JessyC01 wrote: Voted all of them. Also terrible is having to use like 2 or 3 healthpacks after one node.
stephen43084 wrote: If your going to have a limited roster, could you guve us someone for CD nodes? OBW, Shulkie, Falcon, 2* or 3* cap, i.e. any one.
Phantron wrote: Being able to deal with CDs doesn't mean you always need to have one of the best anti CD characters like Captain America or Falcon, or even OBW. GSBW can dig out a lot of CDs with a Deceptive Tactics and while that's on the expensive side, it's the same initial cost as Star Spangled Avenger/Peacemaker and hopefully you only have to use it once anyway because it does set up a lot of other moves. I think the CD issue is more because of scaling. Goons are designed to be able to get their CD moves off but they're not supposed to do crazy damage in general unless it's a Muscle. Rocket hits hard but has a 6 turn CD, and even Flamethrower has 4 (though it's definitely better than Rocket). I think goons past around level 50 should gain around 1/2 to 3/4 of what they currently gain in match damage/ability damage.
homeinvasion wrote: They level 111 Jugs/ leiutenant/ Pyro me BP is 250/ Wolv 134/ mags 134 5 _ 0 _ 4 _ 0 2 _ 1a _ 4 _ 1a 2 _ 0 _ 1 _ 2a 4 _ 1a _ 1 _ 1a 1 _ 2a _ 5 _ 2a 3 _ 0 _ 2 _ 4a 1 _ 0 _ 1 _ 1a 4 _ 0 _ 0 _ 0
homeinvasion wrote: homeinvasion wrote: They level 111 Jugs/ leiutenant/ Pyro me BP is 250/ Wolv 134/ mags 134 5 _ 0 _ 4 _ 0 2 _ 1a _ 4 _ 1a 2 _ 0 _ 1 _ 2a 4 _ 1a _ 1 _ 1a 1 _ 2a _ 5 _ 2a 3 _ 0 _ 2 _ 4a 1 _ 0 _ 1 _ 1a 4 _ 0 _ 0 _ 0 look at this one for example, I have clearly far more AP gain from matches but only a third as many ability uses
dreamwanderings wrote: What, in the devs' minds, makes this weeks Juggernaut Heroic PVE fun to play ?
Phantron wrote: There's a lot of luck involved in the broken combos the AI use though I think people underestimate how complicated the game is. I have a pretty decent winning record against the essential nodes and I spend a lot of time thinking about each move because all it takes is one bad move to get everyone killed. Sure sometimes you still lose horribly no matter what you do but it's not just all luck either. For example sometimes it's worth it to setup a match 4 for the AI if one of those tile is a Threaten that you cannot get otherwise. In the Jugg + Pyro + Grenadier example, a lot of time you need to leave the green matches available so that they can pop a Rocket/Flamethrower and then immediately match it for a minus 7 green AP which goes a long way at neutralizing their insane AP advantage. There's no point to try to deny green in that fight because they get 4 green AP for free, so it's a reasonable risk to leave green open for the AI if they match away their own Rocket/Flamethrower even half of the time because you sure can't take too many Rocket/Flamethrower at all.
daibar wrote: dreamwanderings wrote: What, in the devs' minds, makes this weeks Juggernaut Heroic PVE fun to play ? Probably new character? I bet if there weren't new characters involved, participation would not be nearly as high, eg maybe a quarter of the current matches.