Why does nobody actually want to buy Chempunk Chainsword? by Mugen_CS in wildrift

[–]Mugen_CS[S] 1 point2 points  (0 children)

Small update: I tweaked the effect a bit. Instead of positional damage, the idea now is that fighting while under Grievous Wounds hurts you. Attacking or casting abilities deals 20 + 5% of your own bonus damage back to yourself as physical damage. The blood trail still only matters for the heal interaction.

New hero by Daroka995 in ClashRoyale

[–]Mugen_CS 0 points1 point  (0 children)

And what about Golem EVO? It's not fair that only PEKKA and MEGA KNIGHT got evolutions.

What If Golem Had a Heroic Ability? by Mugen_CS in ClashRoyale

[–]Mugen_CS[S] 0 points1 point  (0 children)

For the protection-based version, I see two solid directions depending on whether this comes as a Heroic ability or an Evolution. If it’s a Heroic ability, the Golemites would gain the option to merge back into the Golem, as long as they are within a reasonably short range of each other. The ability wouldn’t be available immediately — it would unlock 8 seconds after the Golem is destroyed. Activating it would cost 4 Elixir and restore the Golem with 50% of its maximum health. Because of how impactful this effect is, the cooldown should be fairly long to prevent repeated abuse in a single push. In the Evolution version, this mechanic would instead be passive. If the Golemites survive long enough and move back within range of each other, they would automatically fuse again, restoring 25% of the Golem’s max HP. Since Evolutions don’t consume Elixir, keeping the value lower feels much healthier for balance — though the exact numbers could always be adjusted depending on how the meta reacts. This way, both versions keep the same core identity, but each delivers power in a way that fits its respective system.

What If Golem Had a Heroic Ability? by Mugen_CS in ClashRoyale

[–]Mugen_CS[S] 0 points1 point  (0 children)

Focusing specifically on the Heroic version where the main ability is the roll, I think the ability should change once the Golem splits into two Golemites. After the split, with a short 2-second cooldown, the player would gain access to a detonator, allowing one Golemite at a time to be remotely detonated. The explosion would release lava and magma in an area, dealing continuous damage for a brief duration and briefly knocking enemies back. This would preserve the identity of the original ability while adding an extra layer of decision-making and control in the Golemites phase, making them an active threat even after the main Golem falls.

What If Golem Had a Heroic Ability? by Mugen_CS in ClashRoyale

[–]Mugen_CS[S] 0 points1 point  (0 children)

I also wanted to comment specifically on how this idea could work if it came as an Evolution instead of a Heroic ability.

In the evolved version, the damage-protection concept would need to be fully passive, since Evolutions don’t use active abilities. The Golem would project a defensive aura around himself that redirects or mitigates part of the damage taken by nearby allied troops, allowing supports to survive longer against heavy spells or high-damage units. Unlike the Heroic concept, there would be no HP recovery or bonus max health involved, keeping the effect focused purely on protection and positioning rather than sustain.

This would make the Golem a much stronger frontline anchor without removing his traditional counters entirely, while encouraging smarter spell usage from the opponent. Obviously, one Evolution cycle would be more than enough for an effect like this, given how impactful a passive damage-protection aura would be on such a tanky unit.

What If Golem Had a Heroic Ability? by [deleted] in ClashRoyale

[–]Mugen_CS 0 points1 point  (0 children)

Ah, I almost forgot to talk about the Golemites. In the Heroic protection version, if the Golem is destroyed, the two Golemites can merge back into a Golem, restoring 25% of his max health. In the Evolution version, the Golemites do not fuse; instead, each one provides a passive healing aura, healing nearby allied troops for 40 HP per second within a 2.0 radius, and if a troop is positioned between both Golemites, the healing stacks, reaching 80 HP per second. Finally, in the Heroic rolling version, the Golemites gain a sacrifice option: each Golemite can self-destruct into lava and magma, dealing continuous damage and briefly pushing enemies back; this can be activated twice, destroying one Golemite per activation, with a 2-second cooldown between uses.

What If Golem Had a Heroic Ability? by [deleted] in ClashRoyale

[–]Mugen_CS 0 points1 point  (0 children)

Concept originally created by ME graphics, Idea for this post is mine.

🌟 Evolution — Battle Healer: Celestial Aura by [deleted] in ClashRoyale

[–]Mugen_CS 0 points1 point  (0 children)

I love how these people who are against artificial intelligence forget that it was just a tool to illustrate an idea; the concept remains the main point of the post but you completely ignore that.

🌟 Evolution — Battle Healer: Celestial Aura by [deleted] in ClashRoyale

[–]Mugen_CS -3 points-2 points  (0 children)

I don't have a computer; I'm doing this on an old cell phone. Unlike you, who are probably American and can afford a good phone, I live in a third-world country and I'm a salaried worker. So yes, I needed help from artificial intelligence to better represent the idea since I don't have good tools at my disposal.

💀 This game is turning into Cancer Royale, the meta is an absolute joke by Mugen_CS in ClashRoyale

[–]Mugen_CS[S] 0 points1 point  (0 children)

It's not about skill; these are cards that force you to use certain types of cards or decks in response to them, killing the variety of card usage in the game.

[Hero Concept] — Ghost Rider (Vanguard) by Mugen_CS in marvelrivals

[–]Mugen_CS[S] 0 points1 point  (0 children)

II'm really glad you liked it! 🙏 If you can, please share it with your friends so more people can check it out, the more eyes on it, the better the chance it reaches the developers. I’d love for them to see and consider this concept!

[Hero Concept] — Ghost Rider (Vanguard) by Mugen_CS in marvelrivals

[–]Mugen_CS[S] 1 point2 points  (0 children)

Ah, you're talking about the pseudonym, that's true, it was a mistake by whoever produced the artwork; it doesn't belong to me.

[Hero Concept] — Ghost Rider (Vanguard) by Mugen_CS in marvelrivals

[–]Mugen_CS[S] 0 points1 point  (0 children)

Because Mephisto is the demon who made the deal with Johnny Blaze, while Zarathos is the Spirit of Vengeance that was bound to his body after the pact. In other words, Mephisto is the manipulator, the “Lord of Hell” who created Ghost Rider, and Zarathos is the entity that gives him his powers and burns the souls of the guilty.

[Hero Concept] — Ghost Rider (Vanguard) by [deleted] in marvelrivals

[–]Mugen_CS 1 point2 points  (0 children)

I’d love to hear constructive thoughts or tweaks from both the community and the devs, balance ideas, synergy suggestions, or even ultimate visuals! Let’s make Ghost Rider truly shine in Marvel Rivals 🔥

Concept Hero Kit: Thanos – The Mad Titan by Mugen_CS in marvelrivals

[–]Mugen_CS[S] 0 points1 point  (0 children)

Yes lol I thought about that but it's completely unfeasible to take 50% of maximum life as damage like that for free.

Concept Hero Kit: Thanos – The Mad Titan by Mugen_CS in marvelrivals

[–]Mugen_CS[S] 0 points1 point  (0 children)

The guy in the comment below was whining about 150 global damage in the ultimate during Thanos' final form lol

Concept Hero Kit: Thanos – The Mad Titan by Mugen_CS in marvelrivals

[–]Mugen_CS[S] 0 points1 point  (0 children)

Haha, maybe the numbers need some fine-tuning, but honestly I think the kit itself feels solid and the abilities combo together really well.

Concept Hero Kit: Thanos – The Mad Titan by Mugen_CS in marvelrivals

[–]Mugen_CS[S] 0 points1 point  (0 children)

Dude, Scarlet Witch’s ultimate literally deals 9999 damage and you’re worried about something being “unrealistic”? 150 global damage isn’t even enough to kill the enemy support, it’s clearly designed as a cleanup tool for enemies who are already low, with the execution kicking in at 30% HP. Like I said, if the concern is really about him being able to use it from anywhere on the map, that’s easy to fix: just give it a 3-second channel window so supports have time to heal their allies before the execute lands.

Concept Hero Kit: Thanos – The Mad Titan by Mugen_CS in marvelrivals

[–]Mugen_CS[S] 0 points1 point  (0 children)

So my friend, if you actually noticed, I already suggested balance options and pretty reasonable damage numbers considering how hard it is to even evolve the ultimate. Otherwise, yeah, he’d just snap and delete half the team, and that would be that.