ark123 wrote: They kinda screwed themselves when they kept hood's blue as it was. You can't do better than stealing a bunch of ap for free as soon as turn 2. I mean short countdown tiles are a giant step down from even aggressive recon, but I guess they're trying a workaround. Any of you using luke cages black? Much worse than it seems on paper, right? And that one lasts 4 turns.
Mattfal wrote: I disagree with the consensus of a 3/5/5 combo. His yellow just isn't going to be worth using except in niche situations (ex have 9 ap but have a strong 10ap red ability) his purple probably does massive dmg maxed out so I'd want this at 5 to get the most effect out of it. His red is like his purple with an added bonus (but slightly less dmg). He's not a great character but he's better when compared to iw and elektra (which isn't saying too much)
Mattfal wrote: I disagree with the consensus of a 3/5/5 combo. His yellow just isn't going to be worth using except in niche situations (ex have 9 ap but have a strong 10ap red ability) his purple probably does massive dmg maxed out so I'd want this at 5 to get the most effect out of it. His red is like his purple with an added bonus (but slightly less dmg). He's not a great character but he's better when compared to iw and elektra (which isn't saying too much) Edit: 5/5/3 is best with 4thor, cap, or other strong red users
Phantron wrote: ark123 wrote: They kinda screwed themselves when they kept hood's blue as it was. You can't do better than stealing a bunch of ap for free as soon as turn 2. I mean short countdown tiles are a giant step down from even aggressive recon, but I guess they're trying a workaround. Any of you using luke cages black? Much worse than it seems on paper, right? And that one lasts 4 turns. I think AP drain, as a concept, is going to be paying for the sins of Dormammu's Aid for a very long time. It's as if The Hood mortgaged the budget of all AP stealing abilities of the fugure for his blue and now completely unrelated guys have to suck at AP drain to make up for it.
Phantron wrote: In the interview I saw a blurb about how you can use Thunderclap for 4 AP so I'm guessing it's not going beyond -2 AP. I'm just not seeing the point of an ability on principle that costs more than its benefit. The only way it can work out is if you accidentally got a bunch of yellow, but if you're trying to match yellow to fire this ability you'd be coming out behind since you could've matched something else instead. Let's just say your team is X Force/Thor/Star-Lord, in a generic situation you'd be better off matching black, red, blue, or green over yellow. Sure, if you happen to have exactly 4 yellow AP and you have exactly 8 red AP and 7 blue AP you'll rather have the yellow instead, but that's a fairly contrived situation. If you're trying to recreate this situation with AP+3 all boosts, you can usually just flat out overpower something with a straight race to Surgical Strike or Power Surge.
scottee wrote: Pffft, you guys are missing the most obvious new dominating combo in the game. It'll change the meta. 1. A. P. Tiny. Arms.
raisinbman wrote: Starlord is screwed unless his 5 cover ability is some sort of OBW espionage/Surgical strike. I think the only way Hood's passive can be beat is with a PASSIVE AP discount, or an ability that would let you use X COLOR ABILITY for free after(5 covers, ofc). Or maybe something like Falcon's where you need a minimum for 'effect' to happen. Of course, this isn't Magic the Gathering or DOTA 2, so I don't see D3 actually doing anything this ballsy.
raisinbman wrote: Phantron wrote: ark123 wrote: They kinda screwed themselves when they kept hood's blue as it was. You can't do better than stealing a bunch of ap for free as soon as turn 2. I mean short countdown tiles are a giant step down from even aggressive recon, but I guess they're trying a workaround. Any of you using luke cages black? Much worse than it seems on paper, right? And that one lasts 4 turns. I think AP drain, as a concept, is going to be paying for the sins of Dormammu's Aid for a very long time. It's as if The Hood mortgaged the budget of all AP stealing abilities of the fugure for his blue and now completely unrelated guys have to suck at AP drain to make up for it. Starlord is screwed unless his 5 cover ability is some sort of OBW espionage/Surgical strike. I think the only way Hood's passive can be beat is with a PASSIVE AP discount, or an ability that would let you use X COLOR ABILITY for free after(5 covers, ofc). Or maybe something like Falcon's where you need a minimum for 'effect' to happen. Of course, this isn't Magic the Gathering or DOTA 2, so I don't see D3 actually doing anything this ballsy.
At higher levels, Star-Lord can even replace Countdown tiles with this, allowing for a good amount of board control ability at a respectable 10 Purple AP per use.
daibar wrote: I can't see why people see red as so good unless it provides a knockout blow, or you're using him heavily on AP goons.
daibar wrote: From the interview regarding his purple: http://marvel.com/news/comics/23985/pie ... _star-lord At higher levels, Star-Lord can even replace Countdown tiles with this, allowing for a good amount of board control ability at a respectable 10 Purple AP per use. So each level is probably more types of tiles, like level 3, attack tiles, level 4 strike tiles, level 5 countdowns, with possibly more damage in between. Note it is a "Selected" tile, so it won't be as broken as Moonstone. However, it does add significantly to the cost, though it's still less than any of Cap's abilities. Also, the oldest trick image is hilarious. So 5 Purple is probably essential in PVE. In PVP where there aren't many countdowns, it'll probably depend on the damage. I can't see why people see red as so good unless it provides a knockout blow, or you're using him heavily on AP goons.
Phantron wrote: raisinbman wrote: Starlord is screwed unless his 5 cover ability is some sort of OBW espionage/Surgical strike. I think the only way Hood's passive can be beat is with a PASSIVE AP discount, or an ability that would let you use X COLOR ABILITY for free after(5 covers, ofc). Or maybe something like Falcon's where you need a minimum for 'effect' to happen. Of course, this isn't Magic the Gathering or DOTA 2, so I don't see D3 actually doing anything this ballsy. Surgical Strike's damage went up by something like 3 times from level 3 to 5 so I don't think having a 10K damage red or purple is out of the question. Would be pretty surprised, but it wouldn't be unprecedented.
NorthernPolarity wrote: Mattfal wrote: I disagree with the consensus of a 3/5/5 combo. His yellow just isn't going to be worth using except in niche situations (ex have 9 ap but have a strong 10ap red ability) his purple probably does massive dmg maxed out so I'd want this at 5 to get the most effect out of it. His red is like his purple with an added bonus (but slightly less dmg). He's not a great character but he's better when compared to iw and elektra (which isn't saying too much) Edit: 5/5/3 is best with 4thor, cap, or other strong red users Stop being a forum guy and wait for the stats to get released before deciding on a build!
ark123 wrote: I also think Dormammu's Aid should need a certain amount of some ap to become active. 4*s shouldn't have anything like the current D.A because they get way more health, and Hood's **** health is the only thing that holds it back from being the best character in the game (arguably).
ark123 wrote: daibar wrote: From the interview regarding his purple: http://marvel.com/news/comics/23985/pie ... _star-lord At higher levels, Star-Lord can even replace Countdown tiles with this, allowing for a good amount of board control ability at a respectable 10 Purple AP per use. So each level is probably more types of tiles, like level 3, attack tiles, level 4 strike tiles, level 5 countdowns, with possibly more damage in between. Note it is a "Selected" tile, so it won't be as broken as Moonstone. However, it does add significantly to the cost, though it's still less than any of Cap's abilities. Also, the oldest trick image is hilarious. So 5 Purple is probably essential in PVE. In PVP where there aren't many countdowns, it'll probably depend on the damage. I can't see why people see red as so good unless it provides a knockout blow, or you're using him heavily on AP goons. I mean you're probably playing pve now. You know the node that throws out a pistol countdown every turn? How useful would it be to replace a single countdown there? At least Steve does a ton of damage or stuns when he does it. Phantron wrote: raisinbman wrote: Starlord is screwed unless his 5 cover ability is some sort of OBW espionage/Surgical strike. I think the only way Hood's passive can be beat is with a PASSIVE AP discount, or an ability that would let you use X COLOR ABILITY for free after(5 covers, ofc). Or maybe something like Falcon's where you need a minimum for 'effect' to happen. Of course, this isn't Magic the Gathering or DOTA 2, so I don't see D3 actually doing anything this ballsy. Surgical Strike's damage went up by something like 3 times from level 3 to 5 so I don't think having a 10K damage red or purple is out of the question. Would be pretty surprised, but it wouldn't be unprecedented. Yeah the key here is conditional damage. Luke Cage's yellow does a ridiculous amount of damage because it's conditional. Same with his black, except the conditions for black are much harder than the yellow, so yellow is a much better ability. I also think Dormammu's Aid should need a certain amount of some ap to become active. 4*s shouldn't have anything like the current D.A because they get way more health, and Hood's **** health is the only thing that holds it back from being the best character in the game (arguably).
raisinbman wrote: ark123 wrote: daibar wrote: From the interview regarding his purple: http://marvel.com/news/comics/23985/pie ... _star-lord At higher levels, Star-Lord can even replace Countdown tiles with this, allowing for a good amount of board control ability at a respectable 10 Purple AP per use. So each level is probably more types of tiles, like level 3, attack tiles, level 4 strike tiles, level 5 countdowns, with possibly more damage in between. Note it is a "Selected" tile, so it won't be as broken as Moonstone. However, it does add significantly to the cost, though it's still less than any of Cap's abilities. Also, the oldest trick image is hilarious. So 5 Purple is probably essential in PVE. In PVP where there aren't many countdowns, it'll probably depend on the damage. I can't see why people see red as so good unless it provides a knockout blow, or you're using him heavily on AP goons. I mean you're probably playing pve now. You know the node that throws out a pistol countdown every turn? How useful would it be to replace a single countdown there? At least Steve does a ton of damage or stuns when he does it. Phantron wrote: raisinbman wrote: Starlord is screwed unless his 5 cover ability is some sort of OBW espionage/Surgical strike. I think the only way Hood's passive can be beat is with a PASSIVE AP discount, or an ability that would let you use X COLOR ABILITY for free after(5 covers, ofc). Or maybe something like Falcon's where you need a minimum for 'effect' to happen. Of course, this isn't Magic the Gathering or DOTA 2, so I don't see D3 actually doing anything this ballsy. Surgical Strike's damage went up by something like 3 times from level 3 to 5 so I don't think having a 10K damage red or purple is out of the question. Would be pretty surprised, but it wouldn't be unprecedented. Yeah the key here is conditional damage. Luke Cage's yellow does a ridiculous amount of damage because it's conditional. Same with his black, except the conditions for black are much harder than the yellow, so yellow is a much better ability. I also think Dormammu's Aid should need a certain amount of some ap to become active. 4*s shouldn't have anything like the current D.A because they get way more health, and Hood's **** health is the only thing that holds it back from being the best character in the game (arguably). leave Dormammu's aid alone, it might be the only overpowered thing I get my hands on BEFORE it gets nerfed(I missed Spidey/Rag/3*Mag/didn't have max sentry) on a more serious note, 4* characters can be good without being compared to the Hood. We know there's at least 1 designer at D3 that can make characters(Luke Cage/Blade/R+G/Loki Remake/Doom Remake). It's not Hood's fault he's good. It's 4* character designer's fault for making them bad, ESPECIALLY when they're hyped: Right now we only have 3 "Good" 4* characters(XForce/Devil/Thor) out of how many? Even still, the expectation for 4* characters to actually be good is relatively recent with X-Force(not that that's an excuse). There's an opposing dichotomy of "we're supposed to want 4* characters" and "they're not really better than 3* characters".
NorthernPolarity wrote: You're forgetting Fury, which is what I think is the perfect example of a balanced 4* character. The expectation of 4* characters should be around the same power level as Fury, which I think is pretty reasonable. XF / Ladythor are so above the curve that releasing characters as good as them is just going to result in insane power creep. Maybe Demiurge needs to consider nerfing them as a result.
ark123 wrote: I'd take out Dino in that sentence for Fury. Dino is pretty unplayable. After the novelty wore off and sentry was nerfed, I see like a single Dino a pvp, and it's usually under 800. Agreed that the 3*s os late have been pretty well designed as a while, gamora notwithstanding. Hood needs to be mentioned here because this is a game where stealing ap and reducing costs almost boil down to the same thing. It's not like you're gonna cast 6 or 7 surgical strikes in a match. The most important by far is the first, so gathering 7 yellow to make surgical cost 10 seems like a pretty awful deal. This is less the case in pve, but even in pve I have trouble picturing this guy ever being better than Lcap.