Also, we’re launching a new character, powerful enough to throw anyone on their team directly at their opponent. We’d call him the Iron Giant, but he’s not made of Iron.
HailMary wrote: Since he's gonna be The Tank of Tanks, I'm hoping he'll have 10K+ health and a damage-dampening passive that doubles as a YOLO power like DP's Life of the Party. Also, a Fastball Special that stuns the thrown teammate.
Mawtful wrote: From the link in my sig, here's my take on Colossus. I originally wanted to include Fastball Special instead of "Haymaker", but couldn't find a way to make it fit that I was satisfied with. In designing characters, I like to have 3 abilities that synergise with each other, and abilities that gain "bonuses" by taking them past rank 3. I feel that this is crucial to designing a character that doesn't have a clear "best" build. Also, the basis for this idea was to create a character that was an "unstoppable force", which is why I selected Colossus with the Bands of Cyttorak. Stats are taken from old 141 days, but he should have Thor/Sentry level HP. I think that explains everything I need to say. Colossus (AvX)http://www.comicsblend.com/wp-content/u ... UXM-11.jpg 3 Star Rarity (Rare) At Max Level: HP: 8700 Tile Damage: yw 60/rd 12/bu 67/pu 10/gr 52 /bk 11 Avatar of Cyttorak: (Blue) Passive Colossus is empowered by the Bands of Cyttorak. Rank 1: When Colossus becomes stunned, generate 1 Green AP. Rank 2: Also generate 1 Yellow AP. Rank 3: Also generate 1 Blue AP. Rank 4: Generate 1 AP of each color. Rank 5: Colossus continues to generate 1 AP of each color every turn that he is stunned. I spent a lot of time thinking about what color to make this skill. Ultimately, I though that blue was the best fit. It creates a nice kind of symmetry with Dormmamu's Aid (a demon/trans-dimensional entity empowering a mortal and granting AP per turn), and means that Colossus will most likely end up tanking blue for any support-types in the team. For what it's worth, I think that it could also be Purple (same goes for Hood's passive). As for the ability, I don't think that it really does speak for itself; you already know that the core idea was for the character to be unstoppable. The ability is tempered by the fact that Colossus needs to be stunned before the AP generation kicks in, and it's structured in such a way that he generated AP that he can't use first - you'll need to go to Rank 4 before you generate AP that he can use on his own abilities. Ranks 4 and 5 both fit the mould for the sort of "rewarding" commitment that I like. Iron Curtain: (Yellow) 8 AP Colossus steps in the path of incoming danger. Rank 1: Turns a Yellow tile into a 3 turn countdown. While the countdown is active, Colossus switches to take damage for his allies. Rank 2: When the countdown ends, return 2 Yellow AP. Rank 3: Cooldown is reduced to 2 turns. Rank 4: When the countdown ends, return 4 Yellow AP and create a Protect tile with strength (level/2). Rank 5: Cooldown reduced to 1 turn and Protect tile strength increased to (level). Another ability that gains some cool/weird features if you invest past rank 3. This absolutely was designed as both a "taunt" ability and as something that would synergise with the AP generating passive. The strength of that ability is tempered by only generating AP when Colossus is stunned, and this provides a way for Colossus to get on the front line more often. Investing in this skill lets you leave behind Protect tiles to help mitigate some damage even when Colossus is stunned. I think that tile strength equal to character level seems to be pretty fair/comparable. Haymaker: (Green) 10 AP Colossus winds up and unleashes a haymaker. Rank 1: Colossus deals "X" damage and knocks the target to the back of their team. Rank 2: Damage increase. Rank 3: Target is stunned for 1 turn. Rank 4: Damage increase. Rank 5: If Colossus' allies have been KO'd, he converts a friendly Protect tile into a Strike tile. This was tricky. The first two abilities have a high level of synergy between them and I didn't want the third ability to feel tacked on. The ability growth at rank 5 will synergise well with the protect tiles from his yellow, making Colossus a very deadly "last man standing" - further emphasizing his tank/taunt style character. I'm a little unsure about the costing. It shouldn't be spammable, but Colossus can end up fueling himself - assuming he's stunned for 1 turn, then it requires 3 matches which I think feels about right.
ronin-san wrote: 8700 HP doesn't make sense to me, for Colossus. He should be AT LEAST that until he metal's up. Piotr is strong even when he's not in metal form, but mitigates a TON of damage when he's shiny. IF he had a deadpool-like meat shield passive, no one would frown. That's in his character, especially in defending Iliana or Kitty. It's canon that he gets a fastball special, but I wouldn't care if he didn't.
wymtime wrote: Tank of all tanks should have Hulk like health or at least 10k with a passive shield. If any team member takes more than 5% damage Colossus takes the hit and places a level 150 shield on the board. For his fastball special I am guessing Red color. With the fastball special= Colossus picks up his ennemy and with his mighyt strenth throws them into his ennemy causing damage and stunning his enemies. cost 9 red Level 1= X damage and stuns 1st enemy for 1 turn Level 2= x increase in damage Level 3= Stuns entire enemy team for 1 turn Level 4= x Increase direct damage and 1/2 damage to all other eemies Level 5= Stuns entire enemy team for 2 turns Level max= 1600 damage to primary target 800 damage to the rest of the team. Stuns all targets for 2 turns It might feel like a low number of damage per AP but with the recent release of characters that will do under 2k damage in an AOE seems the new norm. I adding the stun of the enemy team which is the big part of the equation so he will pair with some really strong characters as a tank. Hit Berserker rage then Fastball special and you will still have 2 turns to deal damage with the strike tiles out before the enemy can hit you. I would also give him 1 more single direct damage that would be very strong. I think his color combination will be Red, Yellow, Black with Yellow being defensive
Chaotic Ryu wrote: Colosuss MUST have this cover, no exceptions!
SirPhobos wrote: I wouldn't be at all surprised if Colossus is a new 4* - Season 6 award, maybe? Unless they've specified his tier already and I missed it... Also hugely possible.
coolbond wrote: the cover i posted is the one that ice has stated they are using
Vertigozooropa wrote: coolbond wrote: the cover i posted is the one that ice has stated they are using They really should use Giant-Size X-Men #1, though.
wymtime wrote: SirPhobos wrote: I wouldn't be at all surprised if Colossus is a new 4* - Season 6 award, maybe? Unless they've specified his tier already and I missed it... Also hugely possible. As much as He is Strong enough I think he will be 3*. I have never been huge into comics but I am a huge Marvel fan and Colossus has never been OP in my mind. He seems like he should be a top dog, but never got the following as other X-Men. I think the Dev's waited on releasing more 4* becuase I think they want the 4* to be highly super rare and elite. They hit X-Force as Wolverine is probably the most liked X-Men, but messed up IW as she has poor mechanics and is not that popular. Fury has become iconic becuase of the Marvel movies. I think the next 4* should be a villian and should be Thanos. He is seen as the big enemy in the movies and would have truly massive powers. Colossus as known as he is, is much less relevent and my feeling would be a better 3*. Season 6 award will be more X-force. They just buffed him and they will want to have more people playing for him.