ark123 wrote: I think the main problem is that when offensive character beat you, the fight is just over and you're dead and you move on. When defensive characters checkmate you, you're left to linger in the match until they slowly erode your health over time. That's much more aggravating to play against.
ark123 wrote: There are plenty ways to make defensive characters playable. You can make a character with a cheap ability that stops any abilities of a certain color from being played the next turn, or that makes the opponent's skills more expensive (like SL, except good - none of this countdown tile ****), or you can make heroes that reflect damage (like cStorm or hulk, but a passive that actually reflected a portion of the total damage received the following turn/turns, or a smaller reflection that's a passive). This last idea directly counters characters that overkill for several thousand, and makes people actually think before just jamming xf 4t in every team.
El Satanno wrote: ark123 wrote: There are plenty ways to make defensive characters playable. You can make a character with a cheap ability that stops any abilities of a certain color from being played the next turn, or that makes the opponent's skills more expensive (like SL, except good - none of this countdown tile ****), or you can make heroes that reflect damage (like cStorm or hulk, but a passive that actually reflected a portion of the total damage received the following turn/turns, or a smaller reflection that's a passive). This last idea directly counters characters that overkill for several thousand, and makes people actually think before just jamming xf 4t in every team. I'm not sure why no one has mentioned anything like this before, but it's brilliant. Really, why are 2* Storm and Hulk the only characters that have (somewhat) meaningful damage retaliation? That's a great way to make IW someone valuable as well. Give her something offensive to boot, and suddenly you've got an opponent a little bit like Deadpool: Don't want to focus on them instead of a really powerful attacker, but can't afford to completely ignore them, either. If you can't nuke her to into oblivion in a single shot, she could be a real pain in the **** to deal with, like Hulk.
Wonko33 wrote: Mattfal wrote: Troll power: 21ap force away: invisible woman throws a force bubble at target character, which carries them away from the battlefield or her invisibility power make it that you can't see who one of her teammate is when you pick them in PvP , you see her, one other and third is mystery until they use one of their powers
Mattfal wrote: Troll power: 21ap force away: invisible woman throws a force bubble at target character, which carries them away from the battlefield
Moon 17 wrote: Or make her yellow passive: any damaging move that targets her has a %chance to completely miss. Forget the tile business entirely and make her invisible. Then take turn ending off of her green and change nothing else. She now has the capability to go infinite and is quite difficult to remove.
Lidolas wrote: What about a passive that works somewhat similar to ?
papa07 wrote: What about an active/passive like Doom's purple where she creates a bubble at the start of each turn?
Nellobee wrote: For IW, she should retaliate like crazy if you hit her allies. Because let's face it, you touch Sue's friends or family, and you are done for.
The_Valeyard wrote: FFC needs a buff more than anything else. If we could select the 3 bubbles that would be the bees knees and close to Xforce and 4or or at least Fury level. At the very least, we should be able to pick 1 bubble and the other 2 bubbles be random.
dkffiv wrote: Leave her at squishy tier HP, have yellow passively add a single 400/500/800 (3/4/5 cover) strength yellow protect tile at the beginning of the turn (like Luke Cage) in addition to its current power (and cause attacks on invisible targets to be negated rather than jumping out of the way unless everyone is down). Cut blue in half (7 mana 4 bubbles, makes strength 400 random blue protect tile), leave green as is. With a nearly always up 800 strength protect tile match damage is negated and it can seriously hinder some special abilities. I finally got my IW up to 270 and was playing with her against some level 166 non-top tier 3*. With 3 blue protect tiles up Punisher/Daken couldn't touch me and Torch did minimal damage.
LoreNYC wrote: Since she's been around so long so there won't be many people flocking to buy her covers, D3 probably wouldn't be in any rush to rework her.
onimus wrote: This is more an issue with the power of Xforce and 4hor than it is the weakness of IW. But right now, in this game, if you aren't Thor or Xforce, you don't matter.
tanis3303 wrote: It's not even a difficult fix. Her abilities are already unique and interesting, and actually quite fun to play around with. They just cost WAY too much. Drop her yellow to 12. Drop her blue to 9 or 10. Remove the "end the turn" clause on her green. Done.
NooTs wrote: Is there a rework incoming for invisible woman? Thought i saw something the other day that alluded to it Cant find so maybe someone here knows ?