I love the new Colossus buff but...
Colonaut123
Member Posts: 3,091 ★★★★★
... it could have been so much better.
Overall, the new design is great but I do see some flaws.
- Colossus gains +100% power gain when his AA is reduced below 100%. That's a great counter to a lot of skill champions (BW, Taskmaster, Crossbones, etc.) but Kabam forgot that this affects ALL champions, which would make it OP. Let me explain: Pacify. Pacify is a mastery that reduces AA during every stun. Ergo, people who use this mastery will notice Colossus getting double power gain while parry stunned. This is overall bad game design and will make fighting him in AW way too hard. I think the Parry mastery should be exempted from this effect, or the power gain should be reduced to only +50%.
- Colossus has no persistent charge mechanic to transfer his AU buffs from fight to fight. Every fight you thus have to start over building up AU buffs. This is a severe handicap in shorter fights. I think Colossus would greatly benefit from a persistent charge mechanic similar to VTD: he stores all AU buffs after the end of the fight but he activates them all at the start of the next fight. This would ignore the maximum amount, so you can start the fight with more AO than 20. This would also be on top of the AO buffs you gain from X-Men team mates. However, these buffs are not permanent and will expire after 15 seconds. When awakened, you've a chance to convert every buff into a permanent one, so you'll be able to retain some of these AO buffs. This way, there is a clear progress and you'll start the fight more potently.
- When Colossus stuns an opponent, special and heavy attacks have +100% attack rating for the duration of the attack. This is shown as a Fury passive. However, this makes fight very dull: parry - heavy - parry - heavy - parry - heavy while chaining SP1 or SP2 - rinse and repeat. On a stun immune node or against opponents that punishes being knocked down, this tactic won't work. I suggest that this Fury passive is extended to all attacks and its duration lasts as long as the stun (paused during special attacks) but can be extended by 0.1 seconds per AU. When he has his maximum, that's 4 seconds extra and that should be enough to complete a 5 hit combo. This should allow both the classical MLLLM combo as well as MH combo.
- The SP3 is not as useful as the other SP's. From the fights I've seen, the SP3 was never used. His Fatigue debuff is meh and luckily the Organic Steel mechanic was added, but still, the SP2 is so much better. What I liked about the SP3 before was that the mechanic that increased special attack damage based on armor rating. He should definitely keep that for the SP3 so he can really smash his opponent into the ground, certainly combined with the Omega Red synergy.
I do hope Kabam can add these changes before the buff goes live. Colossus deserves to be great!
Overall, the new design is great but I do see some flaws.
- Colossus gains +100% power gain when his AA is reduced below 100%. That's a great counter to a lot of skill champions (BW, Taskmaster, Crossbones, etc.) but Kabam forgot that this affects ALL champions, which would make it OP. Let me explain: Pacify. Pacify is a mastery that reduces AA during every stun. Ergo, people who use this mastery will notice Colossus getting double power gain while parry stunned. This is overall bad game design and will make fighting him in AW way too hard. I think the Parry mastery should be exempted from this effect, or the power gain should be reduced to only +50%.
- Colossus has no persistent charge mechanic to transfer his AU buffs from fight to fight. Every fight you thus have to start over building up AU buffs. This is a severe handicap in shorter fights. I think Colossus would greatly benefit from a persistent charge mechanic similar to VTD: he stores all AU buffs after the end of the fight but he activates them all at the start of the next fight. This would ignore the maximum amount, so you can start the fight with more AO than 20. This would also be on top of the AO buffs you gain from X-Men team mates. However, these buffs are not permanent and will expire after 15 seconds. When awakened, you've a chance to convert every buff into a permanent one, so you'll be able to retain some of these AO buffs. This way, there is a clear progress and you'll start the fight more potently.
- When Colossus stuns an opponent, special and heavy attacks have +100% attack rating for the duration of the attack. This is shown as a Fury passive. However, this makes fight very dull: parry - heavy - parry - heavy - parry - heavy while chaining SP1 or SP2 - rinse and repeat. On a stun immune node or against opponents that punishes being knocked down, this tactic won't work. I suggest that this Fury passive is extended to all attacks and its duration lasts as long as the stun (paused during special attacks) but can be extended by 0.1 seconds per AU. When he has his maximum, that's 4 seconds extra and that should be enough to complete a 5 hit combo. This should allow both the classical MLLLM combo as well as MH combo.
- The SP3 is not as useful as the other SP's. From the fights I've seen, the SP3 was never used. His Fatigue debuff is meh and luckily the Organic Steel mechanic was added, but still, the SP2 is so much better. What I liked about the SP3 before was that the mechanic that increased special attack damage based on armor rating. He should definitely keep that for the SP3 so he can really smash his opponent into the ground, certainly combined with the Omega Red synergy.
I do hope Kabam can add these changes before the buff goes live. Colossus deserves to be great!
14
Comments
This (the “critical hits counter” mechanic) is by the way a common ability among the mutants (Mr Sinister is anotger example).
Where is the logic of this? Counter the two best teck champions while making a skill champion (Crossbones) the main counter?
In my opinion, it is against the game logic.
I think you're overreacting though to the power gain. It will be a trait that makes him tougher on defense but he will still be a step below top tier defenders. Dr Voodoo and Sym Supreme are still melting this guy. Any tech champ with armor break won't have much trouble either. There are also options to just eat the sp3 so I'm not too worried.
Double power gain during parry on a power gain node, what could go wrong? Colossus will be just another boring super defender like IMIW.