Falcon flying dive support Concept
▲ 33 r/RivalsWaitingRoom+1 crossposts

Falcon flying dive support Concept

Free Flight hero

Primary: Dual Smgs
Fire dual smgs with small magazine sizes. Can critical hit.

Secondary: Red Wing (0 cooldown)
Target an area for Red Wing to monitor. Red wing will heal allies within the targeted area

Passive: Bird of Prey
Dealing and receiving damage increases Red Wing’s healing output which will decay back to baseline over time. Securing an elimination will send Red Wing into Overdrive which further increases Red Wing’s healing output and the range he monitors.

Ability 1: Feather Spin (8 second cooldown)
Falcon flies forward in any direction, shooting feathers that damage enemies and heal allies out in all directions. At the end of the dash, Falcon does one final slash with his wings, dealing damage and knocking enemies back. If this ability is activated again while dashing, Falcon activates his jet pack, soaring high into the air and healing nearby allies.

Ability 2: Evasive Maneuvers (12 second cooldown)
Falcon activates his jet pack, performing 3 consecutive dashes in quick succession in any direction. Each dash gives 15 bonus health. Colliding with a vertical surface during a dash will stun Falcon and remove his bonus health.

Ability 3: Feathered Friend
Recall Red Wing, sending him flying towards an enemy. If redwing hits an enemy, he attack them for 3 seconds, dealing damage over time and crowding their vision.

Ultimate: Falcon Flight
Falcon soars forward in a straight line. He and his allies in this path receive 1000 bonus health that decays over 3 seconds. Enemies caught in this path take damage, lose all bonus health, and are unable to generate bonus health for 5 seconds.

Falcon is a complex secondary support. He deals decent damage with minimal healing. Successfully diving enemies increases his healing, which is mostly passive, allowing him to play offensively while supporting his allies.

u/ThatpersonKyle — 6 days ago
▲ 62 r/ufc

Everyone’s got a strong opinion on this one. Highest stakes matchup of the year, FLW civil war, pick a side

u/ThatpersonKyle — 12 days ago

Hulk rework idea to make him hulkier

Bruce Banner- keep exactly the same

Hulk-

Rage Passive:
As hulk takes damage, his rage meter increases. As rage increases, Heavy Blow deals more damage and Incredible leap charges faster.

Incredible Leap:
Add a slam animation for hulk catching a flier. Slamming a flier onto the ground deals damage. After catching a flier, hulk can throw them in any direction before hitting the ground. Throwing a flier into an obstacle will deal damage.

Radioactive Lockdown replacement- Crushing Debris:
Hulk rips a large piece of debris out of the ground to use as a shield with 300 hp while still being able to move and leap. When hulk releases this ability he throws the chunk of debris forward. Any enemy caught in its path will be dragged along with the projectile. If the projectile slams an enemy into a wall, they will be earthbound for 5 seconds.

Indestructible Guard replacement- Rage Shield:
Leaps in-front of a targeted ally, turning his back and increasing in size while gaining Unstoppable to momentarily shield them from incoming damage. During this time charge Rage at an accelerated rate.

Gamma Burst: when rage is at a maximum, gamma burst becomes thunder clap. Thunder clap consumes all rage and releases a large shockwave that damages and stuns enemies.

Monster Hulk- slightly increase movement speed.

World Breaker- Increase damage

reddit.com
u/ThatpersonKyle — 13 days ago

Apocalypse Tank concept

Passive- Self Atomic Manipulation: Apocalypse can grow to fit the size of any space he is in with his health also growing proportionally. By default his max size is 5 meters.

Passive- Eternal Leader: While within 25 meters of a Horseman, apocalypse constantly regenerates over health.

Primary -Celestial Cannon: Fires a bolt of energy forward that explodes on impact.

Secondary- Telekinetic Blast: Releases a spherical blast that destroys incoming projectiles and pushes enemies backwards. Scales with Cellular Manipulation. If Eternal Leader is active, the blast does not deal damage and instead creates a small dome shield.

Ability 1 -Drill: Drives a drill hand into the ground, sending out a fissure with a controllable direction. Upon being released, the fissure explodes, dealing damage to enemies.

Ability 2- Jets: Gain immovable and transform both arms into jet engines and dash forward, knocking enemies back and stunning them if they collide with an obstacle.

Ability 3- Gift of Apocalypse: Transform up to 2 teammates into Horsemen. Horsemen gain 25 bonus health, an increase in movement speed, and an increase in damage. For each horsemen, apocalypse does decreased damage and loses 1.5 meters in maximum size. A new horseman cannot be created if either current horseman is dead.

Ability 4- Horsemen of Apocalypse: For a brief duration, gain free flight and enter a stance that allows Apocalypse to either Summon Horsemen or Reclaim Power.
Activating summon horsemen will give both current horsemen the ability to ability teleport to Apocalypse’s location.
Activating Reclaim Power will remove Gift of Apocalypse from both horsemen and will momentarily set Apocalypse’s maximum size to 10 while dealing constant area of effect damage to enemies.

Ultimate- Rocks of the eternal shore: For a short duration, apocalypse’s maximum size becomes unlimited, and incoming damage is converted into Bonus Health for any Horsemen. If there are no horsemen, incoming damage is converted into a shockwave that releases at the end of the ability. While this is active, apocalypse emits damaging shockwaves with each step.

Team Up- Egyptian Gods: Apocalypse teams up with moon knight, causing projectiles destroyed by Telekinetic Blast to be converted into moon blades that are fired back at enemies

Team up- Immortal Mutants: Apocalypse teams up with The Phoenix, gaining a new ability that allows him to briefly ressurect if he is defeated while both Horsemen are alive. Cooldown 120 seconds.m

Basically this character plays as a mix of a pure tank and pure duelist. He must carefully manage his horsemen, as he and his team gets more tanking value when he has horsemen, but he himself is much less of a threat. If he has no horsemen, he becomes much more of a threat but loses his tankiness.

u/ThatpersonKyle — 29 days ago

Art power concept

Each one of art’s weapons excel in different scenarios. The axe can punish single or grouped survivors in open areas, the flame pot can shut down strong loops, the chainsaw allows him to catch up to survivors that run to another loop, and the handgun punishes survivors that just try to make distance.
When Art has all 4 weapons in his inventory, he is almost unstoppable in a chase, and can quickly snowball many downs if survivors aren’t managing PAIN properly.
The goal of the survivor is to make art misuse his weapons until he has expended all his options.

u/ThatpersonKyle — 2 months ago

Who’s your favorite villain that exists purely to bring out the dawg in the hero by putting them through hell?

u/ThatpersonKyle — 3 months ago
▲ 1.4k r/GenV

There’s no dick jokes, Homelander is actually scary, major decisions are being made, the scenery is cool, butcher’s character is being developed. What went wrong man

u/ThatpersonKyle — 4 months ago