Tweaks for characters with set builds.

Nonce Equitaur 2
Nonce Equitaur 2 Posts: 2,269 Chairperson of the Boards
Some characters have multiple suggested builds. Hood can use the 5 cover in all three skills. Others only have one suggested build.
Standard builds: Thor 3/5/5, Black Panther 5/3/5, Black Widow 5/3/5, Captain America 3/5/5

Some of these could be tweaked so that they are identical for the current standard build, but other builds might be worth considering. For example, Captain America -- here I've jiggered his L4/L5 covers a bit.

[anchor=captainamerica3]Captain America (Steve Rogers)[/anchor] -- L4/5 Cover tweak icon_captainamerica.png
3 Star Rarity (Rare) - Gold character Discussion link. Wiki link.
At Max Level: HP: 8500 Tile damage: 79/70/61/11/12/13/3.0
    Sentinel of Liberty - Yellow 19 yellowtile.png
    Captain America courageously rushes to protect the team’s flank. Transforms 3 chosen basic tiles into Yellow Protect tiles, each with a strength of 24.
      Level 2 – Increases Protect Strength to 31. Level 3 – Increases Protect Strength to 38. (Max 278) Level 4 – Increases Protect Strength to 47. Level 5 – Transform 4 tiles.
    Max Level: Protect Strength 339 per tile for 1356 protection
      Star Spangled Avenger - Red 11 redtile.png
      The Captain hurls his trusty shield into battle. Hits the target for 95 damage and transforms a chosen basic tile into a 3 turn Countdown tile that returns 8 Red AP.
        Level 2 – 209 damage. Returns 9
      redtile.png .
      Level 3 – 323 damage. Can target Strike, Protect, Attack, and Web tiles.
      Level 4 – 437 damage. Can target any tile.
      Level 5 – 551 damage. Returns 10 redtile.png .
      Max Level: 4031 damage
        Peacemaker - Blue 12 bluetile.png
        Captain America gallantly launches his shield at the enemy. Stuns the target for 2 turns and transforms a chosen basic tile into a 3 turn Countdown tile that returns 8 Blue AP.
          Level 2 – Converts to a strength 17 Protect tile when activated. Returns 9
        bluetile.png .
        Level 3 - Can target strike. protect, attack, and web tiles. Protect strength increased to 27.
        Level 4 - Can target any tile. Protect strength increased to 37.
        Level 5 - Returns 10 bluetile.png . Protect strength increased to 48.
        Max Level: 342 protect

        If you've got a 3/5/5 Cap, then the above build will give the same character. Identical. However, red and blue are now quite nice at 4 covers. 5 covers for yellow is now more of an option.

        Comments

        • over_clocked
          over_clocked Posts: 3,961
          The only nitpick is that asking 19 AP for a protect ability is still too much.
          It can be used offensively/to charge other AP, but yeah... 19 AP.
          12-13 is about right.
        • I agree about the 19 AP. They'd do much better to bring the cost down proportionately with the tile strength. 12 AP and 60% strength would make him more versatile. Of course, targeting countdown tiles is the most important thing, so it'll still be 3/5/5.
        • Nonce Equitaur 2
          Nonce Equitaur 2 Posts: 2,269 Chairperson of the Boards
          Agree that Cap's Sentinel of Liberty is too expensive at 19 yellowtile.png , for that much should be able to pick any tile at 5 covers. But I'm still able to consistently use the power, and I've used it to win the game when Cap has been my last surviving hero.

          Black Panther's weak power is kinda meh compared to his other two powers. Let's give him a tiny bit of board control.
            Defense Grid - Blue 8 bluetile.png
            Places a Blue Countdown tile that converts a basic color tile to a strength 9 Protect tile every 2 turns. If 3 or more Protect tiles are in play, conversion is suspended.
              Level 2: Max 3 protect tiles out at a time Level 3: Increases Protect strength to 14. Max 4 protect tiles out at a time. Level 4: Increases Protect strength to 18. Max 5 protect tiles out at a time. Level 5: Chooses any tile for the
            bluetile.png countdown tile, which activates every turn.
            Max Level: Strength 140 protect tiles

            With the escalating cost, Black Widow's worst power makes itself unusable as covers are added. Most have 3 covers, for a cost of 14 redtile.png , so I've raised the initial cost but removed the cost increases and added some AP collection.
              Pistol - redtile.png 14
              Black Widow fires 1 shots at the board, clearing a block of tiles, dealing damage for each tile and an additional 118 damage to the current target. Does not generate AP.
                Level 2: Fires 2 shots. Level 3: Target size increased, destroying 2x3 tiles. Level 4: Fires 3 shots. Also collects any
              redtile.png AP destroyed.
              Level 5: Target size increased, destroying 3x3 tiles. Also collects any greentile.png AP destroyed.

              Because of it's high cost and team damage, I rarely see Hulk's Smash at level 5. Remove the consumption and the 10 limit.
                Smash - Red 14 redtile.png
                The Hulk smashes, consuming up to 10 of the team's greentile.png and damaging the target for 284 plus 19 for each Green AP remaining. Does 30% of the damage to allies if there are more than 10 Green tiles on the board.
                  Level 2: 312 base damage. 24 damage for each
                greentile.png remaining.
                Level 3: 341 base damage. 29 damage for each greentile.png consumed, up to 10.
                Level 4: 369 base damage. 36 damage for each greentile.png consumed, up to 10.
                Level 5: 398 base damage. 48 damage for each greentile.png owned, without consuming them.
                Max Level: 2920 base damage. 348 damage for each greentile.png owned (348x30 + 2920 = 13360 damage).

                She-Hulk's incredibly weak healing is almost completely inconsequential at a high cost, and the AP drain is random. Lets actually let her heal herself, double healing amounts, and remove the randomness at level 5.
                  Reprieve - Green 12 greentile.png
                  She-Hulk charges into battle, catching her foes off guard and giving allies a chance to rest. Reduces one color of the enemies' AP reserves to zero, then heals herself for 128 while giving her allies a similar but temporary burst of health.
                    Level 2: Also cuts a second AP color by 25 percent Level 3: Gives allies a burst of 166 health Level 4: Gives allies a burst of 300 health. Also cuts a second AP color by 50 percent. Level 5: She-Hulk chooses two enemy reserves and drains them to zero.
                  Max Level: Restores 1574 health