Fangel wrote: ... or lock 8 tiles and subsequently crush them to generate at least 58 AP (with overlap in tile coverage) and dealing 1344 damage at level 30.
pasa_ wrote: I like the change a big deal. Protect tile is great. Was thinking about the nature of the bubble. Sure on enemy tile it shall cancel the effect. On friendly tile should protect it and keep the effect working. She is potent enough to tune the shield's nature, right?
pasa_ wrote: The base idea is cool, but I have serious doubts with implementation. The cost still looks excessive and rendering it useless: by the time I collect 18 (or even 14) yellow the poor fellow needing protection is dead for ages. Protection needs be usable early. This ability should start cheap and rather drain stamina, say the placed tile eating Yellow AP each turn or counting down to zero unless paying up more en-route.
Phantron wrote: pasa_ wrote: I like the change a big deal. Protect tile is great. Was thinking about the nature of the bubble. Sure on enemy tile it shall cancel the effect. On friendly tile should protect it and keep the effect working. She is potent enough to tune the shield's nature, right? In that case you might as well have the game immediately end after the first Force Bubbles because you'd just lock all the blue tiles and if it's 180 at base level, that's pretty much a range almost nothing can actually hurt you, and there's almost no way to destroy the said protect tile when you have every blue tile locked up. It'd take 2 match 4s on the right line to destroy the tile, since even after you unlocked it, you still wouldn't any meaningful number of blue tiles to attempt to destroy it.
Spoit wrote: I'm not really seeing how the locked tiles prevent any matches from being made. You get what, 3 of them? and that doesn't help against 4-matches
soenottelling wrote: Ppl need to remember that all the mainstay characters are about to be nerfed. Wolvie thor made up 80% if all teams. Mags was kinda rare but spidey was everywhere too. Until we see them there is no way to know how bad they get nerfed...so ill rate her based with those 4 removed. Her yellow is useable now, and has its uses on certain situations. It's better than a none 5 point hood yellow. It's defensive or tactical by nature so its uses will probably increase as new characters are added. Her damage is okay, though the turn ending is kinda bad still (without it she would be pretty damn strong with the ap building...so it kinda is a must..or remove the ap build and let it not end the turn). That said the def tile is nice and the chosen tile lock sounds amazingly useful now that it doesn't require her tiles to show. Now think of this... New 4**** wolvie, let's assume his green actually becomes viable as an attack tile maker, and doom. She gets these lock tiles up then you drop doom down and blow up her locks for some ap. Now you do another cycle of doom and wolvie maybe. Sounds pretty deadly with countdown/tile characters..which i assume is the point. Now we just need characters with good enough countdown tiles to use. Ignore her yellow and instead use it for a hopefully better wolvie yellow. Seems like a good combo. Wolvie covers green red yellow, she takes blue, and doom takes black and gives a decent purple for matching. Biggest boosts due to the attempt to slow the game down will be characters like doom who weren't bad but just took a while to rev up...
mischiefmaker wrote: Yellow Still seems very ignorable. Doesn't do anything for you on offense, and on defense, if the AI has 14 yellow, something's gone very wrong. In most situations I'd rather cast almost any other yellow power: Lightning Strike, Sunder, Twin Pistols, maybe even Armored Assault and Sentinel of Liberty. Also, a single yellow tile, picked randomly, is pretty hard to protect. Wonder what happens if you cast two of these...still, that's 28 AP, which is a ton, and it's yellow, which is relatively hard to generate (I know, Thor, but still).