Phantron wrote: AdrianoD wrote: Do we all agree 5 greens wont make sense anymore with the death of cmag ? No, because you still get to pick the turn you use it and if the other side is all or at least mostly dead then that's still good enough. It's just that it's not like currently where there's no risk because Magneto can bail you out of any potential problem by spamming his blue/red a few times. For example I was in the node with Venom/Daken/Ragnarok which is level 120 or so. They're all at relatively full health and I did Berseker Rage into Power of Attorney. Daken and Ragnarok died and Venom survived with about 5000 HP, he did 9000 damage to Patch on the next turn and I killed him on my next turn. Now that looks kind of bad at face value, but it's not as bad as it looks, because: 1. This game ended very quickly. I do value my time even if it seems like I have nothing better to do than grinding nodes all day. 2. Patch survived with a few hundred HP in this case and easily regened that on the other nodes, so it's not even a net loss. 3. Even if Patch died, if that fight went on normally, there's a very good chance OBW gets dropped. Well losing OBW costs me one health pack too, so if I'm going to spend a health pack anyway why not pick the shorter option? 4. Venom/Ragnarok combo is known to be able to pull off some pretty crazy combos. It's possible I may have lost if they get some particularly crazy strike tile + Symbiotic Snare + Godlike/Thunderclap combo going. So in this I think risking one health pack is not a bad tradeoff for a piece of mind. I don't know if it was the best outcome, and I certainly could've done even worse and lose the fight, but it's a risk I'm willing to take. Normally I don't use Berserker Rage unless I see either a match 5 on the board, or I have several AP consuming moves to fire, or the enemy is sufficiently weakened (those 3 opponents are basically all at full health). This time I was in a hurry so I took the extra risks.
AdrianoD wrote: Do we all agree 5 greens wont make sense anymore with the death of cmag ?
Phaserhawk wrote: So therein lies the question. But lets say you had Beserker Rage at Lvl 3, you feel safter allowing it to resolve thus you have the strike tiles on the board sooner, and could in theory do more dmg by the time you feel comfortable enough to use Beserker rage on a 5/3/5
Phantron wrote: The problem with TBTI is that it only works if Patch is the major boosted character. If this event had She Hulk or Daredevil boosted instead you'd only have 2 or even 1 color when paired up, and sure you can just not use the major boosted guy but that'll hurt you overall too. Patch seems to have a much higher than average chance of being major boosted but it's still not something you can always count on. For Berserker Rage, what people tend to overlook is that dragging out a fight against a PvE powerhouse like Daken is usually a 100% chance to lose, so the drawback of Berserker Rage is not nearly as bad as it seems in light of that. I had plenty of cases where I'm looking at a Devour, Symbiotic Snare, Thunderclap, Godlike Power next turn and there are already 8 red strike tiles up. Chances are really good I wasn't going to ever get to move again if I didn't use Berserker Rage so you might as well take the chance, and obviously level 5 Berserker Rage is much better for those desperation scenarios which shows up surprisingly often in heroic PvE. I usually only use Patch either against all goons or in scenarios where nothing else seems to work, and that favors 5/3/5 or even 5/5/3. 3/5/5 favors the standard fights where you're pretty sure you're going to win, but if I'm pretty sure i'm going to win there are usually better characters than Patch for normal events, and on heroic events the fights invariably turn into desperation scenarios due to scaling.