I want to keep the original concept, she is mean to commit suicide in order to use her ability.
Curse prevents blessing, immunity and final stand.
Her SA is mean to work like Stand out, she will reflect the debuffs at the same time so she can reflect HEX.
OLD (SM1)
Inflict a random DEBUFF for 3/4/5 seconds when using a SPECIAL MOVE.
OLD (SM2)
If the opponent is suffering a DEBUFF when Peacock is defeated, the opponent's HEALTH is reduced by 25/35/50%.
NEW (SM1)
Inflict ONE of four debuffs, INVERSE POLARITY, FATIGUE, HEX or POWER SURGE for 6/7/8...
First of all,I would like to thank everyone again for their contributions on previous "Buffing Weaker Kits" topics. thank you!
Buffing Weaker Kits: Ms.Fortune and Painwheel
Buffing Weaker Kits: Cerebella
Double
She is not particularly weak, can even be the strongest pick when the situation...
First of all I would like to thank everyone who shared their ideas and opinions about the changes I suggested on my previous post. Thanks for your contributions, you're all awesome!
Cerebella
She is supposed to be the BRUISER of this game. Stat-wise, she fits the role with the best ATK and HP...
In terms of the functionality of character moves, there is a significant power disparity in the game. This disparity can somewhat be artificially covered by giving weaker characters stronger signature abilities, but I feel like resolving this disparity at a fundamental level is the best course...
Overview
Octoplasm feels like she was designed as a defender, however her reliance on using a Mortuary Charge and her dependency on having Water Element allies and also NOT have Water Element Opponents, severely cripple her. The goal of this remake is to keep her as a defender, but be more...
OLD (SM1)
Gain ENRAGE every 0.3/0.2/0.1 seconds while charging a CHARGE ATTACK. ENRAGE is removed after the next HIT.
OLD (SM2)
While reaching 5 stacks of ENRAGE, gain UNFLINCHING for 5/7/10 seconds. UNFLINCHING is removed after the next HIT.
NEW (SM1)
Gain ENRAGE upon landing a critical hit...
FIRE BRANDED REWORK: REVISED VERSION (MY THOUGHTS & IDEAS)
I've been brainstorming for a while to see what I can come up with. I can honestly go and change and even scrapped ideas, so... here's the latest version. A very long one too.
FIRE BRANDED REWORK VER.2
SIGNATURE ABILITY 1:
CREST OF...
This is my last attempt at a potential rework for That's all folks.
I am aware this variant is supposed to be defensive but It feels like it should be offensive, in way of being a poor man's Dream Catcher.
OLD (SM1)
Getting HIT has a 15% chance to inflict ARMOR BREAK for 10 seconds and grant...
OLD (SM1)
Getting HIT has a 15% chance to inflict ARMOR BREAK for 10 seconds and grant 3/4/5 stacks of PRECISION and 1 stack of EVASION.
OLD (SM2)
While Peacock is alive, enemies have 50/60/75% reduced CRIT RATE.
NEW (SM1)
Projectiles have a 40/45/50% chance to inflict FATIGUE
Projectiles have...
I was bored and I was thinking the current rift battle system isn't fun and I thought of a new concept for Rift Battles to be more like Competitive Prize fights.
New Rift Battle System Summary:
Concept:
Replace the current Rift Battle system with a mode similar to Prize Fights.
Players...
TERROR BYTE is a robo variant that seems like she should have a lot of potential. But she has several issues. These are:
1. Her 1st Signature Ability is practically useless, because she already has "power surge" in her "Marquee"
1.2. Inflicting "slow" is not an optimal debuff since she is an...
Reimaged currently only works as a defender. You can say that detonating works on offense too and while that is true, that whole move's effect is to reduce meter in the first place, so the ability doesn't add much.
We've gotten Hex Calibur that works as both offense and defense. Why isn't...
From what I've seen, the community have been very positive to Big Band's overall character rework changes. His gameplay is more smooth, his combo potential is better (that's what he does best!) and his ability effects have been updated to modern standards. The fact that the devs have decided to...
As the update rolled out a few hours ago. Many variants got changed. To keep this short: In my opinion, Star Shine got arguably made worse than before, and requires something more to be diamond worthy. See below for why I believe this is the case.
I want to suggest two ideas that keep Star...
in light of Aoskull's idea for a rework of parasite weave, I wanted to make my own suggestion.
Parasite weave
Signature ability 1: inflict SLIME for 3/5/7 on CRITICAL HIT.
Signature ability 2: when the opponent reaches 5 stacks of SLIME, remove all BUFFS and DEBUFFS from the oppponent and gain...
Overview
Maid of Honor is the defensive Silver variant. Phantom Wrangler is the offensive one. That should leave Snake as the utility variant, and that's definitely the aim with her original design. However, it does not provide enough to warrant investing in her, as her effects can be more...
I'm a relatively new SGM player, but even I can tell that Double's character ability is simply outdated. Here are its current issues:
- You can't block in Neutral without triggering your character ability. This can be troublesome, because you may accidentally lose the element you want while...
OLD SA 1
NEW SA 1
Why the change?
- As you may have noticed, we're taking Thrill's SA 1 and giving it to Dead Heat.
- Dead Heat's issue is getting easy access to Enrage. She is currently too dependent on support characters for her SA 2 to be viable. SA 1 is purely offensive and provides no...
OLD
NEW
Signature
Ability 1
Once per match when RELOADING with no SHOTS remaining, gain 6 LIGHTNING SHOTS and inflict DOOM for 30/25/20 seconds. DOOM is removed if Black Dahlia TAGS OUT or is defeated.
When FIRING and having 1 remaining SHOT, gain HASTE for 7 seconds. Once per match...