Isn't armour and enrage like 10-15% of attack/defence added on? I know one isn't that high in the game.
A stack of Armor/Enrage increases DEF/ATK by 20% respectively.
I don't personally understand what Robocopy is
meant to do or what his concept is supposed to be. Is he meant to steam roll the opponent after a kill (kinda like a budget version of Dragon Brawler)? If so, is the armor supposed to be some kind of fail-safe option upon a mistake by the player? He has the highest attack stat of all the other Silver Big Bands, but the lowest HP stat amongst them (so low that it's only 3k higher than Bassline). So I suppose he's primarily meant to be used offensively with some defense to survive in fights. I would like to share some ideas I have in mind and hope to collate the ideas suggested by others above me. Be warned, balance is very difficult to handle so I apologize first-hand if some of the ideas I suggest are a bit too much.
Signature Ability 1
Defeating an opponent grants a
permanent stack of
ARMOR and
ENRAGE
Signature Ability 2
Also gain 25/35/50% for all
BLOCKBUSTERS and recover 10/15/20%
HEALTH
The first one is a simple power-level change without significantly changing his usage (if he's used at all). I think given the recent changes to Armor, a permanent stack shouldn't cause a problem. Also, the fact that he needs to be the
one that does the kill is still a huge limiting factor. Some people mentioned Regen but I thought an instant recovery fits with the instant meter gain nicely. I'm not too sure whether these additions are
too much for a Silver variant. If I had to pick, I'll keep the permanent stacks and remove the recovery.
Signature Ability 1
Gain
permanent ENRAGE while HP is above 50%.
ENRAGE is converted to
ARMOR while HP is below 50%.
Signature Ability 2
When an opponent is defeated, gain 25/35/50% for all
BLOCKBUSTERS while benefiting from
ENRAGE and recover 10/15/20%
HEALTH while benefiting from
ARMOR.
This idea takes a little inspiration from Hellcat and is primarily meant to prevent Robocopy from being completely dependent on the defeat of an opponent's fighter. I thought alternating between ENRAGE/ARMOR is a cool idea that would fit its survival-type role. It's weaker than the first idea since the buffs are separated depending on HP threshold but this may justify the permanent stacks (which also only caps at 1 stack). Another difference is the wording for the second signature ability which is changed from 'Defeating an opponent' to 'When an opponent is defeated', allowing it to gain those meter/health on the bench. In other words, he doesn't need to be the one that does the killing and can act like a mini-Eliza of some sorts.
P.S. I noticed that permanent Armor could be a problem in Rift with Frost Armor's damage reflect, turning Robocopy into a mini-Dreadlocks. HP threshold could be lowered further to minimize the effects.
Signature Ability 1
Upon tag-in, gain
two stacks of
ARMOR and one stack of
ENRAGE for 7/10/15 seconds for each teammate defeated.
Signature Ability 2
Defeating an opponent grants 25/35/50% for all
BLOCKBUSTERS and recover 10/15/20%
HEALTH.
For this idea, I envision Robocopy to be some kind of revenge-killer type fighter which can work as both a defensive and offensive variant. It is meant to dish out damage and sweep teams on critical situations when there's no other fighters left to use. Defensively, it can tag in with stacks of Armors making it harder to kill without buff removals/curse.
I hope this covers most of what people were thinking to buff Robocopy. I agree that it's very underwhelming and I primarily think it's because it's too dependent on a kill (that needs to be done by itself) to get buffs that only lasts for such a short while. This is why I either changed the buffs to be permanent or change the conditions for some buffs to be less dependent on a kill. It would be useful if we could get an idea on what the devs envision Robocopy to be like.