Add a countdown timer to Daredevil's trap tiles
MojoWild
Posts: 765 Critical Contributor
The big thing about Daredevil's unseen (because he's blind) trap tiles, is that they may never pay off. So it's a gamble to sink your red, blue, and purple into these trap tiles, especially when you can't choose where it goes. There's already a reduced effect for matching the tile yourself, so how about an extended countdown that sets off the trap for an effect somewhere in the middle of self-match and opponent-match? It wouldn't have to be a short countdown, and it should be exempt from abilities that affect countdowns (since they're still technically traps). But at least after 5 turns or so, you'd at least get a chance at SOMETHING happening... if it's not destroyed somehow...
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Comments
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I'd rather see it change to letting you choose where the stupid things go. That way you can at least increase the chances that it get's matched once (after it gets matched, if by the team that placed it, let it go random).0
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I actually like that idea. It doesn't seem as if the devs want to let us choose where to place the tiles - this suggestion has been made a lot of times - so maybe they could go with that instead.0
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This could work so if the trap does not get sprung after 4 turns for red it does 1/2 the damage? I think Stun and steal could be a countdown of 3 instead because it is not doing as much direct damage.0
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How 'bout instead of other abilities overwriting the trap, the trap was able to coexist with it? Not only would you get the potential benefit of the trap, but you could use it to protect strike tiles and attack tiles.0
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What if they worked like Captain's attacks
Lays a trap. if trap is not sprung in the next 5(?) turns it returns most of the used AP. This would either let you try to set it again in a better place or use that AP for something else instead of it sitting there doing nothing the entire game.0 -
Cryptobrancus wrote:What if they worked like Captain's attacks
Lays a trap. if trap is not sprung in the next 5(?) turns it returns most of the used AP. This would either let you try to set it again in a better place or use that AP for something else instead of it sitting there doing nothing the entire game.
That seems appropriate. Though unlike Cap's attacks, they shouldn't destroy the tile. This might be a lot to ask, but perhaps after the countdown, it should give the player the OPTION to recover the trap for partial AP refund OR leave the trap as is. Then the computer would never use the option, while the player could if the tile was stuck in the middle of nowhere. Though either way, if DD dies the trap disappears no AP refund like a countdown tile.
Either way, there is a danger this could cause players to use DD as sort of an extra beyond 30 AP storage for Red/Blue/Purple.0 -
If they made the abilities guaranteed, they'd have to lose some effectiveness to balance them out. DD's abilities are very high on the risk-to-reward scale, especially his red which can outright kill many characters.
(I still think they messed up by making him *only* a trapper, but you have to take this into account with his skills.)0 -
Or take his purple and blue skills and make them less effective but also cheaper so you can effectively cover the board in traps so something is bound to happen eventually0
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Easiest way to make Bagdevil scary
Make the traps move every turn to a new random location0
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