What Marvel character are you hoping for? (post movesets)
Comments
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So I wouldn't know who would use this moveset, but I'd like to see something like this:
HP could be Punisher/Daken/Patch level.
Arc Protector/Power Blast - Blue/Red* 12 AP
In Iron Defense mode, (character) shields his entire team, giving them a burst of health and increasing protect tile strength by 20%.
In Destructive Offense mode, he does single target damage and increases the strength of his strike tiles by 10%
Level 2 - Increases protect tile strength by 30% (from base)
Level 3 - Increases burst of health by 40%
Level 4 - Increases protect tile strength by 60% (from base)
Level 5 - Does 30% more damage and increases the strength of his strike tiles by 20%
When in Iron defense mode, the ability costs 12 blue and his highest tile strength is blue. When in Destructive Offense mode the ability costs 12 Red and his highest tile strength is red.
Shields up!/ Powering Up! - Purple/Green* (passive)
Whenever your team uses an ability (even his own iron defense/destructive offense), gain a protect tile/strike tile for every 4 AP spent.
Level 2: +10% tile strength (from base)
Level 3: +10% tile strength (from base)
Level 4: +10% tile strength (from base)
Level 5: Gain a protect/strike tile for every 3 AP spent.
* When in iron defense mode, the passive is purple, and his (middle) tile strength goes to purple. When in destructive offense mode, the passive is green, and his tile strength goes to green.
He gets the tiles corresponding on which mode he changes into. EG if he is in iron defense mode and changes to destructive offense, he gets strike tiles.
He starts in Offense mode.
Iron defense/Destructive Offense - Black (utility) 6 AP
Toggle-- (character) switches from defense to offense on the fly, showing his superior responsive powers.
Defense to Offense -> changes 3 of his protect tiles to strike tiles at half value.
Offense to Defense -> changes 3 of his strike tiles to protect tiles at double value.
(aka each protect tile protects double the amount of his strike tiles since strike tiles are worth more generally).
Level 2: changes 4 of his tiles
Level 3: Strike tiles get a 10% value increase, Protect tiles get a 20% value increase (converting actually increases his tiles' values)
Level 4: changes 5 of his tiles
Level 5: changes 7 (or all) of his tiles. Strike tiles get another 5% value increase, and Protect tiles get another 10% value increase (from base)
-- I'm iffy on any (all) skill
Of course numbers must be balanced for him not to be OP (or UP for that fact). Any number here can be changed.
I do want a character that can change from offense to defense on the fly, and this can be a way to actually get mileage out of protect tiles. Also the idea of changing tile strength depending on his mode allows for some cool team interaction and interesting tanking options
All the strike tile/protect tile increases are from his base value, as not to be OP with falcon.
I think all 3 skills are valuable at 5 covers, since he can potentially get tiles out at a decent rate.0 -
How about characters you're surprised aren't in the game yet ?
DEADPOOL , electro/green goblin , carnage , cyclops , another xmem member or enemy .0 -
In the Dark Reign realm I would love to see
Tier 1:
Deadpool
Norman Osborne (Iron Patriot)
Tier 2:
Namor
Emma Frost
Thing
Tier 3:
Hercules
Mr. Fantastic (least favorite character in comics, but need the full F4)0 -
It's happening!!!!! [thought I bet my mechanics have no bearing on the resulting character. fingers crossed*]chsultimate wrote:Deadpool (modern) ***
The merc with a mouth:
This character offers a new game dynamic.
He would also have relatively low health for a *** character.
Black/Red/[purple/yellow]
Black(passive) - Miraculous Recovery - when deadpool is downed if the player has x black tiles or the board has x black tiles [not sure which way that plays better] a y turn countdown tile is placed on the board. After y turns Deadpool recovers health depending on his level and the level of Miraculous Recovery. He also back-stabs for damage equivalent to the amount he recovered.
Level 1 - Creates a 5 turn countdown tile which returns 20% of his health and does that amount of damage to the target opponent.
Level 2 - Creates a 4 turn countdown tile which returns 30% of his health....
Level 3 - 3/40%...
Level 4 - 3/50%/damage/ if the tile is matched it is replaced on the board.
Level 5 - 3/60%/damage/ if the tile is matched/destroyed it is replaced on the board.
[Percentages would scale with DP's level}
Red(passive) - I'm a Hero!! - The ever noble merc with a mouth teleports into danger. [similar to hawkeye, but the opposite effect]. If an ally would take enough damage to be downed, Deadpool moves to the front and takes that damage. This ability could have similar requirements to activate as his black ability or could cost the team AP. He also is probably obnoxious enough to get targeted even without his teleporter.
Level 1 - Imperfect protection DP takes full brunt of incoming damage and ally takes 50%
Level 2 - DP takes full, ally takes 25%...
Level 3 - DP takes 100%, Ally takes 0...
Level 4 - DP takes 75%, 0, decreased activation
Level 5 - DP takes 50%, decreased activation
[Percentages could scale with DP level, could also be limited to once per opponent turn, and that could change with the skill level as well]
Yellow - Katana na na na - DP could be written as a half villain/half hero and skip Killing spree, but this is DPs primary damage dealing ability. This also could be switched to be his red ability. DP attacks without attention or care to his survival or really anything else: dealing damage to all enemy targets. This damage would be related to his health as well - DP never really cares until he's pretty beat up.
Level 1 (5 yellow) - DP deals damage %[based on level&amount he has take] to the target, ends turn
Level 2 (6)- DP deals % damage to the target, ends turn
Level 3 (7)- DP deals increasing damage to ALL targets, damage decreases from front target, ends turn
Level 4 (8)- increased damage, all targets, ends turn
Level 5 (9)- yup, yup, yup, doesn't end turn.
No, but seriously, this would be neat.0 -
chsultimate wrote:It's happening!!!!! [thought I bet my mechanics have no bearing on the resulting character. fingers crossed*]chsultimate wrote:Deadpool (modern) ***
The merc with a mouth:
This character offers a new game dynamic.
He would also have relatively low health for a *** character.
Black/Red/[purple/yellow]
Black(passive) - Miraculous Recovery - when deadpool is downed if the player has x black tiles or the board has x black tiles [not sure which way that plays better] a y turn countdown tile is placed on the board. After y turns Deadpool recovers health depending on his level and the level of Miraculous Recovery. He also back-stabs for damage equivalent to the amount he recovered.
Level 1 - Creates a 5 turn countdown tile which returns 20% of his health and does that amount of damage to the target opponent.
Level 2 - Creates a 4 turn countdown tile which returns 30% of his health....
Level 3 - 3/40%...
Level 4 - 3/50%/damage/ if the tile is matched it is replaced on the board.
Level 5 - 3/60%/damage/ if the tile is matched/destroyed it is replaced on the board.
[Percentages would scale with DP's level}
Red(passive) - I'm a Hero!! - The ever noble merc with a mouth teleports into danger. [similar to hawkeye, but the opposite effect]. If an ally would take enough damage to be downed, Deadpool moves to the front and takes that damage. This ability could have similar requirements to activate as his black ability or could cost the team AP. He also is probably obnoxious enough to get targeted even without his teleporter.
Level 1 - Imperfect protection DP takes full brunt of incoming damage and ally takes 50%
Level 2 - DP takes full, ally takes 25%...
Level 3 - DP takes 100%, Ally takes 0...
Level 4 - DP takes 75%, 0, decreased activation
Level 5 - DP takes 50%, decreased activation
[Percentages could scale with DP level, could also be limited to once per opponent turn, and that could change with the skill level as well]
Yellow - Katana na na na - DP could be written as a half villain/half hero and skip Killing spree, but this is DPs primary damage dealing ability. This also could be switched to be his red ability. DP attacks without attention or care to his survival or really anything else: dealing damage to all enemy targets. This damage would be related to his health as well - DP never really cares until he's pretty beat up.
Level 1 (5 yellow) - DP deals damage %[based on level&amount he has take] to the target, ends turn
Level 2 (6)- DP deals % damage to the target, ends turn
Level 3 (7)- DP deals increasing damage to ALL targets, damage decreases from front target, ends turn
Level 4 (8)- increased damage, all targets, ends turn
Level 5 (9)- yup, yup, yup, doesn't end turn.
No, but seriously, this would be neat.
You were pretty close! You almost got all the colors right. And Deadpool's black is a mix of both your black and red suggestion. Good job!0 -
Moondragon0
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3* Ghost Rider / John Blaze (Avengers #2)
Searing Chains: 12
Deals 250/270/300/320/350 damage + 20/20/25/25/30 damage per red tile.
(Passive)Vengeance:
If John Blaze have hit by enemy with the damage of 20% of life and has higher yellow tiles than the enemy, he deals 300/330/370/400/450 damage to the target enemy.
Penance Stare: 15
John Blaze set a countdown on random black tile. After the countdown ,tt explodes in a 3x3 tiles. If it is hit with a critical tile, he downs the target, else he deals 400/430/470/500/550 damage to the target enemy.0 -
I'm waiting for Namor, and Rogue0
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Quicksilver (2-Star)
Low HP
Black/Blue/Purple
Machine Gun Punch (Black - 5 AP)
Quicksilver unleashes a fury of blows too fast to see. Destroys random tiles, dealing damage but not generating AP.
Lv1: Destroys 4 basic tiles
Lv2: Destroys 5 basic tiles
Lv3: Can destroy countdown tiles
Lv4: Destroys 6 basic tiles
Lv5: Destroys as many random countdown tiles as possible first, then moves to basic tiles.
Speed Boost (Blue - Passive)
Whenever Quicksilver makes a Blue match-4, gain an extra move once per turn.
Lv1: Blue match-4's only
Lv2: Blue or Black only
Lv3: Blue, Black, or Purple only
Lv4: Can trigger twice per turn
Lv5: Can trigger up to three times per turn
Moving Target (Purple - Passive)
Quicksilver is just too fast to hit with normal attacks, taking no tile-match damage if he has at least X Purple AP. Costs 1 Purple AP when triggered.
Lv1: At least 12 Purple
Lv2: At least 10 Purple
Lv3: At least 8 Purple
Lv4: At least 6 Purple
Lv5: At least 6 Purple to avoid tile-match damage, at least 12 to avoid special move damage
With his extra turns and ability to "tank" by avoiding taking damage, this guy could be a nightmare to finish off - just like comics Quicksilver. Fittingly for the son of CMags, he could have extensive chains of moves in a single turn but without AP generation and without a big damage move to pop off.0 -
I'd prefer the following to Whales, Whales, Whales.
Team Up Powers, Activate! - Purple 14 AP
You've gotta help me get rid of the opponent Team Up powers before they go off on us! I'll steal and trigger one of the enemy's Team-Ups, but if you spend your Deadpool Points I'll hit them with every Team Up they've got. They're practically giving these Team Up powers away.
Level Upgrades
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Level 2: I'll let you choose the Enemy Team Up power.
Level 3: That's not all! I'll also trigger one of our Team Up powers, if you want.
Level 4: If you ask nicely, I'll let you choose which of our Team Up powers to use.
Level 5: Okay, I'll let you go into your arsenal of Team Up powers. Pick up to three.
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3* villains are a lil' weird, some with three incredibly OP abilities (Magneto, weren't you ridiculously broken enough in the comics already?), some with two underwhelming or extremely situational ones (I always found you boring in the comics, Loki, but even you didn't deserve to be this underplayed). I'd like some more villains -- and characters in general -- to be at Doom's mid-tier level of balance.
So of course I'm going to throw that out the window and fan-gush about an awesome villain by giving him three OP abilities. <_<
Morlun (Modern) ***
HP: 10200
Tile values: 11/13/12/70/61/79/3.0
Morlun never loses his prey. Stuns target enemy for 2 turns, then transforms a random basic purple tile into a 2-turn Countdown tile which deals 1608 damage to the initially targeted character.
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Rank 2: -1 AP cost
Rank 3: +1 stun duration
Rank 4: -1 AP cost
Rank 5: -1 on Countdown
Morlun is a nigh-unstoppable force of nature. Whenever he deals damage to an enemy, he deals 10% of that damage to each other enemy as well.
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Rank 2: 20% splash damage
Rank 3: 30% splash damage
Rank 4: 50% splash damage
Rank 5: -1 duration on all incoming stuns
Morlun feeds by draining life force from his victims with just a touch. Whenever Morlun deals damage, he uses 3 Black AP to heal 324 damage.-
Rank 2: Can trigger at 1 or 2 Black AP (healing proportionately less)
Rank 3: Will only spend as much AP as needed if Morlun is near full health
Rank 4: Triggers on damage received as well
Rank 5: Steals 1 Black AP on trigger
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Nonce Equitaur 2 wrote:I'd prefer the following to Whales, Whales, Whales.
Team Up Powers, Activate! - Purple 14 AP
You've gotta help me get rid of the opponent Team Up powers before they go off on us! I'll steal and trigger one of the enemy's Team-Ups, but if you spend your Deadpool Points I'll hit them with every Team Up they've got. They're practically giving these Team Up powers away.
Level Upgrades
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Level 2: I'll let you choose the Enemy Team Up power.
Level 3: That's not all! I'll also trigger one of our Team Up powers, if you want.
Level 4: If you ask nicely, I'll let you choose which of our Team Up powers to use.
Level 5: Okay, I'll let you go into your arsenal of Team Up powers. Pick up to three.
0 -
EternalLurker wrote:Nonce Equitaur 2 wrote:I'd prefer the following to Whales, Whales, Whales.
Team Up Powers, Activate! - Purple 14 AP
You've gotta help me get rid of the opponent Team Up powers before they go off on us! I'll steal and trigger one of the enemy's Team-Ups, but if you spend your Deadpool Points I'll hit them with every Team Up they've got. They're practically giving these Team Up powers away.
Level Upgrades
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Level 2: I'll let you choose the Enemy Team Up power.
Level 3: That's not all! I'll also trigger one of our Team Up powers, if you want.
Level 4: If you ask nicely, I'll let you choose which of our Team Up powers to use.
Level 5: Okay, I'll let you go into your arsenal of Team Up powers. Pick up to three.
On Defense, AI Deadpool would be locked out of the player's arsenal. But all Team Up powers on the player team and AI team would be fair game.0 -
So there'd be no difference on defense between rank 4 and 5 then. That's pretty feel-bad.0
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This just occurred to me.
Black Cat would be an awesome character if she had a RNG-impacting "Bad Luck" skill that makes enemy cascades less likely to be helpful to them. Doing it on her turn with "good" tiles would be too likely to infinite loop, which I why I suggest it should impact enemy turns. It would be like the MARVEL Puzzle Quest version of playing Hatetris.0 -
ZeiramMR wrote:Black Cat would be an awesome character if she had a RNG-impacting "Bad Luck" skill that makes enemy cascades less likely to be helpful to them.0
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Polaris (a non-crazy version, please), Multiple Man, Quicksilver, and Nightcrawler. I am too lazy to come up with powers for them, I leave that to smarter folks than me.0
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Thanos ? That would be insane ! Galactic would be another great villain.
We have Loki/Doom / the Hood therefore we need Emma Frost, Namor to complete the Cabal !0 -
I'm hoping for some of them:
Agent Coulson
Rocket Raccoon
Sabretooth
Elektra
Ghost Rider
Thing
Silver Surfer
Nightcrawler
Professor X
Cyclops
Omega Red
Mystique
Ultron
Apocalypse
X-23
Ant Man
Moon Knight
Luke Cage
Drax
Quicksilver0
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