dearbluey wrote: Something struck me odd about Blade today. He carries a gun. That's fine. That's part of his character. However...none of his abilities use it. Nightstalker? Sword slash. Keep Your Enemies Closer? Sword pointing dramatically. The Thirst? Nope... Did he run out of bullets, or is it just to look cool and threatening?
Jetness wrote: Stupid/obvious question here, but I can't figure it out and it's bugging me. Why is Blade's passive skill Green if the skill is for Red tiles? How does the skill have anything to do with Green? If I understand the skill, you don't need to have any green tiles or need green tiles on the board for the skill to activate. What am I missing? - Jetness
daibar wrote: Red is generally a direct damage ability, so they probably didn't want make it that color. However, red represents blood, so the ability affects those tiles. There's quite a few other abilities where colors don't match up either: Gamora -> creates strike tiles. Punisher Black -> creates a countdown (representing fire) Daken Pink -> relies on matching , relies on (heat) on the board
daibar wrote: Questions: If you are fighting a goon (say don), and they already have 0 of a particular AP you're trying to drain (say black), what is their next strongest? Do you try again with another color if the 2nd color also has 0 AP? How many retries do you get? If you're fighting against SparklyVampKiller with 0 AP and he has the Nightstalker tile out, is there a way for you to gain enough AP to fire off an ability? I think changing it so that SparklyVampKiller drains no matter what would make him too much to handle on defense. If there's a Nightstalker tile out, he already hampers your primary power so you're forced to use weaker secondary abilities to defeat him. Making it so you could never gain AP until you destroy the tile seems unfair. Dealing extra damage might work. Team heal seems counter-intuitive: you're not draining anything, so why are you healing? Further, SparklyVampKiller's not really a team healer, especially in battle. SparklyVampKiller seems powerful enough that I don't really see D3 looking at changing him. Disclaimer: I have a 5/5/3 SparklyVampKiller. (bad luck with green covers)
raisinbman wrote: So did we ever decide how to spec SparklyVampKiller properly? I just managed to sneak to #2 of Black Vortex(somehow?) but My SparklyVampKiller is already 5/5/3. In my experience, at 3 , it doesn't work enough to do properly. Sometimes Nananananananana…Tatman! is there, but I have a feeling more strike tiles won't be a bad thing even if I max out all the red on board, hypothetically. 5 seems extremely necessary and 5 is nice, but really only maximally used on goons(and countering goons isn't a big deal). Should I use the I earned to turn him 4/5/4(and eventually 3/5/5)?
GrumpySmurf1002 wrote: At 3/5/5 he's devastating, especially boosted. Doing upwards of 5k damage per turn even without Falcon around. The Black is nice but it's effective enough at 3.
Quebbster wrote: GrumpySmurf1002 wrote: At 3/5/5 he's devastating, especially boosted. Doing upwards of 5k damage per turn even without Falcon around. The Black is nice but it's effective enough at 3. Seconded. I have no plans to abandon my 3/5/5 build, it's wonderful.
Puce Moose wrote: Expanding on one of the suggestions in the original post, I think it would be great if something like this happened:Nightstalker - Black 8 Blade mercilessly makes a precision slash with his sword, dealing a crippling blow to his enemy. Deals 257 damage to the target, and then creates a Green Countdown tile that activates every turn, draining 1 AP from the enemy's strongest color. (The drain acts as a Steal) When the countdown activates, if the enemy has 0 AP in the chosen strongest color, Blade succumbs to his bloodlust. He bites the targeted enemy, dealing 20 damage for each friendly red strike tile on the board and true heals for the same amount. Level 2: Deals 344 damage to the target Level 3: 344 damage and CD drains two AP strongest color Level 4: 427 damage Level 5: 591 damage, drains 3 apMax Level: 1877 damage, drains 3AP. Drains 83 per friendly red strike tile if 0 enemy AP in the strongest color exists.