (with Falcon):
Team gains +155 armor and Redwing’s recon bonus
And that’s that! This one took me a bit longer to write, so sorry it came later than I said it would. Lot of ideas came and subsequently went to the bin. Hope y’all like it! Looks like @Bodhizen beat me to the punch on this one though haha. But upon glancing, our designs are actaully quite different.
Cheers, everyone! I’ll see ya in my next comment, I guess!
You've shamed me into learning a bit more about bb code now. No excuse for not reading Cyke's rework now!
Blue Team Cyclops
Here's a slightly different version for Blue Team Cyclops. When he was introduced, it was explained that he had spent a long time imprisoned in crystal, hence giving him abilities like his passive power gain. I've built on this concept to give him a somewhat 'mutated' power set to the standard Red Cyclops; with his optic blasts now doing a bit less damage but having additional interactions with the opponent's Power levels, to make Cyke more utilitarian and less raw offense:
Passive
Due to prolonged exposure to the energies of the Battlerealm whilst in his crystal prison, Cyclops gains power faster at lower power levels.
Strategy
Cyclops gains and loses strategy counters during a fight:
Strategy grants Blue Team Cyclops the following bonuses. Greater bonuses replace those at lower levels:
Beam attacks reduce the opponent's block proficiency by 40 per point of Strategy
10 Points:
- +10% Bonus critical damage on Beam attacks
20 Points:- +20% Bonus critical damage on Beam attacks
- +20% Ability Accuracy and debuff duration on Specials
- Cyclops' passive power gain increases in effect by 20%
30 Points:- +40% Bonus critical damage on Beam attacks
- Opponents gain 30% less Power from Beam attacks
- Cyclops' passive power gain increases in effect by 40%
40 Points:- +60% Bonus critical damage on Beam attacks
- Opponents gain 50% less Power from Beam attacks
50 Points:Note - Blue Cyclops deals less critical damage than Red Cyke; but his other abilities allow him to use Specials more often; as well as to reduce the number of specials his opponent gets to use.
Signature ability:
Cyclops begins the fight with up to 10* Strategy counters.
Cyclops unlocks the following additional abilities:
- Cyclops gains up to +25* Block Proficiency per Strategy counter.
- 30 Points: Beam attacks have a 25% chance to Power Drain up to 15%* of the opponent's total Power
- 50 Points: Beam attacks have a 40 % chance to Power Drain up to 25%* of the opponent's total Power Meter.
* Scales with Sig level.Special Attacks:
Cap OG is the forgotten Cap. And while I still love playing with him because his block proficiency is so high, he’s basically ineffective and just a roster spot with the puny damage he does.
I think his sig ability is not clear and I’d like to relate to his comic abilities before I suggest this.
I’m the comic lore, he has innate regeneration abilities that allow him to have superhuman stamina, constitution and endurance. This isn’t portrayed in his MCOC avatar.
I first suggest that his fatigue debuffs stack. This is the key to his effectiveness. Opponents can’t block into him (or evade, which you can add a % chance to cause fatigue with each evade)
I suggest that Kabam looks into the “Spry” mechanic, and causes Spry to place a significant decrease in opponent crit rate with each stack. This will deaden crit in opponents if they attack into his block.
Then add the “Gassed” mechanic as his sig ability. Every time a fatigued opponent strikes Cap, a % of the opponent’s health based on how many stacks of fatigue is taken away.
These are in 2.3 Ultron Variant and I thought of Cap as soon as I fought the Ultron drone. They’re great mechanics and already exist!
Basically you wouldn’t be able to hit into his block or evade.
Additionally after 4 fatigue stacks (or whatever is reasonable) he would be immune to stun, fatigue, weakness, concussion.
This would make him a Korg - like defender.
Thank you for this thread
So far, I'm not really keen on the static benefit, even though I understand what it's for (later on). It just feels like an overly complicated mechanic to me, but that may be a personal preference thing. The fact that War Machine retains up to 20% of the power spent on the attacks isn't something that I'm grokking as far as where that concept comes from (what it's based off of; comic influence?). It's a nitpick, not an actual criticism of the mechanic.
I think that a boost of 15-20% of his base Armor Rating and Critical Resistance is a lot; perhaps too much. Then he gets a 15% Armor Boost on top of that that has a statistical likelihood of triggering every time he takes a combo to the face? Seems pretty powerful to me. My 3/30 4-star War Machine (I have no reason to take him higher than that) has an Armor Rating of 310. Your base kit boosts that to 356.5 to 372, then you boost it (temporarily) higher to 409.98 to 472.8. By comparison, a 5/50 4-star Sabretooth has 326 Armor; a 5/50 4-star Hyperion has 326, and a 5/50 4-star Quake has 273. War Machine could use a small boost, perhaps, but this seems to be quite a big one to the base kit. I think it might be excessive.
Then his Arms and Ammunition can boost his Attack and Special Damage by up to 55% (which is a lot!), especially since the Passive Arms charges don't wear off. He gets 30% from these Passive Arms charges. Parry-stun-heavy! Parry-stun-heavy! His mechanic encourages him to play like Archangel. Then I add in up to +25% in Ammunition charges by landing well-timed blocks (those Parry-stuns) and holding block for 0.5 seconds (as written, at least he only gains 1 charge each time he does this), but it's not horribly difficult to gain a ton of Ammunition charges with ease to blow up your special attack damage. This mechanic also seems excessive to me.
Then he can gain up to 8 persistent Arms and Ammunition charges (by defeating 4 previous opponents in the quest), meaning that he'll start the fight with +34% Attack and Special Attack damage (+24% from the 8 persistent Arms charges, and an additional +10% from the 8 persistent Ammunition charges). That doesn't even touch the debuff duration and ability accuracy of the special attacks (below).
Now you add in the Signature Ability, and you can boost your Attack and Special Attack damage by +70% (+45% from Arms charges, and +25% more for Ammunition charges), still with that minimum of +34% Attack and Special Attack damage from those persistent charges for defeating 4 previous opponents in the same quest.
That boosts my 3/30 4-star War Machine's Attack from 655 to 877.7 (minimum, if you've got those persistent charges), or up to 1113.5, which is close to the Attack value of my 5/50 4-star Star-Lord or Vision (Age of Ultron) (1172 each). While that might be awesome for your attacker, that's going to make an overpowered defender.
So, I get the mechanic, but it's a really big buff. You automatically get 5 ammunition charges when you hit zero, so you're pretty much always going to get +10% Special Damage and Ability Accuracy.
If I've got enough Ammunition charges (passive persistent or temporary), I can get a 55% chance to inflict Bleed (up from 30%) on SP1 for up to 70% of War Machine's Attack (potentially 779.45 damage over 7.5 seconds, plus an automatic 23.7 damage [negligible], plus the base attack damage of the SP1 attack) on a 3/30 4-star War Machine. That appears to be punching well above the weight class of most Champions at that level (3/30 level, that is). That's before criticals, which get a potential +10% Critical Rate (up from 568 to 624.8 on that 3/30 4-star War Machine).
That's just Special 1. Special 2 has up to a 75% chance to inflict up to a 15,000 armor reduction Armor Break for up to 17.5 seconds if War Machine is awakened and has 20+ Ammunition charges. Special 3 inflicts the same Armor Break (15,000 for up to 17.5 seconds), has up to an 85% chance to inflict 835.13 Bleed damage over 8.75 seconds, and then grants a Fury Buff for 10 seconds that increases his Attack by up to an additional 180% for 10 seconds (pushing the Attack up to 2004.3 as a 3/30 4-star).
And all of this is done while using as little as 80% of the Power Meter it normally takes to use these Special Attacks (at max sig level). The math here is showing that this is overpowered, to say the least.
Your synergies seem to be a mixed bag. "What a Dumb Name" is on par with Emma Frost's "It's Complicated" and "Impenetrable Hide" synergies.
The Bloodletting synergy is overpowered for Deadpool (X-Force) allowing it to do 3 stacks of 36.4% (at Sig level 20) Bleed damage over 4 seconds that triggers on all attacks. Carnage goes from Crit Rate 166 (at 3/30 4-star) to Critical Rating 366 that stays that high so long as he makes a heavy attack to keep the bleed up (as heavy attacks have a 100% chance to inflict Bleed, and his Ravager ability grants a 25% chance to auto-refresh the Bleed when it ends). Hit someone with Special 3, and he keeps that +200 Critical Rating for a minimum of 30 seconds.
I'm not really going any further through the Synergies than that at this point. Generally speaking, this revision comes across as really overpowered to me. Does it come across that way to you? I'm not trying to be overly critical here, just working through the math. With the ability to play like Archangel, you can pretty much keep his Arms and Ammunition charges as max level fairly easily, even while dropping them every now and again whenever you use a Special Attack. While this might be awesome to play (and crush nearly everything in your path), going up against this version of War Machine might be a real headache, especially on certain nodes in quests or Alliance War. I do apologize if my criticisms come across harshly; it's not my intention. I hope that you took them all very politely (as they're intended).
Best wishes, good sir!
His armor is literally an artificial symbiote suit
has a psionic link to the suit
it's really similar to the molecular armor that stark uses in infinity wars, but so much better
the suit can turn into it's own hulkbuster armor
got tendrils (tentacle fun! lol)
it's even shielded against sonic attacks!
I don’t mind criticism, even if it seems harsh! I welcome it! After all, that’s a big part of how I see this thread is for!
My strong points (as I’d like to think) are the ideas, and I know my weak points are the values. Re-reading, I see that I overdid the values by a really decent amount
As for my synergies, I made a typo with the bloodletting one, it’s supposed to be 2 stacks for deadpool’s bleed, not 3. Oops. But you’re definitely right about the Carnage thing. I might just remove him from that one
So, I’d change a few things as a “Take 2”:
- Remove the persistent mechanic. That was overkill for sure
- Lower the cap of Arms charges. Definitely hits too much with the bonuses. Maybe 10 stacks
- Take away the excess Ammunition crit mechanic and just have it be leftover charges
- Take away the 0 Ammunition bonus
- Take away the parry Ammunition gain, and make the block hold 0.7 seconds instead
- Lower his base power gain rate (on hit, he gains 30% less power, so he can reasonably keep the sig ability)
- Make that passive armor thing 5%, and instead of permanent, make it the “on hit” armor buff
- Lower the values of basically everything attack-wise. I know I’m not awesome with balancing values, so I’ll just say this. I wanted most of the effects to be mostly just moderately useful, and I wanted the Ammunition mechanics to just make his special attacks more useful the more Ammunition you have, with additional special damage, debuff duration, yada yada. Just make his specials stronger with their overal payoff.
I wanted the Special 3 to be a big and really temporary fury, that you could *maybe* fit a special 1 in with for some big damage
For the sig ability, I made his specials the really integrally useful part of the character, so I wanted the sig to be useful towards that. In terms of lore, I saw it as Rhodey basically bringing more ammo into the fight so he can use more special attacks
I hope my rambling here to defend my design makes sense. Yes, it’s mostly because I really don’t want to have to take a bunch of time to rewrite all the values if I could just explain what I want to do with my design, but I really like my ideas.
I’m just bad at values
Thanks for pointing those things out, though. You’re absolutely right about your points.
I’ll keep these in mind for further remakes I do. Might look at my old ones to be sure I didn’t overdo any if those, too
Cheers!
This is impressive! I hope Iron Fist can be revamped as he is even worse than a regular symbiote you encountered in AQ when Venom was the boss.
I agree that Superior Iron Man shouldn't be a Cosmic carbon-copy of Standard Iron Man. I might get around to a rework of Superior Iron Man later today. I've got him on my list!
Best wishes!
How much faster does he gain Power Meter? I assume that you meant with Strategy counters, but as written, this is a completely separate ability.
This gives Cyclops a really good chance to gain Strategy counters on pretty much everything he does. Basic attacks give him a bit, but he gets more whenever you Parry or use Dexterity, plus whenever he Intercepts, and Armor Breaks. If the opponent can't Stun, inflict Concussion, or inflict Daze, the only way to drop his Strategy counters is with an SP3. While that's great when you're playing him, when you're playing against him, you can't really pull those counters off very easily. If you're not using a Stun/Concussion/Daze capable Champion, if you're fighting against him on a Power Lock 1 or Power Lock 2 Node, you can't pull them off at all. I would encourage you to find another mechanic to drop his Strategy counters (which would not only encourage some more careful play, but would also make him easier to defeat when he's your opponent).
There's also no maximum limit to the amount of Strategy counters that Cyclops can acquire in a fight, but the benefits only go up to 50 counters. Those benefits are pretty significant, too. If I've got the max (50 counters), I get +40% Ability Accuracy and Debuff Durations, plus my passive power gain of +60%. I'm going to be throwing off Specials much faster, and I'm going to love that 100% chance to Armor Break my opponent on Special 1 (3 stacks of it) for 9.8 seconds each. Special 2 will give me a 110% chance to Armor Break for 12.6 seconds plus Petrify for 8.4 seconds, and Special 3 will give me a 100% chance to inflict 2 Armor Break Debuffs for 14 seconds with a 100% chance to inflict Power Leak. Does this seem overpowered to you? It does to me.
Now I automatically get +10% bonus critical damage on Beam Attacks (all 3 Specials) for free. I can have up to infinite Block Proficiency (if there's a 50 Strategy counter cap, then it's only +1250 Block Proficiency), and if I have 50 Strategy Counters, I can also Power Drain up to 25% of my opponent's total Power Meter with a 40% chance of that triggering, boosted to 80% chance of trigger with the +40% Ability Accuracy. This is on top of the Petrify and Power Leak Debuffs you can inflict with your Special Attacks 2 & 3. I'm also not sure where you're justifying the Power Drain, Petrify, or Power Leak Debuffs from (is there a comic book source?).
Special Attacks:
- Special 1 - Optic blast: This attack has +800 Critical Rating, and a 60% chance to armour break (three stacks, mild effect and 7s duration
- Special 2 - Back Off!: This attack has +1500 Critical Rating. Beam attacks have a 70% chance to armour break (two stacks, strong effect, 9s duration), and a 60% chance to inflict Petrify debuff (25% reduced Power Gain and Regeneration) for 6 seconds
- Special 3 - Gigawatt blast: This potent blast has a 60% chance to inflict each of two stacks of Armour break (moderate effect, 10-second duration). Cyke's Iso-attuned blasts also have a 60% chance to inflict a Power Leak debuff (opponent loses 25% power over four seconds)
[/quote]You don't say how much the Armor Reduction is on your Armor Break Debuffs.
Overall, I'm concerned about the total power boost you've given this Champion. His ability to gain Strategy counters has no easy way to counter; you have to have specific Champions to do it. His Ability Accuracy gain is really high on top of his existing chances to trigger Debuffs. He's also going to get seriously punished on Nodes that knock you for triggering Debuffs, so his overwhelming benefits are going to turn into a nightmare for him as an Attacker, and those same benefits are going to make him a nightmare to overcome if he's on the right Node as a Defender. I would recommend that you re-examine this rebuild to see if you're seeing what I'm seeing, and what you might want to address.
As with @Whododo872, I hope that you didn't take this critique harshly, as it is not intended to be so.
Best wishes!
How much faster does he gain Power Meter? I assume that you meant with Strategy counters, but as written, this is a completely separate ability.
This gives Cyclops a really good chance to gain Strategy counters on pretty much everything he does. Basic attacks give him a bit, but he gets more whenever you Parry or use Dexterity, plus whenever he Intercepts, and Armor Breaks. If the opponent can't Stun, inflict Concussion, or inflict Daze, the only way to drop his Strategy counters is with an SP3. While that's great when you're playing him, when you're playing against him, you can't really pull those counters off very easily. If you're not using a Stun/Concussion/Daze capable Champion, if you're fighting against him on a Power Lock 1 or Power Lock 2 Node, you can't pull them off at all. I would encourage you to find another mechanic to drop his Strategy counters (which would not only encourage some more careful play, but would also make him easier to defeat when he's your opponent).
There's also no maximum limit to the amount of Strategy counters that Cyclops can acquire in a fight, but the benefits only go up to 50 counters. Those benefits are pretty significant, too. If I've got the max (50 counters), I get +40% Ability Accuracy and Debuff Durations, plus my passive power gain of +60%. I'm going to be throwing off Specials much faster, and I'm going to love that 100% chance to Armor Break my opponent on Special 1 (3 stacks of it) for 9.8 seconds each. Special 2 will give me a 110% chance to Armor Break for 12.6 seconds plus Petrify for 8.4 seconds, and Special 3 will give me a 100% chance to inflict 2 Armor Break Debuffs for 14 seconds with a 100% chance to inflict Power Leak. Does this seem overpowered to you? It does to me.
Now I automatically get +10% bonus critical damage on Beam Attacks (all 3 Specials) for free. I can have up to infinite Block Proficiency (if there's a 50 Strategy counter cap, then it's only +1250 Block Proficiency), and if I have 50 Strategy Counters, I can also Power Drain up to 25% of my opponent's total Power Meter with a 40% chance of that triggering, boosted to 80% chance of trigger with the +40% Ability Accuracy. This is on top of the Petrify and Power Leak Debuffs you can inflict with your Special Attacks 2 & 3. I'm also not sure where you're justifying the Power Drain, Petrify, or Power Leak Debuffs from (is there a comic book source?).
You don't say how much the Armor Reduction is on your Armor Break Debuffs.
Overall, I'm concerned about the total power boost you've given this Champion. His ability to gain Strategy counters has no easy way to counter; you have to have specific Champions to do it. His Ability Accuracy gain is really high on top of his existing chances to trigger Debuffs. He's also going to get seriously punished on Nodes that knock you for triggering Debuffs, so his overwhelming benefits are going to turn into a nightmare for him as an Attacker, and those same benefits are going to make him a nightmare to overcome if he's on the right Node as a Defender. I would recommend that you re-examine this rebuild to see if you're seeing what I'm seeing, and what you might want to address.
As with @Whododo872, I hope that you didn't take this critique harshly, as it is not intended to be so.
Best wishes!
I'll certainly concede that things like the power Leak/power drain may well need to be toned down; but I am going to defend myself a little - I think this Cyke is more powerful, but not quite as overpowered as you're worried he will be!
Do consider Cyclops' current abilities - he already has the Passive Power Gain; at max Sig, he gains around +175% critical damage; +20% debuff duration, and with a combo of just 20, all specials are Unblockable. His SP3 Armour Break is already 100% likely, and lasts 12 seconds (14.4 with a high combo).
So bear in mind this design actually reduces his critical damage bonus by half, removes his ready-to-access Unblockable ability, and doesn't actually make his armour breaks much longer or more potent than they already were.
That's Cyke's pre-existing passive power gain; which gives him slightly faster power gain at low power levels. It's never actually been quantified, but is probably (my guess) around 20% power gain at the start of the fight, falling to zero by SP2. Increasing this by 40% (multiplicative, not additive) would give him around a 28% power gain for the first few hits, rapidly falling off after you get to SP1. No power gain at all from SP2 onwards. Definitely a lower gain than Carnage note enjoys - you'll get more SP1s, a few more SP2s, and not too many extra SP3s.
The power drain/leak abilities are my new idea, and not from comics canon. When Blue Cyclops was introduced into the contest, the storyline explained that he had spent a long time imprisoned in crystal, hence giving him abilities like his passive power gain. Essentially, I've built on this concept to 'mutate' his power set as a Contest Of Champions character. It's a twist, true, but I don't think it's any weirder than Punisher's Invulnerability, Kingpin's Unstoppable or Domino's energy-degeneration. All MCOC products of Iso-8 enhancement.
Well if someone is attacking without access to Parry, they've really only themselves to blame. Unless he's on a stun-immune node, any champ should be able to stun him. And you can just interrupt his combo to stop that building. There's really no need for a specific champ to beat him. Even a combo shield node won't help that much - a combo of 100 still only gives him 20 Strategy. I don't really see this Cyclops doing brilliantly well as a defender (unless he's on some crazy node that makes almost any champion lethal)
He will be a better Attacker; but it will take quite a while to get those counters; those bigger bonuses simply won't happen in the majority of fights. And a proper game designer could obviously tweak the numbers lower; +1/+2/+3 target than +4, if that's what balance would necessitate. Maybe no strategy gain at all for using Dexterity? It's good game skills; maybe that's already reward enough.
This was actually intended to be a weakness in his kit. For a bit of balance, I deliberately went with multiple debuffs (rather than passive s) precisely so that he isn't useful as an Attacker on nodes like Masochism, or debuff-immune, or against skill-based 'shruggers'.
The Ability Accuracy bonuses maybe could be lower; but it's not additive: My understanding of AA modification is that it's typically a multiplier (unless quoted as a 'flat' value), so a 40% chance of Power Drain becomes a 56% chance.
Overpowered? Maybe a little (as I initially wrote him), but a few adjustments to the numbers for balance and a Cyclops like this could be darned fun to play!