Phaserhawk wrote: Vhailorx wrote: Phaserhawk wrote: Yeah, that's what I said, boost red/yellow, boost black/green, then boost all so you would start R,Y,G,Black with +6 AP everything else 3. I understand what you are saying, but if you match yellow first and then use it next turn you can now cast X-Force. Then match green, you just saved yourself 2 AP that way, again assuming the tile survives, which you have a 75% chance it does. Everyone gets so caught up in damage, damage, damage they forget to see the bigger picture. Yes the skill is on a CD tile so it has it's weakness, but 7 AP that if survives saves you 2AP on your skills is just absurdly good. Serioulsy 2nd turn X-Force!!! Purple I'm up in the air on, because if it does massive damage, that's a much better way to ensure the death of an opponent rather than slowing them up in red. Where I see him being used is opposite 4hor, because she wants blue and red, but also accelerates yellow, and Star Lord will just allow 4hor to lock the game and win faster than she already does, how is that a bad thing? I don't get your point phaserhawk. you seem to be pointing out that boosting ap going into a match is great. That's true! But why should i care that by max boosting ap and then casting starlord's yellow, I can cast xforce on round 2? If I max boost green, and then make one green match, I can already cast xforce on round 2. And I have an entire second character slot to use (with 4* Thor!). The point is you have a tile that is reducing every other skill on your team by 2 AP. Giving X-Force may not be the best example but this skill is awesome, and if multiple's can be cast, hoo boy.
Vhailorx wrote: Phaserhawk wrote: Yeah, that's what I said, boost red/yellow, boost black/green, then boost all so you would start R,Y,G,Black with +6 AP everything else 3. I understand what you are saying, but if you match yellow first and then use it next turn you can now cast X-Force. Then match green, you just saved yourself 2 AP that way, again assuming the tile survives, which you have a 75% chance it does. Everyone gets so caught up in damage, damage, damage they forget to see the bigger picture. Yes the skill is on a CD tile so it has it's weakness, but 7 AP that if survives saves you 2AP on your skills is just absurdly good. Serioulsy 2nd turn X-Force!!! Purple I'm up in the air on, because if it does massive damage, that's a much better way to ensure the death of an opponent rather than slowing them up in red. Where I see him being used is opposite 4hor, because she wants blue and red, but also accelerates yellow, and Star Lord will just allow 4hor to lock the game and win faster than she already does, how is that a bad thing? I don't get your point phaserhawk. you seem to be pointing out that boosting ap going into a match is great. That's true! But why should i care that by max boosting ap and then casting starlord's yellow, I can cast xforce on round 2? If I max boost green, and then make one green match, I can already cast xforce on round 2. And I have an entire second character slot to use (with 4* Thor!).
Phaserhawk wrote: Yeah, that's what I said, boost red/yellow, boost black/green, then boost all so you would start R,Y,G,Black with +6 AP everything else 3. I understand what you are saying, but if you match yellow first and then use it next turn you can now cast X-Force. Then match green, you just saved yourself 2 AP that way, again assuming the tile survives, which you have a 75% chance it does. Everyone gets so caught up in damage, damage, damage they forget to see the bigger picture. Yes the skill is on a CD tile so it has it's weakness, but 7 AP that if survives saves you 2AP on your skills is just absurdly good. Serioulsy 2nd turn X-Force!!! Purple I'm up in the air on, because if it does massive damage, that's a much better way to ensure the death of an opponent rather than slowing them up in red. Where I see him being used is opposite 4hor, because she wants blue and red, but also accelerates yellow, and Star Lord will just allow 4hor to lock the game and win faster than she already does, how is that a bad thing?
Trisul wrote: I'd say the potential is pretty awesome if we had a lot more low-AP cost characters and abilities, as they are the ones that most benefit from AP reduction. Perhaps some are in the pipeline as well. If they update Ragnarok, he definitely has potential if they keep his AP costs low. If the CD tile is unaffected by Magstique combo, then it could futher guarantee that combo looping. (I forget, does it change friendly CD tiles?) 4AP ALOTT is nice, 4AP Fireballs are nice. Too bad SL already has a red. (It's really unfortunate if black is not included, otherwise we would have seen a ton more post-jab crosses).
rbdragon wrote: I don't get why there are so many complaining about Star-Lord...actually, I don't understand why anyone complains about ANY character... For the most part, if you play the game because you like the match three aspect of it, then who you use is irrelevant. If you play because you like the collection aspect, then you want every character, despite any flaws they might have (Bag-Man, Yelena anyone?). If you're main reason for playing is because you are ultra competitive and want/need to win all the time, then you're using whoever's at the top of the mountain anyway (4hor/X-Force currently), so any and all new characters are pointless unless they overtake whoever is at the top and will only be used when essential in PvE. And if you play for fun, then just have fun and stop finding all the negatives! Personally, as far as Star-Lord is concerned, I applaud D3 for trying something different. I hope he is at least fun to use.
Lerysh wrote: Phaserhawk wrote: Yeah, that's what I said, boost red/yellow, boost black/green, then boost all so you would start R,Y,G,Black with +6 AP everything else 3. I understand what you are saying, but if you match yellow first and then use it next turn you can now cast X-Force. Then match green, you just saved yourself 2 AP that way, again assuming the tile survives, which you have a 75% chance it does. Everyone gets so caught up in damage, damage, damage they forget to see the bigger picture. Yes the skill is on a CD tile so it has it's weakness, but 7 AP that if survives saves you 2AP on your skills is just absurdly good. Serioulsy 2nd turn X-Force!!! Purple I'm up in the air on, because if it does massive damage, that's a much better way to ensure the death of an opponent rather than slowing them up in red. Where I see him being used is opposite 4hor, because she wants blue and red, but also accelerates yellow, and Star Lord will just allow 4hor to lock the game and win faster than she already does, how is that a bad thing? 2nd turn X-Force is already a thing with Boost All Boost / match , use XF. The only thing Star Lord does is let you also match to the same effect. If you happen into 7 yellow then fine, boost away. If you go out of your way to get 7 yellow then any savings you see was actually time wasted collecting yellow. Let's say you run Thor/Star Lord with Boost All, / , and / You take a yellow first, then blue, then use Star Lord and Thor for 7 (even tho you had 9). Now you take 5 red with a charge tile and on turn 4 you Smite for 11,384 damage leaving you with 3 red AP. OR, you take a match, use Thor , take the 5 AP red with charge tile, use Smite for 11,384 on turn 3 leaving you with 1 red AP. He doesn't actually accelerate ****, since it takes turns to get the yellow to do the accelerating. Add on top of that the "if it survives" thing and it's a terrible ability with very limited usefulness. I will give you that Captain America plus Star Lord might be crazy good. But that's about the only scenario I can think of that is half decent.
Phaserhawk wrote: Lerysh wrote: Phaserhawk wrote: Yeah, that's what I said, boost red/yellow, boost black/green, then boost all so you would start R,Y,G,Black with +6 AP everything else 3. I understand what you are saying, but if you match yellow first and then use it next turn you can now cast X-Force. Then match green, you just saved yourself 2 AP that way, again assuming the tile survives, which you have a 75% chance it does. Everyone gets so caught up in damage, damage, damage they forget to see the bigger picture. Yes the skill is on a CD tile so it has it's weakness, but 7 AP that if survives saves you 2AP on your skills is just absurdly good. Serioulsy 2nd turn X-Force!!! Purple I'm up in the air on, because if it does massive damage, that's a much better way to ensure the death of an opponent rather than slowing them up in red. Where I see him being used is opposite 4hor, because she wants blue and red, but also accelerates yellow, and Star Lord will just allow 4hor to lock the game and win faster than she already does, how is that a bad thing? 2nd turn X-Force is already a thing with Boost All Boost / match , use XF. The only thing Star Lord does is let you also match to the same effect. If you happen into 7 yellow then fine, boost away. If you go out of your way to get 7 yellow then any savings you see was actually time wasted collecting yellow. Let's say you run Thor/Star Lord with Boost All, / , and / You take a yellow first, then blue, then use Star Lord and Thor for 7 (even tho you had 9). Now you take 5 red with a charge tile and on turn 4 you Smite for 11,384 damage leaving you with 3 red AP. OR, you take a match, use Thor , take the 5 AP red with charge tile, use Smite for 11,384 on turn 3 leaving you with 1 red AP. He doesn't actually accelerate ****, since it takes turns to get the yellow to do the accelerating. Add on top of that the "if it survives" thing and it's a terrible ability with very limited usefulness. I will give you that Captain America plus Star Lord might be crazy good. But that's about the only scenario I can think of that is half decent. So having a guy that reduces your red and blue costs by 2, where you stunned one guy and blew up the 2nd, still leaving a 3rd, and now not having to collect as much AP to lock them down, I'm at a loss how that doesn't accelerate things. Take last tournament you have X-Force/4hor/SG. You stun 4hor, kill X-Force, still have SG. An X-Force isnt' going to take her down, meanwhile 4hor is coming off of lockdown. You hopefully can match enough red or blue to get the second cast off again targeting 4hor then finish up the game in a few turns. So lets play law of averages. Lets always assume 9 of each color, and 4hor's skills always divided the charged tiles evenly amongst the colors. At that point every yellow, red, or blue match will average you 5.67 tiles. You Boost 6 6 6 6 3 3 X-Force/4hor. 1.Match Blue 2.Power Surge match red. 11.67 6 0 3 3 3.Smite, say you match blue 1.67 6 5.67 3 3 You are looking at at least 2 more red matches and 1 more blue at this point Star Lord/4hor 1.Match Yellow 2.Everyone with me, you are at 6 2 6 6 3 3 , you match blue. 3.Power Surge and match red. you are at 11.67 2 2 6 3 3 4.Smite you are at 3.67 2 2 6 3 3 you only need 1 more red match at this point to knock someone off and 1 blue. Does the first method allow Power Surge Smite to go off faster, hell yes. Does Star Lord, allow it to go off faster a second time, yes it does. The risk the tile poses of getting destroyed with 2 guys locked up or dead and the other soon to be mitigates the risk. X-Force/4hor boosting will get the combo off in theory faster, although you could just do the same thing with Star Lord and match blue as well, the big issue is that his yellow allows you to finish them off quicker. So your "accelerate ****" comment is way off in the course of the match. It's no different than Sentry/Hood you didn't need Hood to make the combo go off, but Hood made the combo go off more reliably and lessened the chance of the strike tile getting destroyed. Star Lord will lower the chance of you not getting the required matches to finish them off with Smite/Power Surge
Phaserhawk wrote: Yeah, so if say he does end up reducing costs by 2 which I think is likely. Then all of a sudden you boost red/yellow AP, green/black AP, and all AP. One yellow match and now you have all you need to cast X-Force. One red match and now all their skills cost 2 more. Hmm, 2nd turn X-Force will sure sound good to me. There is a reason why in Magic the Gathering, skills that reduced overall cost were so valued, because they accelerated your play, sure they could blow it up, but you already got that jump start you needed. But lets say for arguements sake that it is only one. Here are the Character/skills most affected by his yellow. (PvP playable) Devil Dino--his red and yellow are now 2 match abilities Fury--Demolition just became a 3 match ability 4hor--Smite became a 3 match ability Blade--KYEC just became 3 match ability Capt Marvel--Photonic just became a 2 match ability Colossus--Fastball just became 3 match Doom--Diabolic 3 match now C.Mags--Blue is now 3 match
Phaserhawk wrote: And his red screws over these guys (only going over PvP playable) Patch--Beserker Rage Thor--Thunder Stirke Deadpool--red Captain America--blue Black Panther--yellow and black X-Force--yellow Fury--yellow and purple 4hor--yellow and blue