- Joined
- May 15, 2024
- Messages
- 44
- Reaction score
- 36
- Points
- 18
- Age
- 29
I know I bring up this variant alot! mostly because I'm bored and I know it can be better and I love discussing new ideas.
OLD (SM1)
5/10/15% chance of getting HIT to avoid all damage (also applies while blocking).
OLD (SM2)
Also gain UNFLINCHING for 4/5/6 seconds.
NEW (SM1)
5/10/15% chance of getting HIT to avoid all damage (also applies while blocking).
Also gain UNFLINCHING for 4/5/6 seconds.
NEW (SM2)
Peacock's projectiles have a 40/45/50% chance to inflict CRIPPLE and DISABLE TAG INS for 6/7/8 seconds. If Peacock faces the same opponent for 8/7/6 seconds, she gains one stack of ARMOR (max 3 stacks), lasting 12 seconds. ARMOR is removed if the opponent TAGS OUT or is DEFEATED.
I believe Untouchable has the potential to fully embody her name but isn't quite there yet. These buffs aim to transform her into a truly untouchable defensive fighter. My goal is to make this variant primarily defensive, with some offensive elements to keep her engaging to play and effective in both offense and defense. While the proposed changes may seem strong in terms of defensive stats, they introduce strategic counterplay options, such as tagging out or using Armor Break and buff removal to handle her.
Peacock excels when she can use her projectiles offensively, but as a defensive fighter, she struggles to shine. With these changes, I wanted to enhance her strengths and allow her to perform well in both roles.
Some may worry about the potential for Untouchable to stack excessive amounts of ARMOR if an opponent doesn’t tag out in time. However, this design encourages strategic thinking. Players who fail to plan or adapt will find themselves facing a fighter who truly lives up to her name.
Stalling with Untouchable to gain ARMOR offensively would take 8/7/6 seconds per stack and cap at 3 stacks. While this makes her tougher over time, it’s a significant investment of time just to achieve maximum defensive power, which may not always be worth it. Additionally, ARMOR is removed if the opponent tags out or is defeated, maintaining balance and ensuring counterplay opportunities.
Finally, her updated projectile mechanic enhances her utility in both offense and defense. Her projectiles now have a 40/45/50% chance to inflict CRIPPLE and DISABLE TAG INS for 6/7/8 seconds, adding a layer of control to her kit. This ensures she remains a formidable presence while also being fair and engaging to play against.
Also as a side note I have thought to make her as a defensive support which could work but I feel like Peacock excels as a fighter that has some sort of offensive abilities.
OLD (SM1)
5/10/15% chance of getting HIT to avoid all damage (also applies while blocking).
OLD (SM2)
Also gain UNFLINCHING for 4/5/6 seconds.
NEW (SM1)
5/10/15% chance of getting HIT to avoid all damage (also applies while blocking).
Also gain UNFLINCHING for 4/5/6 seconds.
NEW (SM2)
Peacock's projectiles have a 40/45/50% chance to inflict CRIPPLE and DISABLE TAG INS for 6/7/8 seconds. If Peacock faces the same opponent for 8/7/6 seconds, she gains one stack of ARMOR (max 3 stacks), lasting 12 seconds. ARMOR is removed if the opponent TAGS OUT or is DEFEATED.
I believe Untouchable has the potential to fully embody her name but isn't quite there yet. These buffs aim to transform her into a truly untouchable defensive fighter. My goal is to make this variant primarily defensive, with some offensive elements to keep her engaging to play and effective in both offense and defense. While the proposed changes may seem strong in terms of defensive stats, they introduce strategic counterplay options, such as tagging out or using Armor Break and buff removal to handle her.
Peacock excels when she can use her projectiles offensively, but as a defensive fighter, she struggles to shine. With these changes, I wanted to enhance her strengths and allow her to perform well in both roles.
Some may worry about the potential for Untouchable to stack excessive amounts of ARMOR if an opponent doesn’t tag out in time. However, this design encourages strategic thinking. Players who fail to plan or adapt will find themselves facing a fighter who truly lives up to her name.
Stalling with Untouchable to gain ARMOR offensively would take 8/7/6 seconds per stack and cap at 3 stacks. While this makes her tougher over time, it’s a significant investment of time just to achieve maximum defensive power, which may not always be worth it. Additionally, ARMOR is removed if the opponent tags out or is defeated, maintaining balance and ensuring counterplay opportunities.
Finally, her updated projectile mechanic enhances her utility in both offense and defense. Her projectiles now have a 40/45/50% chance to inflict CRIPPLE and DISABLE TAG INS for 6/7/8 seconds, adding a layer of control to her kit. This ensures she remains a formidable presence while also being fair and engaging to play against.
Also as a side note I have thought to make her as a defensive support which could work but I feel like Peacock excels as a fighter that has some sort of offensive abilities.