Wednesday, December 12, 2012

Character Concept Lorne, the Brawler: Moba Design

©myrmonden

Permission is not granted to use any of this characters concept, lore,abilities,attributes and any other related parts from this design, if not credit is given to myrmonden.
(Contact me and we can work something out - e.g Hire me as a Full time worker or a Freelancer etc this character is just the tip of the iceberg)


I will follow a League of Legends design fashion for this character as I it is designed for a MOBA genre game or a similar game genre. + Most of my readers do read the League of Legend related articles (roughly 8000 unique readers yesterday on those articles), making it seems reasonable.
Well the best thing with making it be about League of Legend, is that it eases the communication for me. Now I can say well it would work similar to X or it would removes Y’s ability. Its especially good when using examples, and explaining situations.

Furthermore, if anyone is interested in working as a concept artist etc I know some people who have interested in doing so for Character Design contact me and we can probably work something good out of it.


Quick Overview:

Lorne is a off tank character suited for a 1 versus 1 laning or Jungle.

Lorne is based around having no target abilities at all. This means the user will never have to press the mouse for anything else then where to move. Lorne cannot attack and all the abilities are used from the direction Lorne is facing.  

Lorne passive ability “Combo”, is an unique buff which grants him 5% more attack damage per stack. This buff last for 3 seconds and is refreshed each time Lorne hits an enemy with an ability (which also increases the stack). This Passive means the user really wants to stay in the battle. Keep the combo going so to speak.
Lorne has no ultimate instead the ultimate makes him swap between two stance, Defensive and Offensive Stance the swap has no cooldown and can be used at level 1.  
The general idea here is that the user will play a character where she/he can focus on doing prolonged combos against opponents. The user will have to spam(in the lack of better words) the primary attack button at least and the other abilities are set up to be in a combos(why the ultimate have zero cooldown) because of this the user cannot direct any abilities.


Lore:

Lorne was forsaken by his mother at birth she simply left him in the dark alleys in the ghetto of his home town. Lorne was found by a 9 year old girl named Felicia. Felicia herself living on the streets took care of Lorne bad become his adoptive mother.
However, to makes ends meet Felicia even before taking care of Lorne had to steal from people and to often give into different male creatures lust.
As Lorne grew up watching his mother being abused by people over and over again. He trained himself fighting with other boys around his age each and every day to one day be able to protect his mother.
When Lorne was 9 years old, the situation for his mother Felicia had become worse as she unlucky had developed quite beautiful as she was now a young adult. An young male probably double the age of Lorne and 4 times his size was threatening Felicia. Lorne refused to let it happen again and thanks to all his street fights managed to injure the man making him run away.
While this could have been the start of a happier life or Lorne and Felicia she was not a saint herself. When she saw her sons combat potential. She forced him to compete in street fights several times a week to make money betting on him, well sometimes she forced him to take a dive to make more money.
Lorne grew to become a hardened brawler with no moral and with zero disregard for getting injured. For him every battle is about to kill his enemy as quick and efficient as possible. He also learned from an early age that power and money is the only 2 things that matter in life.
Now a grown man Lorne hires himself out as a mercenary for the highest bidder.


Appearance:

Lorne is a muscular man with brushes all over his body. His body is an evidence of his years of being injured by blunt objects(as sharp one was forbidden). His face is disfigured he has a big scar that looks almost like a burnt mark covering his left eye and most of the left side of his face. Furthermore, his nose is clearly bend towards the right after he was hit repeatedly in the face as a kid.

Lorne wears brass knuckles on his arms which are made out of steel but look completely red as he never watched away his victims blood on them.

Alternative Skin:  Hextech Lorne -- greenish skin



Health
400 (+80)
Attack Damage
56 (+3.0)
Health Regen
5.0 (+0.7)
Attack Speed
0.605 (+3.25%)
Mana
0
Armor
10 (+3.3)
Mana Regen
0
Magic Resistance
15 (+1.4)
Range
0
Movement Speed
335


Lorne’s health and especially his Health regen is low so the user can't just overrun people at the start of the game. Also his armor and magic resistance is low at the start of the game.



Abilities:

All abilities deals damage as physical damage.

Lorne cannot level his ultimate, meaning his other 3 skills has 6 levels each.

Lorne has no mana and all abilities have no cost (except Cooldown)

Passive Ability COMBO:

Each of Lorne’s abilities grant him a combo buff if they hit an enemy.
The abilities add different values to the stack (read each ability for details).
The combo buff can stack up to 20 times, which will grant Lorne a 100% more attack damage, as each stack grants 5% increased attack damage.

-Opponent users should be aware that Lorne will easier build combo stack close to creeps, meaning he is harder to beat during creep waves or at creep waves.

Defensive Stance:


Quick Hook (Q):

Lorne throws a quick Hook hitting each target in a arc close to him.

Lorne moves forward 50 range per attack.

Deals  Damage equal to Lorne’s current Attack Damage per target
+ 10/20/30/40/50/60

Applies on hit effect to each target.

CD 1 / Attack Speed
Grants 1 Combo Stack per hit enemy.

-Instead of having a normal attack, the user will control Lornes normal attack by hitting a button (normally Q) and that will make Lorne attack in a small arc in front of him. This to give the user a much more fighter fell then having him have a normal attack.
The user can use this ability on creeps to create a good combo stack. It is harder to hit with this ability then a normal attack, but it gives another gameplay and it do deal more damage as its a small AoE.


Iron Body (W):

Lorne don't care about being hit, the next attack melee normal attack against Lorne, will make Lorne retaliate against the attacker and injure them.

Lorne does not mitigate the damage.


Last for 3 Seconds.

Deals 30/45/60/75/100/125 + 20% of Attack Damage
Attacker loses 10/20/30/40/50/60 % of attack damage for 3 Seconds.

Cooldown 20/18/16/14/12/10 after buff ends.

Grants 3 Combo Stack if it succeeds (Zero if no one attacks Lorne)

-I want Lorne to have a counter ability, but I rather make it work more according to his lore then to what is normal in games. Because of this this ability counters an attack but it doesn't remove the damage.


Dirty fighting (E):

Lorne hits up dirt from the ground against his enemies. Enemies take low damage but are disoriented for a brief moment.

Lorne hits all enemies in a straight line in front of him.
Deals 25/32.5/40/47.5/55 Damage per target

Enemies are blinded by the dirt in their eyes which lower their accuracy and slightly slowed.

Chance to miss with Normal Attacks 20%/25/30/35/40% for 2 Seconds.
Slowed for 5%/7.5/10/12.5/15% for 2 Seconds.

Cooldown 15/14/13/12/11/10

Grants 1 Combo Stack per hit enemy.

- As Lorne grew up surviving on the street he is used to fighting dirty. I think this is a must have this ability ( it could work differently) as its a classic example of a street fighter.
Hmm it feels too weak if they have to look at him like with Cassiopeia's ultimate as otherwise it would be hard to hit someones eyes. So I ignored that fact.


Ultimate (R) Battle Stance:

Lorne can swap between 2 stances extremely quickly.
By pressing the button the user swap Lorne’s stance.

This ability has zero seconds cooldown!
It also grants nothing to Lorne, it has no effect except changing his 3 abilities.




Offensive Stance:

Cross Punch (Q):

Lorne throws a powerful cross punch straight forward.
Lorne moves forward 75 range per attack.

Deals  Damage x 2  to Lorne’s current Attack Damage per target
+ 20/40/60/80/100/120

Applies on hit effect to each target.

No Cost
CD 2 / Attack Speed
Grants 2 Combo Stack if an enemy is hit.
- This ability acts more like a normal attack but deals more damage as its harder to hit with. It builds Combo faster than Quick Hook against 1 enemy, but lower against several. Of course as they both have their individual cooldown the idea is that the user can swap between Offensive and Defensive stance to use these both abilities as often as possible. Furthermore, this ability and slightly on Quick Hook. Makes Lorne move forward so it can be used to keep distance towards a fleeing opponent.


Dash (W):

Lorne quickly moves in a direction. As Lorne hunger for battles his movement speed is increased if Dash is used towards an opponent of the range of 1000.
Lorne moves forward in the direction he is staring at, meaning the user do not press the button and then a direction.

This ability can be used to move over walls etc.

Moved Range 300/350/400/450/500/550
Movement Speed increase by 20%/25/30/35/40/45 for 3 seconds.

Cooldown 20/18/16/14/12/10 seconds

Grants 1 Combo Stack per enemy that Lorne moved through while Dashing.

-Some inspiration from Shen, I guess it is better to hit an opponent as it increases the combo. My real intention is to force the user to stay in combat. The user always want to go towards the opponent nad fight with Lorne.

Spiral Uppercut (R):

Lorne does a powerful upwards in a line moving spirling uppercut. Which deals damage and knocks the opponent into the air.

Moves Lorne 200 Range forward and he can use it to jump over walls etc.

Deals 100/150/200/250/300/350 Damage + 30% Attack Damage per enemy hit.

Knocks enemies into the air for 1/1.3333/1.6666/2/2.3333/2.6666 Seconds

Cooldown 65/50/55/50/45/40 Seconds


Grants 2 Combo Stack per enemy hit.

-This ability is the closest thing Lorne has to a real Ultimate and because of this it has a longer cooldown. It can be used to also move forward as with Dash to close the distance to an enemy or to traverse obstacles. The user should build up Combo and finish with this attack. As it also close distance it can further be used to chase people or used to escape.


Inspiration for the design:
Fighting games

Wednesday, December 5, 2012

Marvel Avenger Alliance: The Generalist

Generalist used to be a none existing class. It was only for the agent, the users personal Avatar. But then Mockingbird was released as the first limited edition character and a was a Generalist. That made sense, as she was rare and hard to get. Then Rouge was added...and now Beast. So it feels like the class lost its novelty. Furthermore, the class should have no weakness nor no strength but all of them are anti type of characters countering several different characters. They are all also super expansive of course Mockingbird, recently cost 200 cp for a time (now locked again) and Rouge/Beast for 90 Cp.


They are all very good especially Mockingbird could last season(she was just nerfed) easily kill a whole team alone.

Mockingbird:




Bobbi used to be so broken imbalanced. Just to recently she would gain have 50% chance to get a turn when she changed class, something she does after being attacked. Then she changes to the counter class. So shes not really a generalist.

The nerf is that now she can only get 1 turn. This a huge thing, because she is pretty bugged, I would say bugged. She can changes class several times in one attack. For example Annulus Human Torch can summon his bugs at her after she attacks and while Captain America Counters her. So first she becomes an infiltrator and then change to a Tactician. This leads her to two swaps and possibly 2 turns. However, it was then nerfed so she can only gain 1 extra turn.
To me the real fix should be  that she only swaps once per attack. Furthermore, if the user attacks with her and has her third ability on which makes her swap the to counter class before she attacks and then if that person has a counter like Cap and 2 passive guys who attack like Gambit and Human Torch, she can swap class 4 times in one attack... so yeah that was problem when she could gain all those turns. Now it just looks rideciulsly

But, it also ruins some strategy with her, I used to use her a lot and many times when I plan. I will attack Class X to get Class Y on her, Class A passive attacks her and she turns into Class B instead. Ruining my game plan. That is something that should be fixed.

Mockingbirds third ability also gives all enemies weak point(next attack is guaranteed to hit and is a critical) and its a quick turn. Furthermore her ultimate has deadly critical, so already of that it can deal huge amount of damage many times she can one shoot some characters.
However, her first ability is one of the best normal primary attacks in the game, dealing decent damage with 2 attack and it can deal up to 4 different debuffs. Then her ultimate has paragon exploiter which deals more damage per debuff. So with a good team its really easy to make her one shot anyone with her ultimate.

Her second ability is a weak attack with a stun, its decent. Having a stun never hurts.

Shes a strong character by her abilities. But, it is still her passive ability to change class which is the strongest point.
This means that she is always good in any battle in PvP as she can change to the most favourable class.

However, a good attacker can use this to her disadvantage for example first turning into a Bruiser to then one shot her with  Blaster. She is a neat designed character, but personally I don't think it fit her comic powers at all. (shes more like Taskmaster right now)





Rogue:



Just like Mockingbird, Rouge adepts to the enemy class teams. So she is also not really a generalist she is more every class. Rouge is really good as she has no weakness at all. Mockingbird gets a weakness by turning into a class. Rouge instead of turning can absorb an enemy’s power. Which is how she should be working.

Rouge got some clear Ms.marvel abilities straight of, which at first seems lazy but. This is how she should be as she was for a long time when she had stolen to much of Carols identity. Those are kinda the same, her ultimate is an attack that gives her a double next turn. And it empowers her second and third ability so its really similar to Ms.Marvel (hmm which is now Captain Marvel in the comics - gief alt suit with that butch hair playdom)
And her first attack is the brawl a pretty pointless ability, it do have deadly critical. But the only usages of Brawl in a sense is when her second and third ability is on cooldown.

Her second ability then is the absorb power, which is really good. She gets the class bonus of what she uses it on. So for example if she uses it on a Tactician she gets 2 turns each turn...so its a lot better then the actual Class bonus as it need blaster and has to attack a blaster, she just gains 2 turn. Attacking a Infiltrator then gives her stealth and bonus in damage and so on.
She gains a more powerful version of a class bonus or the same but with no added weakness. And her third ability damage the enemy and heals her a lot. So she is a good damage dealer and hard to kill.

She is kinda weaker then Mockingbird as she as a more potential, but still shes really good. No weakness and that she then adept from their powers means she cant get into a bad fight in PvP.

Of course having both her and Mockingbird is a great combo to have a safe running team or


Beast:

 


Beast is the anti, anti tank. And he is also anti class changing so he really beats Mockingbird. One thing which is not so good with Beat is that because he is to counter tanks like Captain America and Hercules, so they cant protect and cant counter him. He very well counters Infiltrators as well. As he can stop them from being able to counter, so its kinda to good against a specific class.

Beat don't change like the other, he actually stays as a generalist instead his ability prevents other characters which gains the debuff generalized to be able to gain their bonus. Its also stealthy so he can do it on anyone and he cant get countered.
His third ability is ok, it makes him counter stuff. It works with his passive abilities, because on of his passive makes his damage increase if he don't attack. And the other one gives allies a chance to gain that their next attack will be a guaranteed hit and critical. Just like all other new characters its all about having good passives, and the second one is solid.
Furthermore his third ability is really an improved version of Cyclops as it also gives random buffs instead of as Cyclops who only gives Agile.

His second one is kinda strange, he puts a debuff on an enemy. And if that enemy does any attack he attacks them. Its subtitle so it also goes trough protective tanks. He is all about stealth and anti tank stuff.

Lastly then Beast got an unique attack that exploit protect....it deals more damage to a tank who is tanking. And removes that protect and the character cant counter, so he cant counter back. So its a devastating attack especially then for character who take no lower damage like Hercules but makes it up in counters. And of course it is great on any other tank.


I really like the idea of Beast, he is made to counter the meta game of mainly overused Captain America. So I think its a good idea, however I haven't actually seen any remarkable change on my own  games at least.

There has a been a lot of anti tanks recently so I think they will be fewer and fewer...which leaves more Emma Frost Spot.




Agent:


Its the user-- who can do both damage or healing and stuff.

I mean really the Agent can do anything so cant relay fill that in her.

I would say one thing, at low levels to my experience the Agent is pretty bad and around level 60 when the Agent get all the good gadgets and  full slotted suit etc. The Agent becomes the clearly strongest character.

Which feels wrong, but to sell those gold items---


Another thing is that, I think that the user should be able to not use the agent. The Agent would still be the strongest character, so I don't for see any money lose. But it would be more fun at the earlier stages of the game and much more potential teams could be created.


Summary:
Well they are all of max cost and overpowered

Marvel Avenger Alliance: The Tactician

Most Tactician aren't played so much but they are the most common class to be played.

Emma frost is in every game and Captain America in a lot. And sometimes costume dr.strange, rarely Black Panther is played, which is weird as he is an 90 CP and even more rare is Mr. Fantastic(always in his FF suit) and no on ever plays War Machine or Cyclops.

This is kinda interesting because in the games early days people would run a lot of War machine and Cyclops even both on the same time. But then Playdom boosted the Blaster. Yes this sounds weird right? By Boosting the Blaster less Tactician was played, wouldn't that increase them. The thing is that the Bruisers become way to weak. Meaning that people stoped using Bruisers which lead to people not using Blasters, which meant that the more straight forward damage focused Tactician like War Machine didn't get played at all.

Tactician has like the best class bonus in the game, especially in PvP where Stamina is less of an issue. AS they can attack a blaster and then do something else, not just attack like Scrappers they can heal/guard or attack someone else or an AoE attack etc. The most utility based class.





Emma Frost:
 

Emma in her Phoenix outfit as 99% of the user have this one. And it’s what imbalanced with her mainly.
Emma is really, really overpowered. And I mean really overpowered. She is probably one of the most overpowered characters/race/class I have ever seen in a player versus player game.
Given that she was recently nerfed and it wasn't her first nerf. She is still played constantly. Last Pvp Season she was played basically 100% of peoples defensive teams. And after there nerf, in this season I see her around 90% of the games. That says a lot. If a character that is nerfed goes to 90% of all games, she was probably pretty good before.  
Emma has a her diamond body passive, which make her take almost zero damage from the first attack she gets then she gains a debuff, which will be removed when its her turn again.
Because of this almost no one could take her in 1v1 last season. One of her nerfs was that it triggers less frequently. IT went from 95% to like 70%, so its possible to beat her 1v1 but still hard.
That's the first issue with her, The biggest issue I have with her is that she is such an ridiculous tactician. The thing is that her abilities make her not be counter able. And Tactician are as noted weak against Infiltrator that counters them. Emma’s  first and ultimate ability are mental so they cant be countered and not protected. And her second ability has is a stun with huge proc ratio, which means if she attacks an Infiltrator or a tank for that matter she will never be countered.
She is surely  limited character, as she is an Tactician with no weakness towards Infiltrator.
This is the first very clear issue, she has no natural weakness.
Furthermore, her physic tap, locks down a character to attack as then the character loses half his/her life. This ability was nerfed so it cant be constantly use on the same target but it still a very strong ability. Her ultimate is a ridiculously strong AoE attack that reduces everyones damage by a lot. She can just stand and spam her ultimate as it cant be countered it cant be protected against it deals a lot of damage and it makes all 3 enemies really weak. Furthermore its an 8 attacks so she will always hit with most of them. Its impossible not to get the debuff migraine.
This ultimate is way to strong, at least it should have 1 turn cooldown.
Her stun attack I am not sure how it works, but I have heard a lot that its a 60% stun chance per attack as its a 2 attack. This sounds stupid to be frank. But, it clearly has the highest stun chance in the game. Which of course is also overpowered.

Furthermore, she has her ridiculous alternative suit. The phoenix one, that is soooo, soo overpowered. This is why her nerf had almost no affect, as the nerf was on her diamond body and her physic tap. Her Phoenix power is cosmic power, which is really badly designed looking at her third ability. Her third ability removes debuffs form an ally or herself and boost all stats, this is what cosmic power does as well so its kinda redundant. Making her third ability almost absolute if it didn't also give everyone stamina, this cosmic power does not.
But it still triggers all the time, which means she negates any team with DoT play or characters that has to play with debuffs synergies. Emma Frost complete ruins at least 50% of the characters in the game. I will say that it seems to trigger less this season, since her nerf. But, really this ability has to be revamped, revamped or lower the chance of triggering vastly.

Last season I played more then 100 games the last day, I faced her in each game. I am not over exaggerating I was just lower then the top PvP rankings and everyone used her in defence. 100% of the games. Today I have played like 10 games and I have seen her in each. So, she is still way to powerful.
Another issue with her is as with all other with passive abilities that are similar to her. That they don't stop when she is dead. This removes strategic potential for the user. If character A does X, and the user wants X to be removed or is afraid of character A’s Y ability. Normally the user starts with removing Character A then, this is obviously very simple strategy. This cant be done in PvP in Marvel Avengers alliance as characters passive stuff still triggers.
This means that if the user is running a DoT team she/he cant say, oh a DoT healer/remover I have to kill her first. Instead its ooooo “%#%#% my team cant do shit now. The user cant focus on her to remove her imbalanced ability that counters most teams. This is very bad. And limits of the PvP so much. She is the sole reason PvP even do its better in season 2 still is so limited to a handful of few characters.

Lastly, I want to comment on her alternative class as an infiltrator.
Its worthless, not only does she then not get her no weakness to infiltrator from her abilities. Her Diamond body has problems with Scrappers. As the Scrapper attack twice, they don't actually have the same issue as other characters against her in 1v1. Really, being an Infiltrator just makes her weaker.



Captain America:
 

Cap is the other only played Tactician in the game. However, he is extremely popular not at Emma Frost level. But still I would say he is played around 25% of the games. And often with Emma Frost.

First I have to comment on how Captain America was the most used character--- also being used in 100% of the battles. Before he was nerfed. First he got boosted so his Shield could be used each turn, and hid shield was already the best tank ability in the game. I used him in 100% of my attack and each battle would defend with him. Usually almost every game was Captain America and Thor on both teams.
Cap has since then been nerfed several times. At the early phase of the game he was so good, that he was the only defense against an agent with 3 quantum jumper. Which made them take 3 more turns with all characters and kill your team.

Cap used to always go first (this was recently changed) and then he could protect the team, from both single and AoE attacks. And he had an amazing dodge chance will defending well the dodge chance has been lowered several times and then now completely removed. But he was hilarious overpowered as he could take all those 12 attacks usually taking zero damage and kill the other team alone. It was also super easy to beat any PvE Battle without any battle and get perfect strategy bonus.

I use cap a lot because hes a good tank. His other moves are pretty decent, I would say his first ability is the best as it gives the opponent target Dizzy (25% accuracy) the other 2 abilities increases the damage for the next attack, the second attacks one target and increase it damage taken by the next single attack and the third ability is an AoE, which increases the enemies damage from the next ranged attack, often that then an AoE. So Cap empowers the teams damage output,. Which is decent. I would say that he is all about the protecting the team, the tanking.
These other abilities are kinda meeh, they are ok.

His tanking is good for 2 reasons.
1: He tanks both single and Aoe Attacks and he counters these attack. And he reduces them sometimes(changed from high evasion)
2: hes an Tactician--- as I wrote about the Bruisers.
The reason Cap is such a popular tank is because he don't have the squishy weakness of Bruiser when they face Blasters. A user can build Cap with focus on Hp/Def/Evasion and he will be really hard to kill and the weakness to infiltrator is much better to have. There is one problem with facing infiltrator and having a tactician tank, after he has tanked them once. They gain the class bonus and can now attack anyone as they gain stealth.

This is another reason Cap was so overpowered before as the infiltrator didn't get that stealth bonus (mainly Spider-man the only played infiltrator had problems then).


Cap also got pretty good stats, I would say that’ s a factor one shouldn't ignore as he has the jack of all trades guy he also has a very average point in all stats. This makes him in total have more points then most other characters. Hes pretty tanky and pretty strong with a pretty high acc/evasion and so on. He also gives everyone a small buff in all stats, so his own stats are pretty dam high.

But really its kinda strange why he is still the most popular tank. I don feel his other abilities are that amazing. I really think its about the tactician and the Aoe cover. Another good thing with a Tactician tank, is that he can attack a blaster and then use shield guard.

He got 2 good suits, I prefer the Avenger on in offence. Then his WWII suit makes him start with 2 rounds of shield guard which is really strong. However, to my experience people using the WWII suit usually have him as total tank with low damage, so when I role a stealth team he will be almost useless.





The other tactician then these 2 aren't really bad, but they are not played because Emma and Cap are so strong. I would say its most interesting in that especially Black Panther is a 90 Cost(most expansive cost) but see almost zero usages. Still I think he is good and there is some small usages for Mr.Fantastic,,,,but the other tactician,s




Black Panther:

 


T’Challa, is a pretty decent anti tank guy. He was one of the first to be able to remove buffs (the other Black Widow correct me if I am wrong) but he is also pretty strong otherwise. However, of the reason he don't see so much play is that there is now a lot better anti buff and especially anti tank characters. Such as Gambit, who does the same but for every enemy or Beast that remove class bonus and remove counter attacks etc.

He is very straight forward his 3 first abilities has a synergy while the ultimate who removes stuff is kinda just there.

The thing is that he is far to slow, T’Challa needs to build up his stuff, which takes 3 turns. 3 turns are way to slow for the current meta in PvP.
His first ability and his second gives him 2 unique buff each and then the third transform them to two very strong buffs while giving him a third buff.
This works good if he faces a blaster as he then gains the second turn otherwise its take way to long time.

And the ultimate while its a good ability in itself it really is by itself. It has no combination with the other abilities or any other for that well it is extra strong versus mechanical enemies which they are none of in PvP.

Black Panther is like many other characters a strong PvE character and a weak PvP character. He has been nerfed and boosted a little, the problem is its not a very easy to balance him. Either he becomes to strong as its an easy combo, do 1, do 2 do 3 = super massive stat boost. Kill stuff. If the abilities last to long its to easy, if he gains the 2 buffs right away he could gain the max buffs in one turn etc.

Still I could definitely see a alternative suit, which makes him start with 1 or both of the buffs. I think that would be fair.
He still have some use today as he can remove tank abilities etc. And his passive is decent 50% of the time he is attacked he gives dizzy to the attacker.



Mr. Fantastic:




First of all no one ever plays Reed. without his future foundation suit. He is pretty good actually, when combined with someone else from the future foundation as he gives a annoying passive and then the future countdown. This means he is good, but very limited to a few possible teams.

He has a couple of good passive with the FF suit and 2 without.

The first one is interesting, his attacks has a chance to give weak point a debuff that makes the next attack to the target a guaranteed critical.
His second is mallable, meaning he some times take reduced damage from non energy attacks. This is one of the reason he works good with Spider-man FF,Invisible Women FF and Thing FF as he already has a increased defence gaining the evasion/shield/defence buff from that can be quite good.

But, his second and third ability isn't that good. The second one is really bad, it sets up one target for combo set up. Reed is not strong enough to make it worth while. The third is good in that sense that its an AoE so it can give everyone weak point and it has Deadly Critical so after it has given everyone weak point its good to use.

Is a problematic ability to be able to give everyone weak point is really good something Mockingbird can do. But to be able to sometimes do it is kinda risky. Like in any other game, you wont want to trust in random luck.
His first ability is actually a lot better then his second it gives the super accucery reduction debuff distraction. The next attack cant hit basically.
This is also what his team passive is in his suit, he grants everyone the ability to give distraction with single target attacks.


Reed’s ultimate really don't work in PvP or at bosses in PvE. I am sure it reduced Max hp, but now it says deals damaged based on hp only. Maybe it got nerfed or something hmm. Regardless it has a very low effect in PvP and on bosses. That lower his use, but it its stealth.


So in the right team, usually with another FF. Mr. Fantastic s pretty strong, but the user needs to get the costume, the actual cost is 33 + 50 (or 66) = 83. He got a really expansive costume that for sure, but he is really deadly in the right team.

Personally I like this design, in that sense that cheaper characters should be viable but be more limited. I would prefer if every character was equally strong and then the cheaper ones like Reed here was simply limited to fewer teams.



I would not recommend to get any of the 3 other Tactican, well Hawkey is free so. And War Machine unlocks a stage. But no one plays with them for a reason.

Hawkeye:



Hawkeye was actually pretty good until Playdom nerfed the whole quantum jumpers as they could take infinitive turns. The exhaustion thing was introduced this nerfed Hawkeye from being able to do 4 turns against Blasters.

Before Hawkeye could use his ultimate, which is a quick action and 2 attacks on enemies. First Ultimate on one target, which is a unique debuff so they cant avoid and all Hawkeyes attack are critical on that target.
If that target is a Blaster he gains another turn. Then he could do the ultimate again on another target and then shoot that target or preferably the first target or use his AoE. This left 2 enemies who cant avoid and one that has taken pretty high damage.

Even better his second ability is a stun attack, so he could refresh it before the game system was changed using the ultimate. So stun a blaster then ultimate and stun another enemy.
So he was pretty good then and I am sure that how he was designed for.
Since the game system was changed he has not become stronger.

Also his ultimate is really redundant for himself. Sure he critical, but he cant miss anyway. As he has a passive granting him super accuracy(which is true to the comic). Then he really cant miss them, the ultimate is decent as he is weak so his critical does not matter to much.

One fix for Hawkeye would be that his ultimate was changed into a weak point but it lasted, so his attacks and everyone else would critical the target for 1-2 turns. And maybe his AoE could do some debuff then just measly damage to all enemies.



Cyclops:

 


Cyclops is a douche bag, so you shouldn't play him.

Now that I have got  that out of my system. Cyclops deals pretty high damage, but he is not very good.

First and ultimate is just pure damage, the latter being AoE. This is one of the reason people could still kill Blasters quick as two first abilities or even better second and then first is a lot of damage.

His best ability is the second ability which gives weak point(critical next attack) so he is a good anti blaster. First second then his first to damage them hard.

His third is a buffer ability. Granting everyone Agile(25% Evasion). Which I in most cases are stronger then Fortification(Defence) so its not that bad but weaker then strengthened(25% damage). It also makes him counter attacks.

There is really not to much to say about Cyclops, he got one of hte worst ultimate in the game a pure damage AoE which can be protected etc. So it don't do much, his third ability gives Agile, not the best buff nor it is not unique. The are better character to give weak point like Mockingbird who does it to everyone and its a quick action.

His Phoenix costume is decent. It grants sometimes that the attack for the character are like Blasters against Bruisers. Critical and Ignore Defence.






War Machine:

 

Does not really fit as  Tactician. People used to use him a lot before they got Captain America and before Blasters where played less. As he deal huge amount of damage and with 2 attacks he can kill most blasters very easily.

His first ability ignore defence and has high critical. Its like an Blaster move and he got huge attack power. With extremely high cost on stamina making him a pretty much a 1 attack glass canon guy.
His second ability is just high damage and his third is just high damage but in AoE.

And his ultimate is full stamina + more damage on the next attack but after that zero stamina.
So he is more or less the most boring character in the game. I would guess hes a Tactician because Iron Man is Blaster. Furthermore, no is his first ability is a Blaster attack to a Bruiser. He probably wont get a Blaster alternative suit which other wise would fit him more.

As he is so straight forward and uncomplicated people used to have him in defence to hope a Blaster would pop up, but now with vastly better Tactician Emma Frost or that those users saved top Captain America he don't see any play.

I haven't seen anyone use him since 6-7 months ago.

His ultimate has a precooldown which should be removed to make him have some viability the user will still be left with zero stamina so its a strategy choice. And hes really bad for PvE as he runs out of Stamina right away. In PvP he is saved by the PvP Bonus if the user has a lot of Tacticians, but he is so straight forward he wont do much good in most games.



Summary:


As class the Tactician is awesome, arguably the best class. I am surprised that not more Tactician has been added because I can really see a way around many interesting design with specially the class bonus and that they can be more of a support character type.

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