NorthernPolarity wrote: ark123 wrote: So it's a clear 5/3/5, I guess. If blue spits out that kind of strike tile at lvl 1, I imagine it gets completely insane at lvl 5. Seems like a fixed beast. inb4 blue costs 15AP. Can we stop predicting builds without even knowing how the abilities progress in the first place? That's like me saying "I think he's gonna be 3/5/5 because 3->5 yellow sucks" even though none of us know how the abilities even progress with covers.
ark123 wrote: So it's a clear 5/3/5, I guess. If blue spits out that kind of strike tile at lvl 1, I imagine it gets completely insane at lvl 5. Seems like a fixed beast.
Phantron wrote: NorthernPolarity wrote: ark123 wrote: So it's a clear 5/3/5, I guess. If blue spits out that kind of strike tile at lvl 1, I imagine it gets completely insane at lvl 5. Seems like a fixed beast. inb4 blue costs 15AP. Can we stop predicting builds without even knowing how the abilities progress in the first place? That's like me saying "I think he's gonna be 3/5/5 because 3->5 yellow sucks" even though none of us know how the abilities even progress with covers. The character introduction blurbs are so generic, they could be introducing the pre nerf Thunderclap and it'd read pretty uninteresting like, "Ragnarok strikes the enemy for modest damage while adding green tiles to the board, and higher level of it makes more efficient". I remember Mutagenic Breakthrough sounded pretty good when you don't mention that it's not likely to generate anywhere near 4 special tiles. Then there's also the fact that there's usually some increase in an ability that goes beyond a linear or even easily predictable pattern at level 5.
Sandwichboy wrote: Yellow is a true heal, green costs 10 and blue costs 11. base health is 2640, so really not that low for a 3*. Going by the descriptions of the level 5 abilities, this could easily be a powerhouse duo with the right comp. And yeah, like others have said, yellow, while potentially very powerful, is hard countered by CMags.
NorthernPolarity wrote: Sandwichboy wrote: Yellow is a true heal, green costs 10 and blue costs 11. base health is 2640, so really not that low for a 3*. Going by the descriptions of the level 5 abilities, this could easily be a powerhouse duo with the right comp. And yeah, like others have said, yellow, while potentially very powerful, is hard countered by CMags. The sad thing about the current state of the metagame for high end players is that all green / black powers are basically made irrelevant by X-Force. I look at this character and think to myself, Okay, so the green ability is irrelevant because of X-Force. How is the blue and passive? Passive seems good for sustainability but not for power, and the blue is a slow, 11 AP move that doesn't do anything the turn its cast, and takes 3 turns (probably down to 2 at level 5) to spawn strike tiles. This doesn't seem like a high priority because its not better than surgical strike, so its whatever when paired with XF. Therefore, another dud for the stable. Maybe I should just start thinking about characters as a transitioning player, since that seems much more exciting than everything new being obsoleted by 4*s.
Lerysh wrote: I will put money down on "I Got a Plan" being A) too costly and 2) too long a CD to see much active use. Especially if said CD is randomly placed.
Lerysh wrote: Lerysh wrote: I will put money down on "I Got a Plan" being A) too costly and 2) too long a CD to see much active use. Especially if said CD is randomly placed. Well, it's not randomly placed (I think) but it is 3 turns and costs 11, so it's nominally a SEVEN turn move for 110 in strike tiles. Too bad no one took the bet. If at 5 covers this is a 1 turn CD it MIGHT be a worthy move. If instead its like 6 for a 3 turn CD it's the winner of the you get 3 covers prize.
onimus wrote: Lerysh wrote: Lerysh wrote: I will put money down on "I Got a Plan" being A) too costly and 2) too long a CD to see much active use. Especially if said CD is randomly placed. Well, it's not randomly placed (I think) but it is 3 turns and costs 11, so it's nominally a SEVEN turn move for 110 in strike tiles. Too bad no one took the bet. If at 5 covers this is a 1 turn CD it MIGHT be a worthy move. If instead its like 6 for a 3 turn CD it's the winner of the you get 3 covers prize. I look forward to seeing how the 5 covers affects that ability, but they've already said it will provide more pop than Sentry's sacrifice. So you're looking at a minimum of 674 total strength if it goes off. That's nothing to sneeze at.
orionpeace wrote: I have to say I am not fond of an ability that puts out a countdown timer that then generates special tiles. There are too many Heroes that can cause board shakeup to get rid of it and too easy to match away. Especially if you don't get to place the tile. Overall, that is a big commitment in tile collecting (11 AP) that could result in absolutely nothing. It is a better implementation than Beast's blue, but that isn't saying a lot.
GuntherBlobel wrote: Sandwichboy wrote: Yellow is a true heal, green costs 10 and blue costs 11. base health is 2640, so really not that low for a 3*. Going by the descriptions of the level 5 abilities, this could easily be a powerhouse duo with the right comp. And yeah, like others have said, yellow, while potentially very powerful, is hard countered by CMags. It's hard countered by itself too (self-regulating), so it may not be as OP as people think. I often have no desire to cast Polarizing Force more than once per game (unless there is a huge board shake-up later on). It sounds like a full free heal once per game and then something quite more like 2* Wolvies heal for the rest of the game, which can keep with match damage, but little else.
onimus wrote: GuntherBlobel wrote: Sandwichboy wrote: Yellow is a true heal, green costs 10 and blue costs 11. base health is 2640, so really not that low for a 3*. Going by the descriptions of the level 5 abilities, this could easily be a powerhouse duo with the right comp. And yeah, like others have said, yellow, while potentially very powerful, is hard countered by CMags. It's hard countered by itself too (self-regulating), so it may not be as OP as people think. I often have no desire to cast Polarizing Force more than once per game (unless there is a huge board shake-up later on). It sounds like a full free heal once per game and then something quite more like 2* Wolvies heal for the rest of the game, which can keep with match damage, but little else. How often do you think you'll be dropping below 25% health? I think once a game is fine.