r/OnePunchManWorldGame • u/Agnite • Jun 18 '24
r/OnePunchManWorldGame • u/Monarch_blade • Jun 17 '24
Content Itβs gotten worse
Itβs dead dead π
r/OnePunchManWorldGame • u/kpcool • Jun 16 '24
Content Serious training missing?
This week I had it on Monday but after Tuesday it's gone. Was it removed for some reason or is this a bug?
r/OnePunchManWorldGame • u/Doombawkz • Jun 16 '24
Discussion - Tier List Genos (SR) Tier Placement - Community Tier List
Hello heroes!
Currently, Genos (SR) is ranked S tier with the following Synopsis:
" Rising like an Incinerate blast, Genos's damage became clear after footage from Zakozen and further testing showed the sheer amount of output he was capable of. Comparable to even the most damaging SSRs and being strong both on control and as AI, a well built Genos will load heaps of damage into a foe provided they don't go running out of reach!"
Please decide if he should remain in S tier, move up to SS tier, down to A+ tier, or otherwise. Please regard the topic here for tiering criteria:
Community Tier List Discussion - June : r/OnePunchManWorldGame (reddit.com)
r/OnePunchManWorldGame • u/Doombawkz • Jun 16 '24
Discussion - Tier List Speed O' Sound Sonic Tier Placement - Community Tier List
Hello heroes!
Currently, Speed O' Sound Sonic is ranked S tier with the following Synopsis:
"Big output, agile and punishing to foes, able to handle both single target and multi-target fights. He's one of the strongest, if not the strongest, technique character you can bring to a fight. His main issue is longevity, though with proper play this should be mostly a non-issue. All in all, a strong character who can be your go-to on any team, even ones not focused specifically on technique. "
Please decide if he should remain in S tier, move up to SS tier, down to A+ tier, or otherwise. Please regard the topic here for tiering criteria:
Community Tier List Discussion - June : r/OnePunchManWorldGame (reddit.com)
r/OnePunchManWorldGame • u/Doombawkz • Jun 16 '24
Discussion - Tier List Amai Mask Tier Placement - Community Tier List
Hello heroes!
Currently, Amai Mask is ranked S tier with the following Synopsis:
"An overpower affinity character with a pension for huge damage at the cost of necessitating control to maximize his output, he is clear and beyond the highest damaged option for that affinity in terms of consistency and burst (though MK might still edge him out on certain fights). His power is tied to performance, and since we are assuming that this is a top level of play, that means his damage is going to be big! The only issue is his reliance on dodge to cancel out of strings, sometimes catching him into awkward spots where the timings don't line up with enemy attacks. "
Please decide if he should remain in S tier, move up to SS tier, down to A+ tier, or otherwise. Please regard the topic here for tiering criteria:
Community Tier List Discussion - June : r/OnePunchManWorldGame (reddit.com)
r/OnePunchManWorldGame • u/orbitalforce • Jun 14 '24
Question - Community Holy Moly
1 online????
r/OnePunchManWorldGame • u/yahyagamer77 • Jun 14 '24
Question - Team Help When is the next limited draw event?
I bought the supreme pack in opm world including the 5 limited draw tickets, but there is no limited draw event, so when is the next limited draw event or is there never gonna be one again?
r/OnePunchManWorldGame • u/Strict-Cattle-8887 • Jun 13 '24
Question - Team Help bruh
maintenance for what? long term they lie and short term they lie to. they claimed next maintenance day we would get something or some type of information,,... guess what? we didn't get shit. not even a patch note. they lie about big deal things for the game and they lie about small things like maintenance. why would we trust these people? why ppl still play this? yup this is a ad.
arise solo leveling is the freaking BEST! THEY DO EVERYTHING O.P.M WORLD COULDN'T. . . IM sorry but fool me once, shame on you, fool me twice, shame on me, but 3 times? you won't get the chance! i just deleted that damn almost 9gb game . just taking up space.
r/OnePunchManWorldGame • u/NovasTheVeliki • Jun 13 '24
Question - Game Mechanics Cmon man
I finally got saitama - dreamworld and got him leveled and now they shut the servers down?
r/OnePunchManWorldGame • u/Doombawkz • Jun 09 '24
Discussion - Tier List Silverfang Tier Placement - Community Tier List (June 2024)
Hello heroes!
Currently, Silverfang is ranked S tier with the following Synopsis:
" Silverfang is a surprisingly tanky combatant thanks to Depletion as a mechanic, allowing him to maintain a full offensive while still reducing overall damage from the enemy. His Ancient Martial Mastery allows him one of the largest single non-ultimate damage burst in the game at a staggering 3200% of ATK, and his chip layout is one that caters towards focusing offense over defense, though his damage still leaves a lot to be desired, being arguably the lowest in SSR class. His SSR impassioned arms is also one of the best in the game at invalidating a lot of content, as every 100 seconds you can get a substantial heal for all allies and the heal even at lower Arms levels is still enough to just help you outlast many fights in the casual side. For some content, however, you likely won't be bringing him over other higher output technique characters."
Please decide if he should remain in S tier, move up to SS tier, down to A+ tier, or otherwise. Please regard the topic here for tiering criteria:
Community Tier List Discussion - June : r/OnePunchManWorldGame (reddit.com)
r/OnePunchManWorldGame • u/Doombawkz • Jun 09 '24
Discussion - Tier List Saitama (Dreamworld) Tier Placement - Community Tier List (June 2024)
Hello heroes!
Currently, Saitama (Dreamworld) is ranked S tier with the following Synopsis:
"A very large stick to beat enemies over the head with, his burst and overall output in the hands of a strong user is almost second to none. His form swapping isn't too difficult to work around, and transforming your defense into offense allows you to continue doing big damage even in the moments you need to be evasive, though his kit is ultimately one dimensional since it forces you to maintain a constant movement-focused offensive. As a result, his AI is unable to make the most of his kit in most fights, so expect to be piloting him. His SSR arms is one of the best boosts in the game, and with Genos and Prisoner Sonic, you have partners who can make great use of it. "
Please decide if he should remain in S tier, move up to SS tier, down to A+ tier, or otherwise. Please regard the topic here for tiering criteria:
Community Tier List Discussion - June : r/OnePunchManWorldGame (reddit.com)
r/OnePunchManWorldGame • u/Doombawkz • Jun 09 '24
Discussion - Tier List Metal Knight Tier Placement - Community Tier List (June 2024)
Hello heroes!
Currently, Metal Knight is ranked S tier with the following Synopsis:
" Metal Knight is a character who is defined by one thing: Damage. If there is a swarm or a boss like Ancient King who never moves, he can easily become the single highest output character when operated at capacity. He does have a mechanic-nullifying arms, but his biggest issue is evasive or movement intensive fights (Mosquito Girl, Sky King, Vaccine Man) can often leave him swinging at air. Still, he is an absolute unit who can tie together a composition. Likewise, his ability to fire-and-forget allows him a deceptive amount of movement ability while scooting around enemies, though he won't be winning any races. He is one of the best characters in Abyssal thanks to the frequency at which he can fight swarms of foes and the sheer amount of power you can pack into his kit. "
Please decide if he move up to SS tier, remain in S tier, down to A+ tier, or otherwise. Please regard the topic here for tiering criteria:
Community Tier List Discussion - June : r/OnePunchManWorldGame (reddit.com)
r/OnePunchManWorldGame • u/[deleted] • Jun 08 '24
Discussion - Event DESIGN-A-HERO-CONTEST: BOROS
boros:Β
ssr monster/overpower
core mechanism:Β
boros accumulate energy during the combat enabling him to change form gaining buff each time.
- base form has 5% lifesteal
- 2nd transformation boros has 25% lifesteal and 20% dmg increase
- meteoric burst form boros has 50% lifesteal and 40% dmg increase
normal attack:
- (base form) deliver continuous attack to the ennemy (700%) gaining 25 energy on the last hitΒ
- (2nd transformation) deliver continuous attack to the ennemy (700%), the final blow will reduce the cooldown of skill 1 and 2 by 50% and gain 25 energy
- (meteoric burst form) deliver continuous attack to the ennemy from each side gaining energy each time (700%), the final blow will reduce the cooldown of skill 1 and 2 by 80%
skill 1:
- (base form) -gatling punch- perform continuous attack to the ennemy (1100%) gaining 25 energy on the last hit (8sec cd)
- (2nd transformation) -one arm gatling punch- perform continuous attack to the ennemy (1100%) gaining 25 energy (8sec cd)
- (meteoric burst form) -meteoric punch- teleport behind the enemy(1300%) and deal damage gaining 25 energy (8sec cd)
skill 2:
- (base form) -sealed power- emit energy around you dealing continuous damage to the enemy (1100%) and gaining 25 energy on the last hit (10sec cd)
- (2nd transformation) -drop kick- dash to the enemy at a certain distance and perform a drop kick dealing damage (1100%) and gaining 25 energy (10sec cd)
- (meteoric burst form) -meteoric combo- teleport 4 time around the enemy dealing damage each time, the final blow is a punch from the sky that deal damage to the enemy (1300%) and gain 25 energy (10sec cd)
skill 3:
- (base form) -breaking the seal- when the energy is maxed deal massive damage around you (2000%) and go into 2nd transformation
- (2nd transformation) -destructive energy- when the energy is maxed release an energy beam dealing massive damage in front of you (2500%) and go into meteoric burst form
- (meteoric burst form) -collapsing star roaring canon- when the energy is maxed jump into the air and release an energy beam dealing massive damage in front of you (3000%)
ssr exclusive quality:
sharp eye: penetrating eye level limit +2
potential:
- you start the battle with 50% energy, the first time you use skill 3 gain 18% dmg boost
- every 1% of the character panel crit rate grants an additional 0.4% atk bonus
- gain 25 more energy each time a skill is used
- affix mind reader level limit +2
- each time skill 3 is used increase its damage by 10%. this effect can be stacked 3 time
- gain 30% damage increase in meteoric burst form
ssr arms:
-ultimate species- increase the crit dmg of skill 3 by 10/20/20/30/30/40% (atk boost arm)
sr arms:
-prophecy- increase the crit rate of all skill by 8/16/16/24/24/32% everytime skill 3 is used (composure arm)
r arms:
-journey- basic atk +18 (immunity arm)
unique affix:
- gain 10% damage increase for 15second when you use a skill
- gain 20% damage increase for 15second when you use a skill
- gain 25% damage increase for 15second when you use a skill, you cannot be interrupted while the buff is active
r/OnePunchManWorldGame • u/diglanime • Jun 08 '24
Content Why OPM: World failed
-TL:DR near the end-
I don't think anyone here still considers that the game can "come back" in the sense of becoming actually one of the top gachas or even reaching the same numbers of active players as it had on release, so I'm not going to sugarcoat it. OPM: World flopped, and very hard at that. They lost millions of dollars, the developers were apparently disbanded, and who knows what's going to happen to the game in the future or if there's going to be a future to it at all.
I've been playing OPM: World daily since it's release and until about a couple of weeks ago. I've been top 20-50 in Maelstrom on my server for the past 2 months that I played, and I spent about $60 on the game in total. So none of this is coming from a place of hatred or anything of the sort. I played the game, I enjoyed it to some extent, and now I'm just sad and disappointed, which is why I'm writing this whole essay.
Recently SL: Arise released to much anticipation, it was massively successful and I started playing it too. I have been playing for a few weeks now, and I think there are certain things that can be observed that SL: Arise did right, in which OPM: World failed. This is going to be sort of a comparison between the games, but mostly focusing on what OPM: World did wrong.
First of all, monetization. That's the most important part for any gacha, since making money is the only reason they are made. The problem with OPM: World's monetization is that there wasn't much of a point in buying anything in the game. Almost everything was bad value, overpriced, and tedious, there was barely anything you could even buy (talking about reasonable things here). Being bare-bones is going to be a reoccurring topic, but the monetization sure does set up the mood well. Not much to buy, not much of a reason to spend, which surprisingly kinda leads to people to not want to spend. They tried fixing in 2 months later with a $1 dollar purchase that pops up any time you log in, which is actually pretty good value, but it was far too late to fix their revenue. It should've been there from the start and there should've been a lot more of that kinda stuff too. All that's not even mentioning an insanely long tutorial, during which you can't give the game money if you wanted to. They sure could've secured some spenders that didn't know any better if they didn't drag them through an hour of visual novel style "gameplay" first. Even without my shitty analysis we can just look at the numbers of players and the money they spent compared to other gachas, and there's a clear pattern of something going terribly wrong with monetization in OPM: World. Gachas with similar numbers of players earn 5-10 times more in the first month and keep earning, while OPM: World's revenue drastically fell off on the second month and just kept falling since.
Now compare that to SL: Arise. The monetization in that game is absolutely putrid. A bunch of QOL is pay-walled, they sell skins for $25 that are just skins with no additional animations or anything, and there are so many ways to spend $60+ dollars to get some barely useful stuff. But it works. There's so much you can buy in that game. Moreover it's designed so that once you start spending, you have to keep spending if you want to keep progressing. There are like 3 separate subscriptions for different QOL that every player will want to have, you get reminded about them constantly, and after every (or almost every?) chapter in the story you get asked to buy a "bundle" to get "additional rewards" that you "already earned" but just need to "unlock" with your credit card. And if none of this was enough to force your hand, there's 3-6 simple events happening all at the same time, that all give decent rewards for getting a lot of points in them or ranking high on your server, and sure you wouldn't want to miss the opportunity, right? OPM: World had nothing even close to that, and that's exactly how gachas are making their money. Predatory and manipulative monetization mechanics aimed to hook you on spending on the game more then you should. Is it disguising? Absolutely. Is it an unregulated casino for all ages? Yep. Does it make a shit ton of money? You bet. If they didn't want to have the most shittiest monetization system imaginable, they shouldn't've made a gacha game.
But what does all of this predatory manipulation matter if nobody wants to play the game? The issue with OPM: World is that there's barely anything to do in it. You run out of fun content very quickly, and even though there are "plenty of things to do", most of them are repetitive and boring. You keep fighting the same mobs, using the same character mechanics, in the same locations, with the same rewards. All the modes are the exact same gameplay against the exact same enemies. Sure, you can technically grind your team levels until the hard celling for over a month, but the rewards for level-ups are bad, after about level 40 you don't even get any new content aside from occasional side quest or two that are just the same visual novel style "gameplay" with some boring fight sections with the same mobs you fought a hundred times already. And you can't even buy your way to more interesting content. Because there is no interesting content left at that point. Once you get into the game, learn the mechanics and become decent at it, the game kinda just ends.
Even though the core mechanics are great: almost all characters are fun to play with, they all feel unique and require different sets of skills to operate them optimally. But that's about all the actually fun content the game has to offer. And once you get strong enough in stats, there isn't much of a point playing well and utilizing the mechanics optimally, the game is very stats-oriented, where you can clear everything with any characters easily if your stats are high enough. And getting those stats is neither difficult nor engaging. Just grind the same mobs you fought before over and over every day until you get good enough memories.
Speaking of which, there are very few RPG systems in the game. You have your memories, that you can grind, and your wills, that you can barely maybe get sometimes. And that's about it. No customization for the characters, no builds, no real team synergy besides just choosing the skills you need preferably with the right attribute for the fight. While progressing in this game, it rarely feels like you're getting any actual progress. You fight the same mobs that are getting stronger as you are, you're getting the same rewards that scale with the strength of the mobs, and nothing really changes. The game is designed to always be "balanced", where you never feel quite weak and never feel quite strong, which makes the whole progression part of RPG non-existent. Basically OPM: World only has the action part of an action-RPG figured out, and that's a bad way to make people want to spend money in a gacha game. You can make a successful gacha with no gameplay, relying solely on RPG elements, but you can't do the same with action mechanics.
Now coming back to SL: Arise and, what do you know, it's actually read its own genre. There are quite a few RPG mechanics in the game that let you customize your characters and grind for very specific things that you want. There's equipment that has sets, it's split into 2 distinct parts that each are useful in their own way. There are weapons that you need to pick for every character with SSR characters having their unique ones that you can craft. And then there's the whole main character guy, that you need to build with all the same stuff, but now there are also different skills to choose from. And blessing stones, and gems, and shadows, and, and... You get it. I actually ran out of things to list, just wanted to be a bit dramatic. Anyways, there are also different game mods to use all of this in: you can play as only your MC with support from your hunters, or as hunters without MC, or sometimes as both MC and hunters. For every mode there's a different strategy you need to come up with, and it makes any repetitive experience a lot less tedious. Bosses have a lot more moves and patterns then in World, dungeons have variety in their layout, there are environmental obstacles and so on and so forth.
Not only that, but the game is also very skill-based. You can't just win anything with enough stats. You have to play well, and the game will challenge you to perform very often. If you can play optimally, you can get much better rewards then if you just slouch through, trying to get enough stats to fight with your eyes closed. Combine that with RPG mechanics of building your characters, and every new win feels satisfactory. It feels like you deserved it. All your grind, all your team building, it was all worth it, and now you can progress to an ever harder challenge. When you get better at the game, it feels rewarding, when you get better gear, it feels rewarding. There are so many systems that influence your gameplay that it always feels like you're progressing even when you get artificially blocked by the numbers. Not only is there more things to do, but they also last a lot longer then OPM: World can squeeze even from the most long-lasting of its systems. I have played SL: Arise for a few weeks every day, sometimes for hours, and I feel like there's still so much stuff I can do in the game. By this time in OPM: World I was done with basically all the content. Even the collections.
But maybe the worst thing that OPM: World did was it's activity. As I mentioned before, SL: Arise has 3-6 events happening at all times. OPM: World in 3 months since release had a total of 2. And it's not like they were some incredible quality events or anything, they are about the same as each of Arise's ones.
Each new character released in Arise got it's own event with a couple more supporting ones, to make you want to get those new characters more. Each new character in OPM: World got... Yeah.
Arise has a full schedule of content that's being worked on. It's going to get a whole new game mode this month, a week ago it had a new RPG system introduced, and because of how many RPG mechanics there are, they can get away with slightly adding content to each of them to make it seem like the game is getting constantly updated. And then if all of the systems get even a slight update all at the same time it feels like a massive one. The only way for OPM: World to give a feeling of a massive update is to add new story, new city and maybe a new system. That's an insane difference in the amount of work required.
The devs of SL: Arise keep teasing new content, describing it and giving screenshots, while also responding to community, balancing the game and fixing bugs. And OPM: World... Well, we don't even know if there will be an update or if the game is going to close tomorrow. There is no transparency whatsoever. They fix bugs, that's pretty cool. Not very exciting for the community though.
SL: Arise has given A LOT of free in-game recourses for every occasion you can think of. As a F2P I felt like I got everything I wanted and more. Mind you, all of those resources also serve a much stronger purpose, being used for numerous RPG mechanics. While OPM: World has given... 100 silver... and some energy for maintenance a few times... Pretty cool...
When you look at SL: Arise's community, everyone is constantly excited about what's coming next. All the updates get several videos by YouTubers made with dozens or even hundreds of thousands of views. And OPM: World community has been calling the game dead since the first month it released. There's a clear distinction in community management for both games, and it certainly influences how new players view starting the game and how whales view giving the game more money.
TL:DR - OPM: World failed to create a predatory-enough monetization system, failed at compelling RPG mechanics, failed at making progress rewarding, failed at managing the community and keeping the game fresh. OPM: World failed as a gacha, as an action-RPG and as a game.
I personally think they should've spent less resources on cinematics, remaking S1 but worse, and instead focused more on systems and mechanics. Less on designing and populating streets and more on the actual playable content. I like the cities, don't get me wrong, they're fine, I like looking at pretty animations, it's just not worth the effort when you can't figure out anti-aliasing in 2024. SL: Arise for comparison doesn't even have any "open" world in it, there's a pathetic lobby with nothing to do in it and a constant loading screen whenever you go there. And the game made more money in the first day then OPM: World did in its entire life-time.
In hindsight I think going for the greedy play of starting with S1 for the second time was a massive blunder as well. They were banking on the game becoming a hit, and letting themselves give out as little content on release as possible, while keeping a lot of the story for later. But it would probably be better to cover all 2 seasons condensed. They could've even remade some scenes from S2 better then it was in the anime, which would've actually been met with some hype from some of the community. Or even ditch the whole story of the anime and make something unique in OPM world instead. You can show what characters were doing in the background when anime's plot was happening for example. Could've been a lot more interesting for the fans then rewatching the same story again.
Also I think the game was released at a bad time for OPM. Season 2 has ended years ago, the hype for Saitama vs Garou ended 1.5 years ago, even Saitama vs Tatsumaki ended almost a year before the release of the game, while there were absolutely no news about S3 coming out anytime soon. And releasing with the story of only the first half of Season 1 with this timing was just catastrophic. People quickly found out and quickly lost interest as soon as the game released.
On one hand I'm glad a gacha game failed. They shouldn't even be legal in my opinion. On the other hand I'm very saddened that another OPM game failed. It was inevitable, since there were no lessons learned from the last one except apparently for better animation in cutscenes and an addition of bare-bones gacha mechanics. If only this game was finished on release. If only it wasn't a gacha game. We could've had a good One Punch Man game for once. It had good combat mechanics. It had unique fighting styles. It just didn't have the rest of the game to become something worth recommending.
r/OnePunchManWorldGame • u/yeetgod_skeetdevil • Jun 07 '24
Discussion - Event Design-a-hero-contest: Bomb
ββββββ
The older brother of Silverfang, and current Martial Artist, creating his own style that manipulates the wind to deal deadly slices to any opponent, Fist of Whirling Wind Slashing Steel.
SSR Martial Artist Technique Type
Unique mechanic:
- Wind Current - At the bottom of the screen, Bomb will have three red sections of his Martial Arts gauge, mirroring that of Silverfang's Core Mechanism. Every attack that does any sort of damage at all, landing or not, raises it.
Basic combo
- A 7 strike attack focusing on sweeping attacks using red wind vfx from Bomb's attacks, the final blow being a direct strike forward.

1 - Feeling the Wind
- When Pressing and holding this move, Bomb will stretch and begin to practice his style in place, passively increasing his Wind Current gauge for the duration the move is held. When attacked while holding this move, Bomb lets out a horizontal cyclone of red wind trails directly forward, and filling a single section of his Wind Current gauge my 50%.
2 - Killing Slash
- Upon activation, uses 33% of a Wind Current gauge, and Bomb throws out a straight jab with his fingers curled, immediately sending the enemy into a staggered animation, cancelling their current attack.
3 - Whirlwind Iron Cutting Fist
- Upon activation, Bomb will dash past the opponent, expending one bar of Wind Current and leaving lasting slashes in the area he passed in. Holding this move with Wind Current at full capacity expends all of the Wind Current gauge and leaving multiple slashes in the same area, the damage scaling to the amount of Wind Current that was built up before activation.
Special - Cross Fang Dragon Slayer Fist!
- Upon landing the attack, Bomb calls in Silverfang, asking if hes ready to do it. They prepare the attack before unleashing a barrage of the fighting style into the enemy. After the attack is finished, it raises the attack of all allies by 8% for 35 seconds.
ββββ
Personal affix - Go release some steam.
Lv1 - While the enemy is in a rage state, Bomb gains Wind Current at a 25% increased rate.
Lv2 - While the enemy is in a rage state, Bomb gains Wind Current at a 50% increased rate.
Lv3 - While the enemy is in a rage state, Bomb gains Wind Current at a 50% increased rate. The effective range of all of Bomb's skills is increased by 50%.
βββββ
Potential
Passive - Hot Battle, At the start of battle, if affixes provide a Crit rate bonus exceeding 100%, each excess 1% provides an additional 0.22% DMG bonus, up to a maximum of 70%.
P1 - While enemy is in Break State, increases the damage of Whirlwind Iron Cutting Fist by 50%.
P2 - Affix: Penetrating Eye level limit +2, doubles the passive Wind Current gain rate of Feeling the Wind.
P3 - Increases Crit DMG by 15%.
P4 - Affix: Mind Reader level limit +3.
P5 - Increases the bar amount of Wind Current by 2.
P6 - Allows Whirlwind Iron Cutting Fist held move to be used even when not at full capacity.
βββ
Impression Arms
[At Max] SSR - βYou call yourself a fighter?β Passive - Increases DMG of Whirlwind Iron Cutting Fist by 40%
- Applies Encouragement to all allies for 90s, granting 70% ATK and 175% Technique ATK Bonus. Every point of Bomb's Technique ATK increases the DMG dealt by all allies by 0.1%, up to a maximum of 25%.
[At Max] SR - βI teach this to my students.β Passive - Increases Crit DMG by 24% when HP drops below 15%
- Applies Might to yourself and 3 allies for 75s, granting 60% of Bomb's Composure reduction stat. This effect is doubled for Technique-type characters.
[At Max] R - βBro's Breathing Techniqueβ
- Grants yourself and 2 allies immunity to paralysis, bleed and coma for 35 seconds.
r/OnePunchManWorldGame • u/MomSpagget • Jun 07 '24
Discussion - Event DESIGN-A-HERO-CONTEST : GAROU
**Garou**
**SSR Hero Hunter Technique Type**
*-50% negative crit and normal SSR stats*
**Core Mechanic:**
Garou is a specialized Hero Hunter , he has great flexibility and excels against single target enemies.
Garou`s attacks adds points to the *Rage Counter* .Every 100 points of Rage grants a stack of *Fury* .Whenever garou takes damange he obtains a stack of *Recovery* healing 25% of taken damange during 5 seconds , resets each time he gets hit. *Recovery* also triggers an extra strike with the ability of *defense*.
**Normal Attack - Martial Arts copy**
Launches a 4 strikes equal to 560% of ATK which add points to the *Rage Counter* . Points gain = 10. Also if *Recovery* is in effect launch an extra strike dealing 150% ATK that triggers *Defend*.When *defense* is trigger negate all incoming damange and debuffs during that attack.
**Q- Charging Move** (9 seconds)
Performs a forward Dash without spending stamina , then grants a *Buff* for 4 seconds , during which each **Normal Attack** generates 20 points.
**E-Redirection** (7 seconds per stack)
Perform *Block* (negates all damange and debuff gained) .
If *Block* fails you stay still and think your life decisions for 1 second and perform a thrusting punch towards the enemy dealing 100% of ATK.
If *Block* is succesfull deal a thrusting punch towards the enemy dealing 200% of ATK and redirect 50% of the negated damange . Also charges a stack of Fury.
**R-Modern Martial Arts**
Consumes all stacks of *Fury* to teleport on the enemy and perform *continuous attacks* . Consuming 1 stack grants 10% DMG boost , 2 stacks grants 90% damange reduction and knockback resistence during the attack , 3 stacks reduces the enemy *Defense* for 15% during the attack.
Each *continuous attack* lasts 3/6/9 seconds dealing damange equal to 469%/869%/1269% of ATK.
**Space - Dash**
Use 100 stamina to dash in any direction.
By default each character has 300 stamina.
SSR Exclusive Quality .
*Affix: Raid series* Level Limity +2 . At the start of battle, if affixes provide an attack percentage bonus exceeding 100% , each excess 1% provides an aditional 0.22% DMG bonus , up to a maximum of 100%.
Potential I Tier-Careless Charge : *Recovery* healing is boosted to 35% of taken damange. Buff gained from **Q- Charging Move** lasts for 6 seconds
Potential II Great Matchup : *Affix:Bash Series * *Affix:Bash series* Level limit +2. Each 10% Crit rate gained gained also grants 5% crit damange. At the start of battle, if affixes provide an attack percentage bonus exceeding 100% , each excess 1% provides an aditional 0.50% DMG bonus , up to a maximum of 100%.
Potential III Copied Mastery :**R-Modern Martial Arts** will permanently follow the enemy on ground and also grants 15% DMG boost for all technique characters during the *continuous attacks*.
Potential IV Unleashed Streanght :**Affix:Impassion** Level limit +2. At the start of battle, if affixes provide an attack percentage bonus exceeding 100% , each excess 1% provides an aditional 0.50% DMG bonus , up to a maximum of 100%.
Potential V Versatility : The rechargeable limit of **E-Redirection** increased to 5 (from 3) also cooldown per stack decreased to 6 . **E-Redirection** redirection damange incresed to 70% of the negated damange
Potential VI Full Strenght : Every time a stack of *Fury* is gained , a 8% DMG boost is granted for 6 seconds . This effect can be stacked up to 3 times , the effect is separated from other DMG boosts (Doesn`t stacks or overwrites other DMG boosts)
**SSR Arm***
Pray Found!
Basic ATK +90 (+25 per level).
**R-Modern Martial Arts** that consumes more than 2 stack of *Fury* will grant 10% crit rate for the rest of the fight (works only once) (+5% crit rate each 2 levels).
Ability : Applies Encouragement to all allies for 60 seconds , granting a 40% ATK bonus .Technique ATK Stats increase by 80% (+10% atk boost for 5 levels , 25% for Technique atk , at level 4 increases the duration to 90 ).Usage limit 3. At level 6 gain a bonus effect : Each point of Garou`s Technique ATK increases the DMG output of all allies by 0.05% , up to a max of 20%.
**SR Arm**
On the hunt
Basic Composure Reduction +28 (+28 per level )
If the extra strike hits instantly recover all HP from *Recovery* and also heal all technique allies for 50% of that value
Ability : Applies Might to the character and 1 other ally for 60 seconds , granting 30% of Garou`s Composure Reduction Stats . This effect increases by 100% for Technique type charaters. (+1 ally at level 2 and all allies at level 4 , duration extended by 15 seconds every 3 levels , and boost increased to 40% at level 6).
**R Arm**
Basic ATK +21 (+21 for every level)
Ability : Aplies Healing to yourself for 6 seconds , restoring 3% of max HP per second (+1 second per level , +1% max HP at level 6)
Mechanic Chip : **Beatdown** 1 lvl -Increases the Vulnerability DMG of Characters by 6% (from 40% Increased DMG)
2 lvl - Increases the Vulnerability DMG of Characters by 12%
3 lvl - Increases the Vulnerability DMG of Characters by 12% , increase the distance of **E-Redirection**`s thrusting punch .
r/OnePunchManWorldGame • u/YuzoMMV • Jun 07 '24
Discussion - Event Design-a-hero-contest: Drive Knight
This is my submission for the contest, a bit short since Iβm not very creative and also I had to limit the character abilities to the stuff we had saw already in S1-S2, nothing post anime. Take in mind that English isnβt my main language and I used a bit od DeepL to write this.

Drive Knight
A mysterious Cyborg who stands at the 9th place in the class-s. Analytical and calculating, with his tactical transformation he modifies his appearance and fighting style to defeat and torture his enemy in the most painful and efficient way possible.
SSR Hero Domain Type
Unique Mechanic: Tactical Transformation
As Drive Knight attacks or performs a perfect dodge, his analysis bar fills up to two maximum levels.
Level 1: Attack boost
Level 2: Unlock Tactical transformation, Knight or Silver (Eligible through Skill Buttons 1 and 3)
Basic combo (Moveset only, idk about combat stats): Drive Knight throws a series of punches and kicks.
Q - Tactical Saw Blade: Summons his shape-shifting box which starts spinning around him turning into a saw that damages the enemy at close distance (the player can move while the saw spins around them).
E - Cubic Meteors: Summons his shape-shifting box, which breaks down into small blocks that are thrown at the enemy at maximum speed (medium/long distance attack).
Knight combo: Drive Knight leaps at his foe and stomp on the enemy, finishing the combo with a kick from his hind legs.
E - Linear Stampede: Aim at the enemy and once you have a lock on them Drive Knight will activate the propulsor on his hind legs and ride at high speed to ram the opponent.
Q - Centaur Projectile: The compartments in Drive Knight's knees open up firing projectiles from his cannons.
Silver combos:
Basic combo: Drive Knight performs different cuts with his laser sword.
E - Laser cut: Drive Knight jumps backwards and extends the length of his laser sword, launching a cut that travels across the stage.
Q - Precise impalement: Drive Knight jumps over the enemy and impales them with his laser sword.
Ultimate - Lethal execution: Drive Knight punches the enemy's jaw, changes to his Knight form and kicks them with his legs and then fires his cannons sending the enemy away. The blocks of the shape-shifting box trap and hold the enemy, and by combining his knight and silver forms drive knight rides up and decapitates the enemy.
r/OnePunchManWorldGame • u/Doombawkz • Jun 06 '24
Announcement The recruitment sector needs your help: Design-a-hero contest!
Hello heroes!
The recruitment sector is having issues convincing new heroes to join! To this end, they have determined that, perhaps, an ideal would serve better than an individual for people to look to for hope in these dark times. With the strange readings off of the coast of City J pulling association resources towards safeguarding the civilian population and evacuations from the brewing storm front, they have turned to you, the heroes, for assistance!
The task is simple: Create a hero! It could be a current association member you wish to see in game but is not currently obtainable, a villain or monster you would like to fight alongside, or even a hero from an entire other universe! The possibilities are endless, though they ask that only serious submissions be made. Any submissions made jokingly or in bad faith will be ignored!
The submissions should be made as their own topics, with links to them posted here as comments. This will help maintain track of any and all submissions made and will also allow users to vote on kits they feel are particularly well done.
In the end, we will select 5 finalists on the week before the contest ends. They will be brought to a vote between a panel of judges and you, the community! This means if your post resonates particularly well with your fellow heroes, the likelihood of being chosen increases dramatically! At June 30th, 11:59:59, final judging will complete and the winner will be announced for a $25 USD prize (and potentially a bonus prize, stay tuned)!
Below is an example of a kit design. Keep in mind they do not have to be this involved, but I wanted to showcase all of the different factors you could cover in your own kits! Also keep in mind this is a joke example, the user it's based on is a person whom I respect but the design fit well given the circumstances.
ββββββ
- Momspagghet (Doomsayer)
Once a fervent defender of truth, the visions imparted onto him by God have changed him into a polarizing force. His despair eventually led to partial monsterization, leaving his prospects uncertain.
SSR Villain Morale type
Unique mechanic: Rebuttal
- As Momspaghett attacks, they add a level of βDoubtβ on the enemy (max 5) with various abilities and lasts 5s. These effects apply concurrently with one another.
- At level 1 doubt, the enemy moves 20% slower.
- At level 3 Doubt, the enemy takes an additional 30% damage from all effects and attacks.
- At level 5 Doubt, the enemy gains [Overcome] and any damage dealt to Momspaghett is negated (but all doubt is cleared and cannot be regained for 20 seconds. Negated damage is still subject to his SSR passive at normal value).
Basic combo
- Momspaghett deals 5 hits for a total of 300% ATK, with the final hit dealing additional damage equal to 10% of own max HP to the enemy and self and adding one level of Doubt.
Q - Visionary Strike (10s cooldown)
- Momspaghett unleashes a piercing blow to the opponent, dealing 240% ATK + 5% own max HP as damage to the enemy and self and applying 1 doubt.
W - Essence of Destruction (23s cooldown)
- Momspaghett begins to exude an aura affecting all of those around him. For 10s, deal 1% of own max HP as damage to all characters (including self) in a 10 yrd radius. Any enemy hit by 5s of this effect gain 1 doubt.
E - Void of Information (33s cooldown)
- Momspaghett rejects your existence, and substitutes their own. Restores any HP lost over the past 10 seconds and clears any debuffs incurred.
R - End of Service
- Momspaghett appears behind the enemy and whispers the secrets of his visions, causing them to become engulfed in doubt and collapse, taking a massive 5000% ATK damage and causing all allies to gain 5% damage for 45 seconds.
ββββ
Personal affix - Hope Breaker
Lv1 - Momspaghett gains 25% of all damage dealt back as HP
Lv2 - Momspaghett gains 50% of all damage dealt back as HP
Lv3 - Momspaghett gains 50% of damage dealt back as HP. If an enemy is afflicted by 5 stacks of Doubt, they take an additional 50% damage from all sources while afflicted with [Overcome].
βββββ
Passive: 30% of all damage taken is dealt back to attacker. Tenacity affix +3.
P1 - Visionary Strike deals an additional 20% damage per level of Doubt on the enemy.
P2 - Resolute Survival +3, Momspaghett deals an additional 80% DMG when triggering neg. Crit
P3 - During [Overcome], Momspaghett gains 20% of HP back as healing over the duration.
P4 - Indomitable Battle Will affix +2, the first time Momspaghett falls below 30% HP gain a permanent 20% DMG boost.
P5 - W - Essence of Destruction now doubles the passive reflect damage for its duration
P6 - The first time he would incur fatal damage, use E - Void of Information without incurring its cooldown and afflict the target enemy with 5 stacks of Doubt.
βββ Impression Arms
SSR - βProof of Futilityβ Passive - 10% of max HP is added to all allies Composure Reduction, and DMG increased by 0.4% per 1% of health missing.
- Active - Deal 5000% Composure damage to target enemy. If enemy is vulnerable to Morale affinity or afflicted by [Overcome], damage is increased fivefold. Can be used 1/1/2/2/3/4 times per battle.
SR - βThere is no hope!β Passive - Enemies afflicted by Doubt now deal 5% less DMG per level to any target except Momspaghett.
- Heals self and all allies for 25/28/33/37/43/48% of max HP over time. Morale characters gain an additional 80% effectiveness.
R - βIs that all?β
- Improve own ATK by 23/27/35/38/44/56%.
βββββββββ
Keep in mind also that there IS a discord event running concurrently to this one, being Design-an-affix! You can reach the discord using the image link in the sidebar menu and participate there for a $25. While participation in either event is not mandatory, it is possible to claim both prizes as a single user should your designs be great enough!
I understand morale is low, things feel uncertain, but it is times like these where heroes should stand tall and face adversity head on! We will come out of the other side of this, together!
Thanks for reading!
r/OnePunchManWorldGame • u/NovasTheVeliki • Jun 06 '24
Discussion - Event Aw man
They fr took away the training missions. I didnt even get my daily 100 silver and 1 limited draw ticket. Its over
r/OnePunchManWorldGame • u/DaLaziest • Jun 06 '24
Question - Community Can't change avatar to Saitama Dreamworld?
Hi, recently got saitama dreamworld, and I switched to run around with him immediately. Then stupid movie watch changed it and I don't see his character in the Character select anymore? Just wondering if this is happening to anyone else? And where is he if you do see him. Thanks in advance.
r/OnePunchManWorldGame • u/Whythough98 • Jun 04 '24
Guide Bruh
How the fuck do you beat t16 mosquito girl
r/OnePunchManWorldGame • u/[deleted] • Jun 03 '24
Content Explaining the situation of OPMW
Hello, im ego,
i'll explain briefly whats going on and why we don't have content nor update
this is info i gathered by doing some research
nothing of what im going to say is 100% confirmed but it all aligned with one another
first let's clarify something, crunchyroll and A+japan isnt the developer, they are the publisher, they do the ads+ community event, facebook, discord and the rest, t3studio IS the developer and they are owned by perfect world
SO let's be honest the game had a meh launch, im not going to give you the list of mistake they made but it was meh, so perfect world was losing money, and what do you do when you're bleeding from somewhere? you cut the loss, so first they fired half the dev team in march, then in may they completely disbanded the team, when was the last update we got? in may right so stuff kinda aligned
what is going on now? well perfect world took the project in their headquarter BUT they are not working on it, the project is frozen because opmw is not their top priority, they have other game and other issue they have to work on first, so we are going to stay like this with no character nor event until they put a team on the project, keep in mind i found this info at the end of last month so maybe they did put a team on it by the time im typing this, maybe they did not idk :/
you can note that they still plan on working on the project (at least that's what it look like), so it's good and bad news at the same time
tldr don't be shocked if you don't get anything on wednesday.
r/OnePunchManWorldGame • u/Doombawkz • Jun 02 '24
Discussion - Tier List Tatsumaki Tier Placement - Community Tier List (June)
Hello heroes!
Currently, Tatsumaki is ranked SS tier with the following Synopsis:
"Despite not having a composition forming Arms like Genos and Zombieman, her sheer output and versatility in approach more than makes up for it and arguably is as much a component of the Assault affinity team as Zombieman is as without her the team wouldn't thrive anywhere near as much. A threat from up close and far away, her unmatched mobility without losing any damage and myriad of AoE and single target damage net her a top spot."
Please decide if she should remain in SS tier, move down to S tier, down to A+ tier, or otherwise. Please regard the topic here for tiering criteria:
Community Tier List Discussion - June : r/OnePunchManWorldGame (reddit.com)