Design a character!

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Comments

  • TheVulture
    TheVulture Posts: 439 Mover and Shaker
    "Sweet Christmas" needs to happen as a power name. icon_e_biggrin.gif
    I like the idea of knocking lines out the board as well as whole rows - a bit more characterful/unpredictable.
    Having a character specific defense buff is interesting too, and I don't see why it mightn't be feasible for real.

    I think you have Legacy of Kun-lun levels backwards at the moment, because it gets worse with each level! icon_e_wink.gif
  • How is Iron Fist's purple better for each level? It seems much worse. Also, I think his green is really underpowered and expensive, especially with the yellow counteracting. Luke Cage looks good though. Does heavy fist generate AP?
  • Binbagman (bagman chronicals)
    Star rating: 1
    Health: 14
    Tile affinity: black/ yellow/ green

    (Yellow) all hail bagman - 4ap
    Binbagman calls in his master to fight for him
    Level 1: summon bagman to figh for him, with 10% health
    Level 2: 20% health
    Level 3: destroys all friendly special tiles, cost 10 ap more
    Level 4: bagman can't die on his first turn
    Level 5: kills bagman instantly realising how useless he is

    (Green) taking out the trash - 32ap
    Destroys all tiles on the board dealing high damage
    Level 1: deal 0.2 damage per tile
    Level 2: deal 0.3 damage per tile, cost 4ap more
    Level 3: cost entire team ap, deal 0.35 damage per tile
    Level 4: enemy team receive all ap for destroyed tiles
    Level 5: kill all allies and heals him self by 7 health

    (Black) why bother - passive
    Binbagman realises he is worse than yelena
    Level 1: kills him self if fighting against yelena
    Level 2: kills himself if fighting against bagman
    Level 3: kills himself if he matches a single tile
    Level 4: kills himself the enemy have less than 10 health
    Level 5: reduces allies health by 50% upon death
  • Blue Shoes wrote:
    How is Iron Fist's purple better for each level? It seems much worse. Also, I think his green is really underpowered and expensive, especially with the yellow counteracting. Luke Cage looks good though. Does heavy fist generate AP?

    Think he meant Iron First generates 2 green ap for each protect tile on the board, up to 2 protect tiles (for level two).

    Iron Fist generates 2 green ap for each protect tile on the board, up 5 protect tiles (for level 5)
  • Blue Shoes wrote:
    How is Iron Fist's purple better for each level? It seems much worse. Also, I think his green is really underpowered and expensive, especially with the yellow counteracting. Luke Cage looks good though. Does heavy fist generate AP?

    Think he meant Iron First generates 2 green ap for each protect tile on the board, up to 2 protect tiles (for level two).

    Iron Fist generates 2 green ap for each protect tile on the board, up 5 protect tiles (for level 5)

    That's what I was going for. The idea is this is re-generating the AP after you use it to create a mess of Protect tiles with the yellow power. There is a bit of yin/yang to it as well.
  • [Purple] Legacy of Kun-lun - Passive
    1: If there is 1 friendly protect tile on the table to start the turn Iron Fist generates 2 Green AP
    2: If there are 2 friendly protect tiles on the table to start the turn Iron Fist generates 2 Green AP for each one
    3: If there are 3 friendly protect tiles on the table to start the turn Iron Fist generates 2 Green AP for each one
    4: If there are 4 friendly protect tiles on the table to start the turn Iron Fist generates 2 Green AP for each one
    5: If there are 5 friendly protect tiles on the table to start the turn Iron Fist generates 2 Green AP for each one

    The idea is 2 Green AP for each protect tile, but you have to level to 5 to get the full 10 from it.

    And to make his yellow a bit less clunky:

    [Yellow] Immortal Weapon - 8 AP
    1: Iron Fist creates a Protective tile for every 3 green AP, consumes the green AP
    2: Iron Fist creates a Protective tile for every 2 green AP, consumes the green AP
    3: Iron Fist creates a Protective tile for every 1 green AP, consumes the green AP
    4: Consumes 4 less green AP
    5: Consumes 5 less green AP
  • More serious attempts at a balanced / quality character please. Also would like to see more comments on people's favorites.

    My favorite by someone else is the Rogue 3*.
  • Dexxter wrote:
    More serious attempts at a balanced / quality character please. Also would like to see more comments on people's favorites.

    My favorite by someone else is the Rogue 3*.

    Myself and many others made tons of suggestions in the original thread.
  • Dexxter wrote:
    More serious attempts at a balanced / quality character please.

    Fine!

    Emma Frost (Dark Reign)
    2 Star
    Health: Low
    Tile Affinity: Blue>Yellow>Black (we do really need white tiles in this game icon_e_smile.gif )

    [Blue] Telepathic Tactics - 4ap
    Emma uses telepathy to coordinate with her teammates. The next tile match made by the team does 50% more damage.
    Lvl2: 100% more damage if the match is not made by Emma.
    Lvl3: 150% more damage if the match is not made by Emma.
    Lvl4: 200% more damage if the match is not made by Emma. Costs 7ap
    Lvl5: 250% more damage if the match is not made by Emma.

    [Yellow] Physic Plane - 4ap
    Emma enters the physic plane and attacks her opponents distracting them from the battle. The target is stunned for 2 turns.
    Lvl2: Increase stun to 3 turns. Costs 5ap
    Lvl3: Other enemies are stunned for 1 turn. Costs 6ap
    Lvl4: Other enemies are stunned for 2 turns. Costs 7ap
    Lvl5: All enemies are stunned for 3 turns. Costs 8ap

    [Black] Cold a Ic- Diamond - 10ap
    Emma shifts to her diamond form and is immune to damage for the next 2 turns but cannot use her other powers.
    Lvl2: Increase to 3 turns.
    Lvl3: Increase to 4 turns. Costs 12ap
    Lvl4: Tile matches made by Emma do 50% more damage.
    Lvl5: Tile matches made by Emma do 100% more damage. Costs 13ap.
  • Blink (Age of Apocalypse):
    3 Star
    Low-Medium Health

    [Green] Energy Javelin: 5 AP
    Blink hurls one of her spikes, dealing (small to medium) amount of damage to the opponent and creates a random Javelin(medium strength) tile on the battlefield. (acts as a strike tile like doom's)

    2: Costs 1 AP less
    3: 15% increased initial damage
    4: 15% increased Javelin tile damage
    5: Costs 1 AP less

    [Red] Close Portal : 12 AP
    Blink prematurely closes a portal on her opponent dealing a 5% of their current health per javelin(Max 5).

    2: 7% of opponent's current health per javelin
    3: 8% of opponent's current health per javelin
    4: 9% of opponent's current health per javelin
    5: 10% of opponent's current health per javelin

    [Blue] Out of Phase : 10 AP
    Blink uses her teleportation javelins to temporarily knock her opponent out of phase with this dimension, stunning them 1 turn for each javelin consumed(Max 5).

    2: Costs 1AP less
    3: Costs 1AP less
    4: Costs 1AP less
    5: Costs 1AP less
  • Here is my take on deadpool.

    Hp: 6,969 (giggles)

    Stars (3 or 4)

    Colors: red, black, yellow

    (Red) CHIMI -$@!*% -CHANGAS!
    7 red ap - Deadpool loves chimichangas, but loves grenades more. While eating his favorite meal deadpool nonchalantly throws grenades at random. Deadpool heals +50 hp for every chimichanga and throws one grenade for every chimicanga eaten. Grenades destroy a 1x2 space randomly on the map but does not build ap. 3 chimichangas/grenades.

    Lvl 2. 5 chimichangas/grenades
    Lvl 3. 7 chimichangas/grenades
    Lvl 4. 1 aimed grenade, 8 chimichangas/grenades
    Lvl 5. 1 aimed grenade, 10 chimichanga/grenades

    So at max the move let's you pick a 1x2 location to drop an aimed grenade. After that, and any cascading ends, 10 1x2 random grenades drop on the board (they CAN overlap, just the start spot of the grenade has to be different). +500 hp (from eating 10 chimichangas). No base damage, the damage all comes from the tiles destroyed via the grenades. Mandatory sound effect of someone sounding like deadpool saying "chimichangas!"

    (Black) 4th Wall SHATTERED
    8 Black ap- Deadpool is up to date on current events and knows exactly what you are thinking....that you just LOVE Deadpool! Well, deadpool doesn't even know what he himself is thinking cuz he is "mentally unprepared for simple tasks" ...CRAZY! Deadpool selects 1 basic tile to swap with another random tile, then randomly shatters 11 tiles in an LOL pattern (shattered inflict no damage but do build ap), then shoots his dual pistols (2 random tiles) inflicting damage based on the tiles destroyed.
    Lvl 2. 2 basic tiles swapped, +1 ap cost.
    Lvl 3. Dual pistol shots do damage of tiles x2
    Lvl 4. 3 basic tiles swapped, Dual pistols do damage of tiles destroyed x3, +1 ap
    Lvl 5. Lol patter now destroys 19 tiles, dual pistol damages the opponent's team, +1 ap.

    So @ max 11 black ap gets you up to 19 ap built at random (its random so sometimes the letter pattern might go "off board" ), 3 tiles swapped (you select the tiles for swap but the actual tile it swaps with is random..so basically it might help you move a countdown away from being matched but it also might just instantly ruin what you were trying to save...or you can aim to get a color matched..but it might randomly move it to the most annoying spot imaginable), and 2 tiles deatoyed at random dealing damage equal to 3x the color damage (by deadpool) to all opponents. So an unboosted deadpool let's say does about 60 on red or so...that means 2 red being destroyed will do 60x3 or 180 damage per a tile...or 360 damage total. The moves utility is clearly on the shattered tile ap and trying to cause cascades...though at random.

    (Yellow) Respawn, LOL.
    PASSIVE - Deadpool's enhanced healing factor kicks in. when deadpool is downed a 10 turn yellow tile is created on a random tile. When the countdown reaches 0 deadpool reverts from his downed state with 20% of his health. If the tile is destroyed, a new 10 turn tile is created.

    Lvl 2. Drop countdown to 7.
    Lvl 3. Drop countdown to 6. 25% health upon respawn.
    Lvl 4. Drop countdown to 5.
    Lvl 5. When revived, drop 2 chimichanga grenades randomly on the board.

    Of note, the name comes from a billboard deadpool holds at an Osborn press conference during dark reign after Osborn tries to have deadpool killed (and the assassin(s) fail). On defense this move almost means nothing as it just means you attack deadpool last. On offense it works somewhat like how x force wolverine's should have as Part of his heal. Make deadpool.function rather well as a damage sponge like an odd pseudo upgrade of 2** wolverine's yellow. Works well for wade as he seems to get beaten (to death) quite often but ppl always underestimate his healing factor and he lives. At first I considered a higher final countdown value but decided 5 is about right as its not easy to keep a tile on the board for 5 turns and on defenses this ability is completely circumvented by attacking deadpool last...ergo, built in obsolescence to help keep it balanced.


    Overall, I'd have to see him in use to decide if he is strong or not. The yellow, again, is useless on def but should allow him to tank more for something like pve. The chimichanga is really his go to move and should work well to both clear the board and deal decent damage (unsure if it should cost 6,7, or 8 red..would need testing). The health on chimichangas is both an ode to the hotdog stand and a weak but not horrible self heal (500 damage for 7 red). I wanted to do something more out there for 4th wall, bit implementing anything that resembled breaking a 4th wall just seemed like work the devs wouldn't bother with...so instead it became more like a "wade is crazy and does weird things possibly for no reason." The black seems balanced. For 1 more black than 1* storm's green (10) it basically does the same thing but with an additional 2 tiles being destroyed at the end that damage the entire team at max (damage that would be similar to the damage the shattered tiles would do for storm..note that deadpool's shatter does no damage). Also, the black has the 3 swapped tiles that allow him to possibly have some weird synergy with certain character..or at the very least allow him go maybe luck into a nice cascade. In a way, the black relies on a lot of luck for damage while the red is a little more certain on the damage being done. Also, deadpool should have very good red and black base damage (60+) with (50+) yellow and the rest in the low.30s ...something different than most whose other colors hit for sub 20.
  • Deadpool (Classic)

    Star Rating: ***
    Health: Medium (same as Punisher)
    Tile Affinity: Red > Black > Yellow
    Crit Multiplier: 4

    [Red] Untrustworthy (8AP)
    Deadpool cares only about himself. He shoots his guns and throws explosives, causing chaos in the battlefield. Destroys up to 3 rondom Strike tiles on the board. Does 100 damage for each tile destroyed.
    Lvl2: Also destroys Protect tiles.
    Lvl3: Destroys up to 4 rondom Strike or Protect tiles.
    Lvl4: Also destroys Attack tiles.
    Lvl5: Destroys up to 5 rondom Attack, Protect or Strike tiles.
    At max level, the damage should be about 500 for each tile destroyed.

    [Black] Unpredictable - Passive
    Deadpool is crazy, that makes him dangerously unpredictable, no one knows what his next move is. Anytime he attacks by making a Black match, create a random Strike, Protect or Attack tile on board with a strength of X if there are more than 6 Red tiles.
    Lvl2: Also takes effect by making a Red match.
    Lvl3: Also takes effect by making a Yellow match.
    Lvl4: Require 5 or more Red tiles.
    Lvl5: Require 4 or more Red tiles.
    The randomness of this skill makes it less overpowered, and the Red skill consumes special tiles, so there won't be special tile all over the board like the Punisher.

    [Yellow] Unkillable - Passive
    Deadpool's trademark healing factor kicks in,if the current damage would downed Deadpool, prevents that damage if there are 8 or more Yellow tiles.
    Lvl2 :Require 7 or more Yellow tiles.
    Lvl3: Require 6 or more Yellow tiles.
    Lvl4: Also creates a 5 turn countdown tile that recover 20% of his health.
    Lvl5: Reduces countdown to 3.
  • The powers that really stood out to me and are versatile:

    ·Professor X - Danger room (purple) Increase rewards!

    ·Ghost Rider- The curse will be passed (black) Cool power.

    ·Jean Grey- Energy consumption (yellow) Powerhouse
    power. This could be really helpful depending on her hp.

    ·Jean Grey- From the ashes (red) This a great power! I can
    see her in action already.

    ·Rogue- Absorb power (black) It can be very beneficial.

    ·Deadpool-Untrusthworthy (red) I couldnt really choose a power because you guys crafted like, 3 versions of him.

    ·Emma Frost- Cold a Ic Diamond (black) It's always good to have a intangible/indestructible character on your team.

    What's your favorite powers from this topic so far?
  • DirigiblePilot
    DirigiblePilot Posts: 392 Mover and Shaker
    edited January 2014
    I'd have to say my favorite is Breaking the Fourth Wall, because of the funny descriptions and cool concept. Just Shoot Them was a close runner-up, though. In fact, I think that version of Deadpool is my favorite character so far on this topic.

    EDIT: I just read soenottelling's and Grazzt's versions of Deadpool, and both of those are extremely good as well. Soenottelling's appears to be a joke at first, but upon closer inspection, it's really cool. And Grazzt's is very well balanced. I can really tell whom you everybody wants the most icon_e_wink.gif
  • I went on the Marvel universe to try and find a unique character that would be fun to turn into a MPQ hero. I'm working on a Dr. Strange, but until then, we'll have to make do with Squirrel Girl (who I never knew existed until now)

    Squirrel Girl (Winter Special)

    Star Rating: *
    Health: Low
    Tile Affinity: Green > Blue > Black
    Crit Multiplier: 2.5

    [Green] Army of Squirrels (12 AP)
    Use your telepathic control of squirrels to swarm your enemies with them. Turns 6 tiles into Squirrel attack tiles. Strength based on the number of Squirrel tiles in play. Also creates a 2 turn countdown tile that resets, creating a squirrel tile every time.
    Lvl2: Costs 1 less AP
    Lvl3: Costs 1 less AP
    Lvl4: Countdown tile reduced to 1 turn.
    Lvl5: Countdown tile creates 2 squirrels each turn.

    [Blue] Monkey Joe (8 AP)
    Call upon your favorite squirrel ally. Create a unique Squirrel attack tile named Monkey Joe. Attack strength based on the number of Squirrel tiles in play. When Monkey Joe is removed from the board, this ability becomes a passive ability increasing all Squirrel tile damage by 15%.
    Lvl2: Increases squirrel damage by an additional 5%
    Lvl3: Increases squirrel damage by an additional 5%
    Lvl4: Increases squirrel damage by an additional 5%
    Lvl5: Increases squirrel damage by an additional 5%

    [Black] Tippy-Toe (16 AP)
    Your replacement after Monkey Joe's death, Tippy-Toe leads your army of squirrels. Creates a 3 turn countdown tile which upon detonation destroys all squirrel tiles, dealing damage but generating no AP.
    Lvl2: Costs 1 less AP
    Lvl3: Costs 1 less AP
    Lvl4: Costs 1 less AP
    Lvl5: Costs 1 less AP

    She seems to have gotten the short shrift in her comic book series, so I felt like she needed a decent boost. Also, squirrels.
  • Unknown
    edited January 2014
    I wanted to create a hard counter to the current meta of Wolvie/Rags. Not overpowered but someone that could handle them and have a fun new dynamic we haven't seen yet.

    When iron man was making his avengers he said "Every team needs a Thor and a Wolverine"
    Ms Marvel responded that she knows someone who is both.

    With that I give you...

    Ares
    3* rarity
    Max level: 141
    Max hp: ~8000
    Color affinity Blue/Black/Red. (Color of blood and bruises)
    Crit: 3.5x

    [Black] Counterattack (5 ap).
    1) Ares is a master of battle tactics. He can counter enemy attacks before they come. Converts 2 basic red tiles to blue protect tiles of strength xxx, and deals xxx damage

    2) increase damage to xxx
    3) cost 1 less ap
    4) Convert any red tile
    5) cost 1 less ap

    [Blue] Warmonger (5ap)

    1) Ares loves to take on a challenge. The greater the danger, the more Ares' bloodlust is fueled. Converts 2 basic green tiles to black strike tiles of strength xxx.

    2) cost 1 less ap
    3) cost 1 less ap
    4) increase strike tile strength to xxx
    5) cost 1 less ap

    [Red] Blood of Olympus [Passive]
    1) Ares is an Olympian, and as such he has legendary toughness and strength. Any time a strength tile is destroyed, deal 2 times its value in damage to the targeted enemy. Any time a protect tile is destroyed, heal Ares for 2x the tiles strength.

    2) Multipliers increased to 2.5x
    3) Multipliers increased to 3x
    4) Multipliers increased to 3.5x
    5) Also create a random strike or protect tile of any color.



    The ideas behind these abilities should be obvious. Battlefield control above all else, with a sort of steamroller buildup akin to Wolvie. The color conversions build on themselves, but should not be constantly self sustaining the way magnetos blue is. His black damage would ideally be around 500 at max level. I think a value of 150 on the protect tiles would be good. Level 5 would allow you to overwrite strike or attack tiles since they often monopolize the red on board

    Blue is spammable but does no damage and is limited by the number of green on board.

    His red passive speaks for itself, and would make him a good leader for Daken and bullseye in a dark avengers team.

    My concerns with the character are that all his abilities would slow the game down some, with requiring tile choices or showing passive animations. However, as I wanted him to be a strategic counter to the way rag/Wolvie play and still be viable in other games, I like the slowdown/thought requirements.

    Any thoughts/comments/critiques etc are welcome.
  • Also, I posted that from my phone. Sorry for any formatting or grammatical errors
  • _fulu_ wrote:
    Also, I posted that from my phone. Sorry for any formatting or grammatical errors

    No worries. I ONLY post via my phone. Hence all my missing letters or extra periods. Android update a while ago changed some key locations and now I hit period instead of the tiny space bar WAYYY too often.

    The ares seems interesting. I think he could be fine if the damages and tiles stats were balanced well. Now just make sentry disallow the opponent to make any tiles and that would equate to "ripping him asunder" lol
  • Seems like a good character the only concern I have is that he is a 3* character and somewhat rare to the majority of players, this will only give the top players/spenders an edge and idealy a character of that sort should be more obtainable.
  • I like the Aries hard counter concept, but having 2 powers costing less than 4 AP and the ability to fill the board with strike and protect tiles even if their numerical values are low seems like this character would become the new wolverine and would pair extremely powerfully with punisher or doom.

    Too powerful as is...good character after some balancing...