Phaserhawk wrote: While Daken is okay with X-Force, I have found Magneto to be far superior. Polarizing Force combos so well with X-Force, you can maximize a Surgical Strike with it and Surgical Strike can Maximize Polarizing Force. If the opposing team has red as strongest, I will go Surgical Strike into Polarizing Force, if they don't I try to Polarize into Surgical Strike. Hood is just annoying and always fits in any comp. I have also used X-Force/Mags/Hood to much success depending on the comp I can rotate Daken in and hopefully someday Fury once I get him more covered, but X-Force and Fury aren't super awesome together just for the fact Fury is there just to hopefully use Purple
NorthernPolarity wrote: C. Mags blue seems awkward with surgical, since if you surgical blue, then theres probably no more blue tiles left on the board... In practice you probably just go surgical -> C. Mags red or X-Force and thats probably good enough so yeah, that combo seems pretty good for pure offense. Cap's stun is actually pretty good insurance for getting off recovery though, but I could def see C. Mags being just as good. Not to mention that with 2 skills destroying all of one type of tile on the board probably leads to a ridiculous amount of cascades.
CNash wrote: ...or how Cap's excuse of "frozen in ice" is now wearing thin considering that he was thawed out in the sixties.
DD-The-Mighty wrote: CNash wrote: ...or how Cap's excuse of "frozen in ice" is now wearing thin considering that he was thawed out in the sixties. You may be "bored" with caps Thawed out origin, but it is easily the best era sensitive origin setup in all of comicdom. You never need to change his origin, just lengthen the time he was frozen to however long ago WW2 is. And that's what they have done all the time. Cap hasn't been "thawed in the 60's" for QUITE some time now. He will always be from WW2 just when he was revived will shift with the times. So simple and elegent.
simonsez wrote: "Upon landing, they activate one power at no cost... " So, I tossed Ares, and when he landed, he cast Onslaught, and it drained my green anyway. So aside from costing me 13 extra black AP, and costing Ares 710 health, what was the point? If this is "working as i intended", this looks like another character I won't have to worry about pumping ISO into for a long time. Seems like every day we find a new quirk that makes his abilities less and less appealing.
Phaserhawk wrote: simonsez wrote: Did you not think it was going to?
simonsez wrote: Did you not think it was going to?
simonsez wrote: Phaserhawk wrote: simonsez wrote: Did you not think it was going to? I didn't give it any pre-thought, because I was just screwing around with low level characters in PvE. My point wasn't "onslaught should be a great use of Colussus' black, and boy did I feel cheated", my point was that this sort of implementation of the skill is pretty ridiculous. It shouldn't trigger in such a way that leaves you substantially worse off than you would have been just casting the original skill in the first place. I'm not necessarily saying it should do Onslaught differently, but if this is going to be the outcome, it shouldn't do it at all, and just select from Rampage or Sunder.
NorthernPolarity wrote: It feels much better from a design perspective to leave the skill be and keep those weaknesses in the skill.
simonsez wrote: NorthernPolarity wrote: It feels much better from a design perspective to leave the skill be and keep those weaknesses in the skill. Fair enough... but in general, from a risk/reward perspective, it feels very unbalanced. I agree with previous comments that this isn't a skill I'd ever want to bother with, unless there were no other option.
Nonce Equitaur 2 wrote: I made a change.Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 3 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him. If the team has 0 AP in all colors, the power can be cast for free.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns 0 AP = free casting. This makes Colossus immediately useful at the start of a match, protecting the team during the initial rounds. It matches his comic persona of immediately armoring up when the team is caught flat-footed. It gives some time for the rest of his team to rally behind him. This would be a block against fast Sentry wins.
Lerysh wrote: Nonce Equitaur 2 wrote: I made a change.Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 3 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him. If the team has 0 AP in all colors, the power can be cast for free.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns 0 AP = free casting. This makes Colossus immediately useful at the start of a match, protecting the team during the initial rounds. It matches his comic persona of immediately armoring up when the team is caught flat-footed. It gives some time for the rest of his team to rally behind him. This would be a block against fast Sentry wins. I thought this was a real thing, and not a desired change. Why isn't this a real thing? This should be a real thing.
OnesOwnGrief wrote: Lerysh wrote: Nonce Equitaur 2 wrote: I made a change.Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 3 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him. If the team has 0 AP in all colors, the power can be cast for free.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns 0 AP = free casting. This makes Colossus immediately useful at the start of a match, protecting the team during the initial rounds. It matches his comic persona of immediately armoring up when the team is caught flat-footed. It gives some time for the rest of his team to rally behind him. This would be a block against fast Sentry wins. I thought this was a real thing, and not a desired change. Why isn't this a real thing? This should be a real thing. I could see that being a problem on a really bad board. Great for the user, not so great for the enemy since they'd queue up Immovable Object on the first turn unless there's another active yellow in the group (if AI stays the same). Pretty sure nobody want's to see a five turn 5 on the first turn just because.