fsentell wrote: Don't know if anyone mentioned this but I have been stunned more than once with Colossus' CD tile out and he was forced to the rear while my two non-stunned teammates took damage. If he is immovable shouldn't he stay in the front while stunned too? Is this meant to be or a glitch? Has anyone else experienced this fighting Storm?
HawkeyeSucks wrote: I think his yellow should be a passive like such:Immovable Object - Passive Colossus protects his team by standing in front of any force that comes their way. If there are more than 10 yellow tiles on the board, Colossus moves to the front at the end of the turn and resists 25% of the damage dealt to him.Level UpgradesLevel 2: More than 9 yellow tiles. Damage reduction up to 35%Level 3: More than 8 yellow tiles. Damage reduction up to 45%Level 4: More than 7 yellow tiles. Damage reduction up to 50%Level 5: Moves to the front after every turn this may be OP but the idea is that it should be passive
wymtime wrote: I look at Colossus and see his red as really powerful and his black as huge potential. His Red at level 5 is almost as strong as CoTS when he is in front. his Black is really interesting. In PVP if he is the boosted character with Level 5 in black you can potentially double nuke someone. Let's say he throws LThor with 1 turn LThor hits Thuderstrike. Then You activate Thunderstrke because you have enough yellow. You might get enough green for CoTS twice!! If you throw LDaken you will hit chemical reaction and that will do solid damage. The issue with his black do you have someone worth throwing to double dip on attack powers. At 13 black it is expensive so Hood would be needed to help get up to 13 AP. So in PVP if he is not boosted and you do not have a strong Main character Black might not be very good because throwing Hood for a 50% chance of his pistol hitting isn't really worth 13 AP. After playing him he feels really good in PVE where he can be a 1 color character red and a bonus of black compared to PVP where he needs to have the right mix around him to be effective. Overall I think 5 in red is the simplest to say yes to while yellow and black will really depend on your roster compisition and who you play him with. With my team I think 3,5,5 will be best in the long run.
platypusavenger wrote: Fastball Special is extremely satisfying when you are chucking a Deadpool -- either ALOTT chunks them down such that the damage from FS kills them or comes close, or you get free whales.
NorthernPolarity wrote: Still not sure why I see so many people thinking that throwing characters like Daken would be worth it. This would do ~3-4k damage for 13 black AP, which is the same amount of damage that Torch does for effectively 6 red AP. You really need guys with overall high AP cost abilities to throw, and the only character that reliably has this is Fury: even characters like LazyThor and such have a chance of throwing out a super mediocre ability. Agreed with everything else, but black is definitely underwhelming, and should not be considered more than just a bonus ability. I see 5 yellow doing pretty okay in PvE, so my bet is on 5/5/3.
Dauthi wrote: NorthernPolarity wrote: Still not sure why I see so many people thinking that throwing characters like Daken would be worth it. This would do ~3-4k damage for 13 black AP, which is the same amount of damage that Torch does for effectively 6 red AP. You really need guys with overall high AP cost abilities to throw, and the only character that reliably has this is Fury: even characters like LazyThor and such have a chance of throwing out a super mediocre ability. Agreed with everything else, but black is definitely underwhelming, and should not be considered more than just a bonus ability. I see 5 yellow doing pretty okay in PvE, so my bet is on 5/5/3. This is misleading. You can't compare a 6 ap cost ability to a gap between 2 abilities. Why? Finding a color is a lot harder after you have farmed it the entire game, especially 13 ap into a fight. Second, what if you don't get much of a specific color you are looking for but get plenty of black . Yellow should definitely be at 5, I don't think players understand how valuable it is to see that (X) character is going to use (X) direct damage abiltity and have Colossus shoot up front and HALVE the damage into his enormous HP totals. Even defensively having Colossus (the tank) block all incoming attacks and halving damage for 5 turns is going to be insanely annoying. I don't think this will be realized until after everyone has to fight him with 5 yellow.