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Champion Improvement Suggestions [edited by Mod for clarity]

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Comments

  • Bajan_SamuraiBajan_Samurai Posts: 87

    Djkrdjj said:

    Djkrdjj said:

    Bahamut said:

    I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.

    Black Widow

    Class: Skill

    Signature Ability: Assasination
    While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter.
    While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.

    Passive:
    Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.

    While being attacked:
    Black Widow has a 5% chance to evade incoming attacks.

    While attacking:
    Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%).
    While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds.
    Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active.
    Black Widow can cause critical hits on blocked attacks.

    Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.

    Special attacks:
    Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%.
    Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%.
    Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.

    New Synergy:

    NO POWERS, NO PROBLEM with Hawkeye and Ronin.
    All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.

    Why would she get such a high passive evade chance?
    She doesn’t have powers.
    Actually she does in some versions. They're just relatively minor.

    Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.

    That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.

    Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
    But 5% is higher than stark spideys evade(without the so)
    It should stay 3%
    So what if Stark Spidey has a base evasion chance of 3%? Sparky is not supposed to be the best evader in the game. Sparky is a school-kid still learning to use his powers. Widow has a lifetime of experience.

    Also:
    • Spiderman (Classic) has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
    • Spiderman (Symbiote) also has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
    • Spider-Gwen has 7% per charge, and charges climb relentlessly up through the fight.
    • Miles Morales (poor Miles) has 7% per charge, and charges climb relentlessly down through the fight.
    • Nightcrawler has a base 22% chance to evade.
    • And if you want a close (skill) comparison to Widow; Moon Knight has a base 5% during the New Moon. That's still better than Sparky (apart from Specials)
    @Magrailothos is correct that BW having a higher evade chance than Stark Enhanced Spider-Man is completely fair. Some of these evasions differ from each other for very specific reasons (and Kabam rightfully tries not to have a similar ability working the exact same way) and SMSE gets an ever-growing attack boost that benefits him a lot more than not having as high a chance to evade.

    This is literally what 'champion balancing' is supposed to be all about too, regardless of how much more powerful characters are than each other in comics, movies and other media.

    On the subject of any unawakened champ, though, that's not supposed to be their true form for comparison, despite the number that are still very good without being awakened (partially because the urge to awaken and raise the signature level of most champs is supposed to drive players to duplicate champs through crystal opening 'luck', awakening gem choices, grinding, and whatnot).

    On the subject of Miles, at this point in his development, he's not supposed to be as good with his spider-sense either, but at least it climbs a bit whenever the opponent uses a special. This makes him manageable when facing him as a defender, and since trying to parry with evade chances can throw off players, it makes him better on attack than classic Spidey unless using intercept styles. It would be ideal to give him an Invisible Mode though (differ from Invisible Woman's and the Hood's by making his only kick in once every 1.25 minutes or something), and maybe as a trade off to losing Spider-Sense Charges, raise his Venom Blast damage output a bit for each evasion charge lost so he can actually rate as high in damage potential as classic Spidey and symbiote Spidey does when hitting someone with Sp2 while Armor broken (with the difference being that a portion of that damage would be inflicted over time instead of instantly).
  • DjkrdjjDjkrdjj Posts: 444 ★★

    Djkrdjj said:

    Djkrdjj said:

    Bahamut said:

    I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.

    Black Widow

    Class: Skill

    Signature Ability: Assasination
    While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter.
    While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.

    Passive:
    Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.

    While being attacked:
    Black Widow has a 5% chance to evade incoming attacks.

    While attacking:
    Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%).
    While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds.
    Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active.
    Black Widow can cause critical hits on blocked attacks.

    Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.

    Special attacks:
    Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%.
    Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%.
    Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.

    New Synergy:

    NO POWERS, NO PROBLEM with Hawkeye and Ronin.
    All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.

    Why would she get such a high passive evade chance?
    She doesn’t have powers.
    Actually she does in some versions. They're just relatively minor.

    Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.

    That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.

    Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
    But 5% is higher than stark spideys evade(without the so)
    It should stay 3%
    So what if Stark Spidey has a base evasion chance of 3%? Sparky is not supposed to be the best evader in the game. Sparky is a school-kid still learning to use his powers. Widow has a lifetime of experience.

    Also:
    • Spiderman (Classic) has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
    • Spiderman (Symbiote) also has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
    • Spider-Gwen has 7% per charge, and charges climb relentlessly up through the fight.
    • Miles Morales (poor Miles) has 7% per charge, and charges climb relentlessly down through the fight.
    • Nightcrawler has a base 22% chance to evade.
    • And if you want a close (skill) comparison to Widow; Moon Knight has a base 5% during the New Moon. That's still better than Sparky (apart from Specials)
    She doesn’t have powers. What’s she gonna dodge bullets with. Her keen sense of observation that’s she’s honed. Nah
    Starky has powers and the Ai. That’s more realiable

    Djkrdjj said:

    Djkrdjj said:

    Bahamut said:

    I said a month ago that I would post ideas for the original MCU Avengers. Then I didn’t. So here are the other four.

    Black Widow

    Class: Skill

    Signature Ability: Assasination
    While above 50% HP: Black Widow strikes with calculated grace, passively reduces her opponent’s ability accuracy by X%, and increasing Black Widow’s power gain by 1% per hit on her combo meter.
    While below 50% HP: Black Widow ignores the pain, and critical hits have an X% chance to purify one debuff on Black Widow.

    Passive:
    Black Widow never loses her head, and is immune to Taunt, Disorient, and Petrify effects.

    While being attacked:
    Black Widow has a 5% chance to evade incoming attacks.

    While attacking:
    Black Widow’s critical chance and damage are increased by 1% for every hit on her combo meter (can not exceed 70%).
    While Black Widow’s combo meter is above 50 hits, critical hits have a 1% chance for every other hit on her combo meter to stun the opponent for 2 seconds.
    Opponents gain 30% less power when struck by Black Widow while Precision and Cruelty are active.
    Black Widow can cause critical hits on blocked attacks.

    Heavy attacks (new animation where she shocks her opponent with her taser glove stinger thingamabobs): Causes one Shock debuff for each debuff on the opponent, each dealing X damage over 9 seconds.

    Special attacks:
    Black Widow gains a Precision passive lasting for 10 seconds and increasing her critical hit chance by 25%.
    Black Widow gains a Cruelty passive lasting for 10 seconds and increasing her critical hit damage by 25%.
    Critical hits have a 100% chance to cause a Power Sting debuff for 10 seconds, expiring immediately and dealing X damage when the opponent uses a special attack.

    New Synergy:

    NO POWERS, NO PROBLEM with Hawkeye and Ronin.
    All #Avengers have +50% ability accuracy while they’re not under the effects of a buff.

    Why would she get such a high passive evade chance?
    She doesn’t have powers.
    Actually she does in some versions. They're just relatively minor.

    Like the way Winter Soldier doesn't just have a cybernetic arm; both he and Black Widow are super-soldiers born of different countries and technologies.

    That's how Bucky survived his fall from the train in The First Avenger; and presumably how Natasha survived the missile attack on Zola's Silo in CA:TWS and was fighting fit before the end of the movie. She's not on par with Cap, but she is supposed to have abilities enhanced to peak human or slightly beyond.

    Alternatively: In this game, let's just assume that Iso-8 is the great leveller; enabling Kingpin to Hulk out, Punisher to be Indestructible and Falcon to do what Cap does, just slower.
    But 5% is higher than stark spideys evade(without the so)
    It should stay 3%
    So what if Stark Spidey has a base evasion chance of 3%? Sparky is not supposed to be the best evader in the game. Sparky is a school-kid still learning to use his powers. Widow has a lifetime of experience.

    Also:
    • Spiderman (Classic) has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
    • Spiderman (Symbiote) also has 0% chance to evade until he's Awakened - this is a travesty that really should be changed.
    • Spider-Gwen has 7% per charge, and charges climb relentlessly up through the fight.
    • Miles Morales (poor Miles) has 7% per charge, and charges climb relentlessly down through the fight.
    • Nightcrawler has a base 22% chance to evade.
    • And if you want a close (skill) comparison to Widow; Moon Knight has a base 5% during the New Moon. That's still better than Sparky (apart from Specials)
    @Magrailothos is correct that BW having a higher evade chance than Stark Enhanced Spider-Man is completely fair. Some of these evasions differ from each other for very specific reasons (and Kabam rightfully tries not to have a similar ability working the exact same way) and SMSE gets an ever-growing attack boost that benefits him a lot more than not having as high a chance to evade.

    This is literally what 'champion balancing' is supposed to be all about too, regardless of how much more powerful characters are than each other in comics, movies and other media.

    On the subject of any unawakened champ, though, that's not supposed to be their true form for comparison, despite the number that are still very good without being awakened (partially because the urge to awaken and raise the signature level of most champs is supposed to drive players to duplicate champs through crystal opening 'luck', awakening gem choices, grinding, and whatnot).

    On the subject of Miles, at this point in his development, he's not supposed to be as good with his spider-sense either, but at least it climbs a bit whenever the opponent uses a special. This makes him manageable when facing him as a defender, and since trying to parry with evade chances can throw off players, it makes him better on attack than classic Spidey unless using intercept styles. It would be ideal to give him an Invisible Mode though (differ from Invisible Woman's and the Hood's by making his only kick in once every 1.25 minutes or something), and maybe as a trade off to losing Spider-Sense Charges, raise his Venom Blast damage output a bit for each evasion charge lost so he can actually rate as high in damage potential as classic Spidey and symbiote Spidey does when hitting someone with Sp2 while Armor broken (with the difference being that a portion of that damage would be inflicted over time instead of instantly).
    But is still has to be comic accurate right. I don’t care that it’s in the game because It’s mostly benefits me as I rarely fight BW, but what reason should she have such a high evade chance? She doesn’t have powers and her suit isn’t all teched out. This is a comic book game. You can’t just give Hawkeye, for example, a 5%evade chance because it’s for balance.
    Ps. I know it’s not really giving her the evade chance. That’s why I want to debate it.
  • SkyBlueGamingSkyBlueGaming Posts: 128
    My Champion Rework: Hulkbuster
    Passive:
    - The Hulkbuster is specifically designed to battle large opponents, passively increasing damage, armor break potency and duration, and armor up potency by (x)%
    - Hulkbuster starts with 5 Permanent Armor Up Passives, each increasing Armor rating by (x). These armor ups are lost for every 20% health lost
    - Hulkbuster gains multiple benefits based on how many armor up effects Hulkbuster has on him (Passives and Buffs):
    2 Armor Ups: Hulkbuster is immune to Bleed,
    Coldsnap, and Frostbite Damage
    3 Armor Ups: Hulkbuster is immune to Poison
    Damage. Hulkbuster has a 100%
    chance to shrug off an Incinerate
    debuff at the cost of 1 Armor Up buff
    5 Armor Ups: Critical hits have a 100% chance to
    Armor break, removing one armor up
    buff and reducing Armor rating by (x)
    8 Armor Ups: Block Proficiency Increases by (x) per
    Armor up effect
    10 Armor Ups: Hulkbuster gains a permanent Fury
    Passive, increasing attack by (x).
    This increases the larger the
    opponent is
    14 Armor Ups: Hulkbuster’s Dash attack is
    Unblockable and Unstoppable
    16 Armor Ups: Hulkbuster’s Special Attacks are
    Unblockable against Small and
    Medium opponents
    20 Armor Ups: Hulkbuster’s chance to perfect block
    basic attacks increases by a flat 90%
    Repair A.I. Passive:
    - Hulkbuster’s Repair A.I. repairs the Hulkbuster while he fights his opponent. Repair A.I. cannot function while Hulkbuster is stunned.
    - When Attacking , dashing back, being attacked, or not moving, the Repair A.I. Heals (x)% of Hulkbuster’s health per second
    - When Blocking, the Repair A.I. gives Hulkbuster 1 Permanent Armor Up Buff every 1 second, increasing Armor by (x)
    - Once per fight, when struck below 20% health, the Repair A.I makes a last effort to keep the Hulkbuster alive, granting Hulkbuster 5 Armor Ups, A Power Gain Passive, gaining 50% of max Power over 10 seconds, and a Regeneration buff healing (x) health over 12 seconds. After this activates, Repair A.I will remain inactive for the rest of the fight.
    Special 1:
    - 100% Chance to inflict Armor Break, removing 1 Armor up buff and reducing Armor Rating by (x).
    - Against Small and Medium champions, Hulkbuster is unstoppable during this attack
    - Against Large and XL opponents, this attack is unblockable
    Special 2:
    - 100% chance to inflict up to 3 armor breaks, each removing 1 armor up buff and reducing armor rating by (x)
    - 100% chance to inflict Concussion, reducing Ability Accuracy by 90% for 10 seconds. The reduction increases by up to a flat 10% based on how large the opponent is. The duration increases by up to 50% based on how small the opponent is.
    Special 3:
    - 100% to remove all armor buffs on the opponent
    - 100% chance to inflict a permanent Armor shattered, reducing Armor Rating by (x). This increases by (x) per armor buff removed. While Armor shattered is active, opponents cannot gain armor up buffs.
    - This attack deals up to 80% more damage based on how large the opponent is
    Signature Ability: Iron Rage
    - Hulkbuster’s attack is increased by (x) for every armor up effect on him. This increases by up to (x) based on lost health. The perfect counter to the Hulk’s Rage!
  • SoG_LivesSoG_Lives Posts: 14
    X-23:

    Take off her max of 5 Bleeds

    While X-23s opponent isnt bleeding, or she doesnt have a Cruelty buff, activate a passive Fury increasing attack rating by X

    Critical hits have a 100% chance (improved from 80%) to inflict bleed, dealing X damage over X seconds.

    Just a little more damage and thats all. Nothing too insane.
  • Uriya07Uriya07 Posts: 10

    Hey guys, I completely understand your desire to see some of the older Champions in The Contest, including Iron Fist, made more powerful.



    I have a 5-Star Iron Fist on my own roster and decided not to upgrade him to Rank-2, simply because I have other Mystic Champions who are much more fun to play with. With that being said, Ranking him up is definitely something I would consider doing if he was improved. Personally, I think if he was altered to be able to take more Damage from Opponents and could inflict Bleed/Shock and Stun with Heavy Attacks and Specials, he would be a million times better!



    The Contest isn't the same as real life and Champions aren't always the same as they were in comics. Though, even in this unique Battlerealm, I've always felt that if Punisher 2099 can Stun Opponent's with a Heavy Attack, Iron Fist should be able to do the same. I mean, he does hit Opponents with an IRON fist after all, and I think Bleed or Shock from his Heavy Attacks and Specials would just make sense!



    To help make this discussion as constructive as possible, if there's a Champion you're unhappy with and would like to see them made more powerful, think about including some of the following points in your comment:



    - Name of the Champion you would like to be changed

    - Which features or abilities about them don't you like at the moment and why

    - How exactly would you change them and why would you make the said changes, try to be specific!



    Unfortunately, I can't promise that any of the ideas put forward in this thread will be implemented in a future update but feedback like this is really welcomed by our Game Team. Ultimately, we want you guys to enjoy playing the game as much as possible and a discussion like this one can be really helpful in allowing us to identify specific Champions that you're unhappy with and what exactly you don't like about them so we can consider making the changes you want to see.

    u are so right!! iron fist should be so strong i want him to get buffed!!
  • Sheer_ColdSheer_Cold Posts: 183
    A buff idea I have would be for The Hulk (OG).

    -His Heavy attacks have a 100% chance to be unstoppable, and have a 40% chance to stun the opponent for 2.50 seconds

    -Every 20% health taken away, Hulk regenerates 13% of it back, unless stopped by a damaging debuff. Can be activated 5 times per fight

    -Special 1 grants Hulk 2 permanent fury buffs and 1 physical resistance buff, max stacks for both: 10

    -Special 2 expends 2 fury buffs to stun the opponent for 4 seconds. If a third fury buff is available, this attack is also unblockable for the duration of the attack

    -Special 3 expends 3 fury buffs to crush the opponent for 16 seconds, which is a new debuff that reduces ability accuracy by 100%, reduces power gain by 90%, reduces physical resistance by 50%, and reduces perfect block chance by 100%

    -While 25% health or below, instantly gain all 10 fury buffs and all 10 physical resistances. All further regeneration can also not be heal blocked or stopped.

    -Hulk is passively immune to heal block, reduces stun duration by 70%, and is immune to unblockable attacks. Degeneration effects ignore all physical strength, however, meaning these effects deal 20% more damage.
  • FuriousVFuriousV Posts: 13




    There’s a lot of outdated material on Elektra.



    For an example, she’s not mid-game active; meaning she doesn’t make the changes when a defender becomes immune to bleeding and cause them to armor break; imiw, emma.



    She also needs to be updated when it comes to her abilities because they don’t even work properly. I jus fought a colossus with my 6* Elektra and she made him get “immune” to show up.



    It’s jus one word, what’s the big deal? We see it everyday sometimes.



    The reason why it’s a big deal is because it should never show up against a primary bleed immune. It shows that the code isn’t up to date and the code was trying to send a bleed instead of an armor break on a bleed immune champ.



    Awful.



    There’s a lot of great features and creative nodes to this game that make me really appreciate almost every champ more than what I feel the majority does; maybe jus the majority of people who talk? Idk. I try to find what works for champs and not gripe that not every champ is what people say “god-tier”. I enjoy utility and her utility is rare.



    But, when I can’t trust her utility because it literally has backward codings, it makes it frustrating



    She would be nicer to play if she gets a precision buff when she applies bleed or armor break also. Her ability is to do increase damage so why not gain a precision buff when they activate a special 1 and 2?



    Adding a precision buff at the start of a special, and 3-4 furies when a bleed/armor break becomes active and only have the fury active for as long as the bleed and armor break, it would greatly help.



    When you add an outdated champ to a 6* newly evolving mcoc world, it is irrational and irresponsible to not update her to the evolving 6* world



    Thanks


    Dude stop reposting your elektra thread, you didn’t get the best six star, and she can’t take down IMIW as effectively as you like, she’s not bad by any means

  • FuriousVFuriousV Posts: 13
    I don`t agree with you man. Electra is one of useless champions in this game. Look on Winter Soldier, before reworking he`s been like Electra, but now in synergy with Killmonger he very nice.
  • Whododo872Whododo872 Posts: 1,030 ★★★
    Now, for my next improvement, I’ll be touching on a long left-behind character, my friend from the spider-verse, Spider-Man (Miles Morales)!

    Base stats:
    Attack: High
    Armor: Low
    Health: Average-Low
    Crit rate: Above average
    Crit damage: Above average

    Signature Ability: Wear the Mask

    (Stuff in parentheses scales with sig level)

    After facing many dangers as Spider-Man, Miles Morales has learned that anyone can don the mask, including him. Knowing this, he grants the following abilities
    Up to (10-20%) increased power rate against villains
    1.5 seconds increased invisibility duration
    Up to (10-20%) increased Spider-Sense charge usage chance


    Base Kit:

    Help from the Spider-Sense:

    Utilizing his newly enhanced senses, Miles avoids all attacks when dashing back

    Miles has 3 Spider-Sense charges at the start of the fight, and each special attack he throws grants him one more, to a maximum of 7. As long as Miles has at least one charge, his Evasion and Dexterity ability accuracy cannot be altered

    Each charge gives Miles a 20% chance to evade basic and special attacks, and +350 critical rating per charge. Miles cannot evade basic attacks as long as he is blocking

    Additionally, every special attack the opponent throws grants Miles 2 Spider-Sense charges

    Stickied:

    While evading or using Dexterity against contact attacks, Miles accidentally sticks himself to his opponents for a moment, adding Stickied charges to the opponent, up to 5. These charges reduce Dex and Evade ability accuracy by 10% and last 15 seconds each

    Upon stacking 5, instead of adding a 6th, Miles uses the age-old trick of the Shoulder Touch, combining these passives into a Shoulder Touch debuff for 20 seconds. Shoulder Touch also acts as a Slow debuff, and increases the Dex and Evade ability accuracy reduction to 100%

    Either upon expiration, whenever Miles evades, or whenever Miles ends a combo with a light attack, the opponent is stunned for 10 seconds. This stun immediately falls off if Miles lands a hit

    Invisibility:

    When Miles is hit 4 times in a row, he panics and turns himself invisible for 8 seconds. While he is invisible, Miles cannot Evade and all the opponent’s attacks will miss

    Upon becoming invisible, Miles gains +200% attack until either he lands a hit or he is struck.

    Heavy Attacks:

    Hits are guaranteed critical if Venom Blast is active, and pauses active Venom Blasts for 3 seconds
    If no Venom Blasts are active, instantly gain 10% of a bar of power while below 2 bars when this attack connects

    Special Attacks:

    Special 1:

    Miles shoots 3 web shots from his borrowed webshooters, each shot placing a Weakness on the opponent, reducing attack by 20% for 13 seconds
    Using this attack immediately after dashing back guarantees that the hits are critical, and guarantees that the Weaknesses apply

    Special 2:

    Miles does some flashy punches and kicks on his opponent, ending it off with a Venom Blast debuff for 14 seconds. This acts as a shock debuff, dealing (about 130% of Miles’ attack) damage for the duration. This also acts as a 150% Petrify and increases Miles’ attack by (about 80%) while it’s active

    Special 3:

    Places both a Venom Blast and a Shoulder Touch on the opponent. If there was already a Shoulder Touch active, it is refreshed, and the Venom Blast has doubled duration
    If Miles is playing above 50% health, his Venom Blast’s Petrify potency from this attack is increased to 250%
    If Miles is playing below 50% health, he maxes out his Spider-Sense charges and regenerates up to 7% of his max health, capping out at 51% of his max health


    Synergies:

    You’re Like Me... with Spider-Man (Classic)

    Miles: Start the fight with maximum Spider-Sense charges
    Spidey Classic: Cannot be Evaded by Spider-Verse champions

    Hey: with Spider-Gwen

    Miles: Shoulder Touch stun pauses as long as Miles is close to his opponent and not blocking
    Spider-Gwen: Slow lasts an additional 3 seconds

    Do it on Command: with The Hood and Invisible Woman

    Miles: Hold block for 1.5 seconds to trigger Invisibility that lasts 4 seconds. Takes 7 seconds to cool down
    Hood: +400 critical rating and damage while Invisible
    Invisible Woman: Whenever inflicting any of her debuffs, inflict two instead

    Enemies: with Kingpin

    All champions gain +155 critical rating

    Nemesis: with Venom

    All champions gain +6% attack



    Hey all! Wanted to make a good and annoying defender this time around, but he’s also definitely a potent and fun offensive champion given proper upkeep, patience, and aggressive gameplay. Let me know what y’all think, and who you’d want me to rework in the future!

    Cheers, guys!
  • MagrailothosMagrailothos Posts: 2,725 ★★★★
    edited July 2019
    Scarlet Witch



    Clearly Scarlet Witch needs reworked, as apparently there are still no plans to release her as a 5*; due to concerns about breaking the game, and so on and so forth. Why is this? I think it's partly the overpowered nature of her drawing from a very limited pool of buffs/debuffs; causing them to stack up and inflict impressive Special damage. Then there's also her (less spoken of) really impressive nullify ability, which generates her lots of Power through Mystic Dispersion. But what to do? How to develop Scarlet Witch so that she can be released as a 5* champion? Let alone a 6* one?

    Here's a return I've made; aiming to:
    • Keep her recognisable as the Switch we all know and love.
    • Develop a larger pool of buff/debuff options (I've not suggested actual numbers for damage/benefits/harms; which could be balanced by the Devs)
    • This will reduce the likelihood of stacking multiple Fury/Cruelty/Regeneration buffs, out any other buffs, in fact
    • Reduce the constant Nullify that feeds MD
    • Avoid very powerful effects like Unstoppable, Unblockable, and even Power Lock (she now has Enervate instead)
    • Put a little chaos onto special attacks even before she's Awakened (it bugs me that she has no chaos ability until then; although this is typical of the original champions line-up)

    Scarlet Witch

    Health: 14,412
    Attack: 1,216

    Signature Ability:
    Veil of Fortune
    When striking or struck with a critical hit, Scarlet Witch has a 80% chance to generate 0-5 chaos effects.

    Chaos effects can be offensive, defensive or utilitarian:
    • When attacking, Chaos effects are drawn from the offensive and utility pools. Offensive effects are more likely when Scarlet Witch is high on health.
    • When defending, Chaos effects are drawn from the defensive and utility effect pools. Defensive effects are more likely when Scarlet Witch is low on health.

    Possible Chaos Effects:

    Many of these effects will be well-recognised; and no specific details required. Some details given only where effect is unclear or not commonly found elsewhere in the game.

    Offensive magic
    • Fury (Buff/attacker)
    • Cruelty (Buff/attacker)
    • Prowess (Buff/attacker)
    • Poison (Debuff/opponent)
    • Incinerate (Debuff/opponent)
    • Degeneration (Debuff/opponent)
    • Coldsnap (Debuff/opponent)
    • Stun (Debuff/opponent)
    • Vulnerability (Debuff/opponent)
    • Life Steal (xxx health, one-off effect)
    • Power Steal (20% of total Power, one-off effect)
    • Mystical Offense (Buff/Attacker: Basic Attacks inflict energy damage)
    • Debilitate (Refreshes any debuffs on the opponent, or reactivates the last debuff that expired if none currently active)

    Utilitarian magic
    • Fatigue (Debuff/opponent)
    • Exhaustion (Debuff/opponent)
    • Weakness (Debuff/opponent)
    • Heal Block (Debuff/opponent)
    • Enervate (Debuff/opponent)
    • Thermal feedback (Debuff/opponent)
    • Power Sting (Passive/opponent)
    • Daze(Debuff/opponent)
    • Precision (Buff/attacker)
    • True Accuracy (Buff/attacker)
    • Slow (Debuff/opponent)
    • Neutralise (This one-off effect removes any and all persistent charges from the opponent)
    • Mystic ascendency (Temporary passive effect granting class advantage against any opponent)
    • Luck (increases ability accuracy)

    Defensive magic
    • Amplify (Refreshes any buffs on the Attacker, or reactivates the last buff that expired if none currently active)
    • Armour Up (Buff/attacker)
    • Energy resistance (Buff/attacker)
    • Physical resistance (Buff/attacker)
    • Debuff resistance (Buff/attacker reducing duration any debuffs suffered)
    • Cleanse (One-off effect that removes all debuffs from Attacker)
    • Power drain (affects both champions, drains power to 5% total)
    • Power Flood (Buff/attacker)
    • Regeneration (Buff/attacker)
    • Invisibility (Buff/attacker)
    • Shield of Chaos (Buff granting a one-off damage 'cap' of 5% health)
    • Unlucky (Debuff/opponent, reduces ability accuracy)
    • Fate Seal (Debuff/opponent)

    Critical Hits:

    Scarlet Witch inflicts Nullify on critical hits, nullifying one buff. This nullify ability has an eight-second cooldown period.
    I've introduced a limitation on Switch's Nullify ability here; but note that there is some reliable Nullify added to her Special Attacks, which is not affected by this Cooldown period.

    Special Attacks:
    • SP1 - Nullify one of the opponent's buffs. Inflict 0-2 Chaos effects.
    • SP2 - Nullify two of the opponent's buffs. Inflict 1-3 Chaos effects.
    • SP3 - Nullify all of the opponent's buffs. Inflict 2-4 Chaos effects.
    I've introduced a bit of reliable Nullify and some Chaos effects to her Special Attacks, which is intended to give her a flavour of unpredictable chaos even before she's Awakened.

    Synergies
    Venompool - Crafters of Chaos
    (Unique Synergy, does not stack):
    • Venompool activates 0-2 Venompool abilities (from his Awakened Ability) on his SP3, even if he is not yet Awakened. If Awakened, his signature chance to trigger abilities rises by 50%.
    • Scarlet Witch generates an additional chaos effect on all Special Attacks.
    Joe Fixit - A Twist of Fate (Unique Synergy, does not stack):
    • Fixit gains a bonus Gambler's Fate ability by activating his SP3; which lasts for ten seconds. If Awakened, any additional Gamblers Fate abilities gained through Double Down also now last for ten seconds.
    • When activating a Special Attack, Scarlet Witch has a 75% chance to generate a bonus effect from the shortlist of: Amplify, Debilitate, Lucky and Unlucky.
    Dr Strange - Order and Chaos (Unique Synergy, does not stack):
    • Dr Strange's debuffs have 25% greater potency and duration.
    • Scarlet Witch's buffs and debuffs are 20% more potent.
    Vision (both versions): Made for each other (Unique synergy, does not stack):
    • Vision - any Power Burn has a 70% chance to Nullify a buff
    • Scarlet Witch - any Nullify Effect also inflicts a Power Burn; burning 8% of the opponent's Total Power for each buff removed, with commensurate damage.
    So that's it. Remember, this is a rare rework where we're trying to limit a champion, rather than to 'Buff' them. I'd particularly love to see some of the synergies, to improve her fellow chaotic champions, Venompool and Joe Fixit. What do you think?
  • DukacDukac Posts: 26
    hi to all.
    This game need to be like it is. buth i find out that some champs are preaty meme tier.
    i will write who i want most of all to be IMPROVED WITH DIFFERENT MOVES STILE ECT.

    -DEADPOOL BOTH SILVER AND RED ONE

    -HOWARD THE DUCK

    -HULKBASTER(HE IS IN BIGGEST STRONGEST ARMOR DESIGN TO FIGHT HULK WHEN HULK IS ANGRY) HE NEED TO HAVE ALL IMUNITY ALLSO IF OTHER CHAMP IS BIGGER HE NEED TO GO IN DEFENCE MODE COS HE IS DESIGN TO CALM BIGGER CHAMPS.
    FOR NOW HE IS MEME ONLY FO ARENA

    -STORM - SHOCK IMUNE
    ALLSO REDISIGN SPEC 3

    -ANT MAN (bigger and small version both to be unleshed based of combo and based of how u play) when he will be big to igreese demage like 100% or so small to do lot of evede.

    -Hyperion ALL IMUNE HE IS GOD IN CONTENST AND NEED TO BE IMUNE TO ALL.

    -AGENT VENOM he need to be better than spider man in any aspect of game.

    THOSE ARE MY STUFF THAT I WANNA SHERE MY SUGGESTION FOR GAME.
  • TripleBTripleB Posts: 50
    @Kabam Miike not sure if his is meant but Phoenix’s abilities are off. Her furies give her about 15% damage each but her specials trade those furies for prowess of 10% bonus damage each. Doesn’t that mean you’re trading furies for LESS damage?
    Also her specials are already gimped so why attempt to gimp her further? It’s not like she’s a threat to unbalance in the contest. She’s iconic and deserves to either be buffed or fixed at the very least! Hopefully this gets through to the team and they can fix her!
  • Sheer_ColdSheer_Cold Posts: 183
    I just got a great idea, I hope you guys see this ;)

    My buff idea is for Thanos, because originally fighting him in act 3 I was super hyped, ready to use tons of revives and such, but Thanos is actually really weak. Weaker than I thought he would be. Nameless Thanos also has the same problem, the nodes are the only thing that make him hard to fight.

    PASSIVES:
    -Signature ability would stay the same

    -Synergies would change to be with his children, the Black Order. They'd be really good synergies if all together

    -Passive immunity to ability accuracy reduction, heal block, power steal, power drain, power sting, and buff steal

    INFINITY STONES:
    -Every fight Thanos starts with 2 randomly picked Infinity Stones active, either Time, Mind, Reality, Space, Power, or Soul. These are shown as passive buffs

    -The Time Stone grants Thanos a 20% chance every time he is hit to recover all health lost in that hit. This does not count for Special Attack 3

    -The Mind Stone grants Thanos a 15% chance every time he is hit to place a 5 second Falter debuff on the opponent

    -The Reality Stone grants Thanos a passive immunity to Stun and Poison dubuffs, on top of his other immunities

    -The Space Stone grants Thanos a permanent True Strike buff and a 15% chance every time he is hit to evade the attack

    -The Power Stone grants Thanos a permanent Prowess buff, increasing attack by X and also giving him a 15% chance every time he is hit to gain a 5 second Unstoppable buff

    -The Soul Stone grants Thanos a 15% chance every hit to inflict Degeneration on the opponent, inflicting X amount of damage over 7 seconds, and can be stacked endlessly. This stone also grants Thanos a 50% damage reduction for all Degeneration applied to him.

    SPECIAL ATTACKS:
    -Special Attack 1 gives Thanos a different buff or debuff depending on his stones. Time grants back all health lost in the last 20 seconds, Mind grants this attack to be un-evadable, Reality trades itself for a different stone, Space grants 3 evade charges, each giving a 25% chance to evade, Power grants a permanent Fury buff, increasing attack by X, and Soul inflicts a Degeneration effect on the opponent, doing X damage over 7 seconds

    -Special Attack 2 does the same thing as Special Attack 1, but is also Unblockable, un-evadable, cannot miss, and Heal Blocks the opponent for 16 seconds

    -Special Attack 3 activates Recoil even if you don't have the mastery, activates all Infinity Stones and grants Thanos a 10 second Unblockable buff

    I seriously hope this gets to be in the game, I think Kabam could make this idea better but this is the basic one.
  • BahamutBahamut Posts: 2,308 ★★★★
    Electro

    Class: Science

    Signature Ability: Electrostatic
    The damage caused by Static Shock and Shock debuffs is increased up to X% depending on Electro’s stored power.

    Passive:
    Electro is immune to Shock effects.
    Whenever the opponent would cause a Shock effect, Electro gains 6 Living Energy charges.
    Whenever Electro takes energy damage, he gains 1 Living Energy charge. All attacks from Mystic class champions count as energy attacks.

    Energy Form:
    When Electro gains 30 Living Energy charges, his body becomes pure energy.
    Energy Form lasts for 8 seconds and it begins with it’s duration paused. When Electro is struck by a heavy attack, it’s duration is unpaused.
    While Energy Form is active:
    Electro is immune to Bleed, Coldsnap, and Frostbit effects.
    Shock debuffs deal 30% more damage and become passive effects.
    Shock effects reduce the opponent’s ability accuracy by 20%.
    Incoming attacks have a 25% chance to miss. Attacks can not miss while Electro is blocking. +65% chance for special attacks to miss.
    Whenever Electro is struck by anything other than a heavy attack, he has a 30% chance to cause a Shock passive, dealing X damage over 12 seconds.

    When Attacked:
    Opponent’s attacks that make contact receive a Static Shock, taking 30% of the damage dealt as energy damage. This damage is halved if Electro is bleeding.
    If Electro loses more than 5% of his maximum HP from a single source, he has a 65% chance to cause a Shock debuff, dealing X damage to the opponent over 9 second, and he gains 3 Living Energy charges.

    While Blocking:
    Well timed blocks cause a Shock debuff, dealing X damage over 9 seconds.
    Blocking an attack generates 1 stack of Living Energy. +2 Living Energy charges are gained on well timed blocks.

    While Attacking:
    Critical hits cause a Shock debuff, dealing X damage over 9 seconds.
    Electro gains 10% more power for each Shock effect on the opponent.

    Special Attacks:
    Causes a Concussion debuff, reducing the opponent’s ability accuracy by 90% for 6 seconds. Concussion lasts 1 second longer for each Shock effect on the opponent.
    If Energy Form is active, this attack refreshes all Shock debuffs on the opponent, and stuns the opponent for 5 seconds.

    New synergy:

    ORIGINAL SIX with Doc Ock, Vulture, and Mysterio.
    All Sinister Six champions gain +15% ability accuracy and damage rating.
  • SkyBlueGamingSkyBlueGaming Posts: 128
    My Champion Rework: Moon Knight
    Passive:
    - Withheld from Death herself by the Egyptian Moon-god Khonshu, Marc Spector’s power ebbs and flows based on the phase of the moon.
    Full Moon:
    - Moon Knight reduces enemy evade and auto-block ability accuracy by (x)%
    - Moon Knight’s ability accuracy is increased by (x)%
    New Moon:
    - Moon Knight has an 5% chance to evade all attacks
    - The opponent’s ability accuracy is reduced by (x)%
    Waxing moon:
    - All hits have an (x)% chance to gain Precision, increasing critical rating by (x) for (x) seconds
    - Moon Knight gains +10% power gain
    Waning moon:
    - All hits have an (x)% chance to gain Fury, increasing attack by (x) for (x) seconds
    - The opponent suffers -10% power gain
    Heavy attack:
    - If this attack is critical, it has an (x)% chance to stun for (x) seconds. Chance increases the closer it is to full moon but stun duration is increased the closer it is to new moon
    Critical hits:
    - Critical hits lacerate opponents with a 70% chance, inflicting (x) bleed damage over (x) seconds
    Special 1:
    - If the moon is close to Full moon, Moon Knight gains a Moonlight Passive for (x) seconds. This increases ability accuracy by (x)% and allowing Moon Knight to ignore armor and resistances. Duration is increased during Full moon
    - If the moon is close to New moon, this attack inflicts a Darkness passive on the opponent for (x) seconds.
    - This attack receives an additional (x) critical rating.
    Special 2:
    - In New Moon, stun chance and duration are increased by 100%
    - In Waning Moon, opponents gain 0 power from this attack
    - In Full Moon, this attack is unblockable
    - In Waxing Moon, this attack deals guaranteed critical hits.
    - (x)% chance to stun for (x) seconds.
    Special 3:
    - Khonshu gives Spector temporary control over the Moon’s phases, allowing him to use a second phase for 25 seconds depending on what move he did before the attack.
    - Block: New Moon
    - Light Attack: Waning Moon
    - Medium Attack: Waxing Moon
    - Heavy Attack: Full Moon
    - 100% chance to bleed, dealing (x) damage over (x) seconds
    Signature Ability: Synodic Tide
    Either Moon Knight gains (x) increased critical damage, (x)% bleed damage, and (x)% increased power gain or the opponent loses (x) critical damage, (x)% debuff duration, and (x)% decreased power gain. This cycles every 6 hours.
  • MagrailothosMagrailothos Posts: 2,725 ★★★★
    Bahamut said:

    Electro

    Some nice ideas there - a bit Human Torchy!

    I think the evasion/missing may be a step too far, but enjoyed the Living Energy mechanic. Maybe one day...

  • RockonRockon Posts: 261
    update iron fist and deadpool xforce next. you have to highly rated comic heroes in the game that isnt reflecting their comic reference, you guys should get marvel artists to review the champs over a three year period and see what they say about them
  • Thi101Thi101 Posts: 700 ★★★
    @Magrailothos how do you change the color of the letter there in “Scarlet Witch”
  • MagrailothosMagrailothos Posts: 2,725 ★★★★
    Thi101 said:

    @Magrailothos how do you change the color of the letter there in “Scarlet Witch”

    Simple HTML coding.

    I'm still pretty basic at it.

    Scarlet Witch

    Press 'Quote' on this message, and you'll be able to read it.
  • MagrailothosMagrailothos Posts: 2,725 ★★★★
    @Thi101
    I used this page to learn a bit about html coding: https://www.makeuseof.com/tag/simple-html-code-learn-minutes/

    Then when I'm writing something a bit long, I'll use this page to test it before submitting to the forums: http://www.csgnetwork.com/htmlcodetest.html
  • PotatolegionPotatolegion Posts: 158
    Karnak:

    After 7 seconds of not being struck by the opponent, Karnak gains focus, this increases his critical rating by 35%, gives him a true accuracy buff, increases his attack by 20% and ignores enemy armour by 25%. This lasts for 10 seconds.

    For every five hits on the enemy's combo metre, he gains a permanent physical resistance buff, decreasing physical damage by 5% each. Stacks up to 15.

    Immune to mental debuffs and 30% immune to metal attacks.

    Every 3 seconds Karnak reduces his class disadvantage by 4% until it is gone.

    If Karnak has a debuff, he has a 20% chance to armour break with each hit, decreasing enemy armour rating by 5%.

    He has a 40% chance to shrug off all stun debuffs and convert them into furys.

    When Karnak successfully delivers a heavy attack, the opponent gains a stun debuff and Karnak gains a precision.

    Special 1:
    If he doesn't already have it, he gains focus instantly. Karnak gains true strike for 12 seconds.

    Special 2:
    This attack is unblockable, deals true strike and convert all armour up buffs on the opponent into armour breaks.

    Special 3:
    Stuns the opponent for 6 seconds.
  • BriceMiesterBriceMiester Posts: 262
    They should just get rid of the useless characters to decrease the chance of a useless character being drawn from a high level crystal, I have 3 5* characters, miles morales, iron patriot and vulture, they are all pathetic, I havent wasted a single piece of iso or gold on them
  • MagrailothosMagrailothos Posts: 2,725 ★★★★

    They should just get rid of the useless characters to decrease the chance of a useless character being drawn from a high level crystal, I have 3 5* characters, miles morales, iron patriot and vulture, they are all pathetic, I havent wasted a single piece of iso or gold on them

    This isn't really the thread for discussing crystals; but Vulture has possibilities. Can't tell from your answer; but if those are your only 5* champions, then at least rank up all of them to 1/25 for arena grinds (and Level Up one-day events); and try using Vulture for a bit. He's got a very useful synergy with Venom; and also decent ones with Darkhawk and Doc Ock. Who knows, maybe they'll make him better some time - what do you think of this suggestion?: https://forums.playcontestofchampions.com/en/discussion/comment/787583/#Comment_787583
  • XdonreXdonre Posts: 127
    Yawn stated;

    Yeah you make a really good point. He’s such an old character there is no benefit for Kabam to buff him. I just pulled him as a 6 star and have no use for the poor guy.

    IMO, some of the older high-profile characters generate interest for potential new players to join the game...especially the characters that are well-known from the MCU...Kabam could be doing the game a de-service by having some of these characters to be so lackluster especially when these are the characters a newer player would likely initially obtain.
  • Thi101Thi101 Posts: 700 ★★★

    Storm rework

    Why does she need?

    Storm is undoubtably one of the strongest and most famous mutants in Marvel Comics, with really extensive powers, but the game says otherwise. Since she is one of the oldest champions in it, her abilities are pretty simple and her powers poorly explored. She may not be the mutant that needs this rework the most, but Storm can definitely be better than she is now, and this is what I’m trying to do here.

    Base Stats

    (Based on a 4* champion 5/50)
    Health: 13.560
    Attack: 1.230
    Critical Rating: 703 (26%)
    Critical Damage Rating: 858 (200.1%)
    Armor Rating: 326 (14%)
    Block Proficiency: 2.879 (59%)

    Tags

    #Offensive: Burst #Hero #X-Men #X-Force #Size: S

    Abilities

    • Shock
    • Coldsnap
    • Stun
    • Electric Discharge

    Signature Ability

    Conduit (MAX)

    As Power surges through the opponent, so does her lightning bolts, increasing Storm’s Special Damage by up to 2043.82 based on how full her opponent’s Power Meter is upon impact.

    Additionally, all Shock debuffs inflicted by Storm last 1 additional second(s) and deal 150 extra Energy Damage per second for each full bar of Power the opponent has upon infliction.

    Passive

    • Storm’s weather manipulation abilities makes her completely immune to the effects of Coldsnap and Frostbite
    • Storm’s mighty control over her own mind makes her extremely resistant to mental attacks, therefore immune to Reverse Controls

    Passive

    • Storm’s resistance over electrical discharges, allows her to convert 60% of the damage dealt by Shock debuffs into direct Power.

    Passive

    • Shock debuffs are 40% more effective against Metallic champions.

    While Blocking

    • Parrying physical attacks refresh all Shock and Coldsnap debuffs on the opponent. This can only be used once every 7 seconds.

    Special 1

    • 85% chance to Shock your opponent, dealing 150 Energy Damage per second for 5 seconds.
    • 60% chance to Stun for 4 seconds.

    Special 2

    • 70% chance to inflict a Coldsnap debuff on the opponent, dealing 120 damage per second for 10 seconds.

    Special 3

    • 100% chance to apply a permanent Electric Discharge debuff, dealing up to 200 direct damage proportionally to how full the opponent’s Power Meter is.
    • 90% chance to Stun for 5 seconds.

    Synergies

    Metallic Conduction:

    Storm: Shock debuffs she causes also reduce the opponent’s Ability Accuracy by 70%. If she’s fighting a Metallic champion, it is reduced by 90% instead.

    Magneto: If your opponent is Magnetized, all Magneto’s Special Attacks are Unblockable

    Royal Romance

    Storm: While fighting against a Shock-immune champion, every time a Shock would be inflicted on the opponent, Storm receives a Power Flood buff, increasing her Power rate by 20% for 7 seconds.

    Black Panther: While fighting a Bleed-immune champion, every time a Bleed would be inflicted on the opponent, inflicts a Armor Break instead, reducing the opponent’s Armor Rating by 100 (per stack) for 4 seconds.

    Mutant Agenda

    With Wolverine, Cyclops (Blue Team) and Colossus: All Champions gain +155 Critical Rate.

    Enemies

    With Magneto: All Champions gain +5% Perfect Block chance.

  • SkyBlueGamingSkyBlueGaming Posts: 128
    My Champion Rework: Iron Fist
    Chi Charges:
    - Iron Fist gains 1 Chi Charge for every hit on his combo meter. All charges are lost when combo is lost.
    - Critical hits generate an additional 1 chi charge.
    - Attack Rating and Critical Damage increases by 2% for every Chi Charge on Iron Fist
    When Struck:
    - 1% chance for every chi charge on him to activate Combo Shield, protecting his combo for (x) seconds. Doing this removes 25% of his current chi charges.
    Critical Hits:
    - (X)% chance to armor break, reducing armor by (x) for (x) seconds. The chance to trigger this chance becomes a 100% chance when above 50 charges.
    - Above 25 chi charges, Critical hits become Chi Strikes. Chi Strikes inflict Enervate for (x) seconds and Power drains (x)% of the opponent’s max power. Opponents struck with Chi Strikes will have their ability accuracy reduced by 100% for 1 second.
    Heavy Attacks:
    - Consumes all chi charges to activate a Dragon Chi Strike. Dragon Chi Strikes activate a power lock for (x) seconds, drains 1% of opponent’s max power for every charge consumed, and fate seals them for (x) seconds. The attack rating of Dragon Chi strikes increases by (x) per chi charge consumed. Dragon Chi Strike also inflicts Concussion, reducing ability accuracy by 100%, for (x) seconds.
    Dash Back and Hold Block for 2 seconds:
    - Iron Fist prepares himself to strike a powerful blow on the opponent, allowing the last hit of his next special attack to consume all charges and activate a Dragon Chi Strike.
    Special Attacks:
    - If this attack will activate a Dragon Chi Strike, Iron Fist gains True Strike during these attacks
    Special 1:
    - If this attack activates a Chi Strike, Iron Fist gains a cruelty buff for (x) second, increasing his critical damage by (x).
    - If this attack will activate a Dragon Chi Strike, the last hit of this attack inflicts stun for (x) seconds. Stun duration is doubled if above 75 chi charges
    Special 2:
    - If this attack activates a Chi Strike, Iron Fist gains 4 charges for every chi strike in this special
    - If this attack will activate a Dragon Chi Strike, the last hit of this attack grants Iron Fist a precision buff, increasing critical rating by (x) for (x) seconds. While this is active, Iron Fist’s Chi Strikes deal an additional (x)% of it’s damage as energy damage
    Special 3:
    - If this attack will activate a Dragon Chi Strike, this attack shatters their opponent’s block, making Iron Fist unblockable for (x) seconds.
    Signature Ability: Focus
    - Enemy ability accuracy reduction abilities will lose 1% potency for every chi charge on Iron Fist. At 100 chi charges, Iron Fist is immune to ability accuracy reduction.
    - Iron Fist is immune to taunt at 25 chi charges
    - Iron Fist is immune to reverse controls at 50 chi charges
    - Iron Fist gains a permanent Precision Buff at the start of the fight, increasing critical rating by (x). This increases by 10% for every 10 seconds that has passed in the fight.
  • Dragon6Dragon6 Posts: 1
    I would like a buff on Spider-Man (miles Morales). he is a character with a lot of potential but his skills are somewhat bad.

    Suggestions:
    Change the chance of venom blast on his second special attack to 100% and change his signature ability to invisibility (he can turn invisible. It's another one of his skills which is completely ignored)

    Invisibility- miles has a chance to turn invisible for 6 seconds whenever he evades an attack. More chance when he evades special attacks.

    His special attacks do 30% more damage during invisibility. His basic attacks have 60% chance to apply weakness.

    Special 1: inflicts shock debuff on enemy per projectile hit.
    Special 3: activates venom blast.

  • MagrailothosMagrailothos Posts: 2,725 ★★★★
    Guillotine

    Guillotine is a very simple-to-use (i.e. old) mystic champion; who used to have a unique niche role; thanks to her ability to reverse healing. There are now other champions who can do this better, for longer (so much so that Kabam have invented new nodes specifically to prevent healing reversal!); making her significantly less desirable.
    Aside from that one bit of utility, she does respectable critical and bleed damage, and not a lot else until she's Awakened; at which point she gains a bit of Life Steal for additional questing durability. She can't nullify buffs, she doesn't power control, and aside from her short-lived (ten seconds) heal-reversal, she doesn't have any actual utility at all. And yet... in the Story quest (Act 4), she's the Collectors 'Secret Agent'... In the monthly Event quest storylines, she seems genuinely important to, and respected by, Dr Strange... She's feared by the symbiotes like Venom... She's got an ancient, intelligent magic sword - shouldn't she have more to offer than this?

    I think she should have more to offer; and as a Kabam original character, her abilities can be changed far more flexibly than one of Marvel's own champions (where there will be practical limitations on how they can be adapted for MCOC)... Yes, you could easily argue that there are other champs who need a re-work more; but here's a version of Guillotine who could provide a little more versatility to her questing team, and possibly justify the respect she gets in the story quests:



    Guillotine

    Health 14,026
    Attack 1214

    Signature:
    Guillotine gains the ability to steal health from her opponents. The chance is 10% on basic attacks; rising to 20% on critical hits and special attacks.
    The amount of health she steals is 40% of the damage inflicted, per four soul shards she possesses. Minimum of 40% health steal regardless of her current soul count.
    Additionally, the duration of her Spectre effect is increased by up to 40%
    Not much change to her Sig, aside it now granting a short boost to the duration of her heal-reversing Spectre ability.

    Soul Harvest:
    Guillotine's sword collects soul shards as it causes damage to her opponents. She starts the match with four soul shards.

    For each 6% of their Maximum health taken in damage by her opponent, Guillotine gains a soul shard. This ability does not function against Robots or Dimensional Beings.

    Although it can't absorb soul energy from the soulless, La Fleur De Mal takes power wherever it can: any bleed damage suffered by Guillotine also feeds soul shards to the sword, as if it were health lost by her opponent. Non-bleed damage does not have this effect.

    However they are gained, soul shards expire after ten seconds.
    Changes here will have the effect of making Guillotine quite a lot less effective against Robots, but are intended to reflect the nature of her life-draining sword; which shouldn't work particularly well on the unliving. Whilst robots are a problem for her, Guillotine does become have some new tricks for taking on mystical opponents, as you'll see below...

    Soul Empowerments
    • Each soul shard grants Guillotine +60 Critical Damage Rating.
    • As long as she has at least one soul, La Fleur De Mal's thirst for blood grants Guillotine True Accuracy whilst her opponent is bleeding.
    • Mystical Armour: La Fleur De Mal protects it's wielder with a permanent Armour Up effect. Whilst active, this reduces the offensive ability accuracy of Cosmic and Mystic opponents by 30%. The Armour Up effect grants a basic +200 Armour, then each soul shard further increases her armour by +25, and her protection against offensive abilities by a flat +2%
    Guillotine always had armour; but I've given it a Civil Warrior-type upgrade against offensive abilities, and changed it into an Armour Up effect rather than a passive (useful to have actual armour against certain opponents, like Havok. Less beneficial against Medusa or Dr Strange...)

    All Attacks:
    Critical hits have a 60% chance to inflict bleed for 1108 damage over six seconds.
    Dimensional beings are not affected by bleed (even if they could be), but instead are afflicted with degeneration of equal intensity and duration. This mystical ability does not affect robots or other characters who are immune to bleed.
    Slightly more frequent bleeds, that are longer but less intense. This shouldn't mean much increase in her overall bleed damage; but will enable more up-time on her (new) True Accuracy ability.
    Her sword also now gains a new way to cause significant harm to the soulless dimensional beings; many of whom do not bleed anyway - La Fleur De Mal can't harvest their souls, but will kill them if it can!


    Special Attacks
    Special-1:
    If it hits, this overhead blow consumes one soul shard to inflict Stagger for eight seconds, removing the next buff that would have activated. Against Cosmic champions, the duration is increased by 50% and all buffs that would have activated simultaneously are Staggered.
    Guillotine is currently the only Mystic champion with zero ability to nullify buffs. Surely that has to change, at least a little! Plus her SP1 doesn't have any additional effects at present; so she's taking a leaf out of Juggernaut's book with this ability, which seems to fit the skull-cracking nature of her SP1

    Special-2: Consume two soul shards to place a Spectral curse on the opponent for ten seconds, which reverses the effects of any active regeneration effects. Spectre also reduces the ability accuracy of Tenacity, Masochism and other 'shrug-off' abilities by 100% whilst it is active.
    I've boosted Spectre's effects here, to take account of the defensive debuff-removal abilities that didn't exist when she was created. Spectre now can't be readily removed; and prevents removal of her bleeds at the same time. It remains a debuff though, so will still trigger effects like Willpower. And it only shuts down Masochism for ten seconds, so although this will be useful, it's not exactly game-breaking...

    Special-3: Consume all soul shards to inflict additional Direct damage on the opponent equal to 2% of their Total health per soul charge.
    After this attack, which exhausts all her souls, Guillotine gains a Bladethirst buff which lasts for five seconds plus 0.5 seconds per soul shard consumed. During this time, La Fleur De Mal's hunger for souls grants Guillotine +500 Critical Rating, +50% Ability Accuracy on bleed effects, and each Critical hit has a 10% chance to drain 2% of the opponent's total health. The Bladethirst effect will end early if/when Guillotine has recovered a total of two soul shards.
    Throwing an SP3 remains a very effective option when you're ahead in a fight; but it was always much less effective if you were behind, or against an opponent with a large health pool (and therefore, low on souls). Now there is a seriously useful after-effect; as La Fleur De Mal tries to claw back some of its power. This means that an SP3 can be very useful if you're against a more powerful opponent with a high Health pool.

    Synergies
    Doctor Strange
    - Blood and Magic): Unique synergy -
    • With training from the sorcerer supreme, Guillotine learns to dash back and hold block for 2 seconds, consuming a soul shard to activate a Life Steal buff. Thr buff lasts for seven seconds; although the duration is paused until the next successful hit. The Life Steal effect heals her for 40% of her Attack on attacks. She can activate this ability once per fight.
    • Dr Strange gains +50% Potency on all Life Steal and Power Steal effects*
    *You may think Dr Strange doesn't have any Power Steal effects. This version does!

    Venom - Symbiote Slayer (Unique Synergy, does not stack):
    • Guillotine gains a passive +30% Attack and +300 Critical Rating against Symbiotes
    • Venom's Klyntar buff refreshes 25% faster against Symbiotes and Spiderverse opponents.
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