babinro wrote: I have no personal issue with the power of these passives (at least at level 166 I don't, level 395 is another story)...nor do I have a problem at all with the tiles being generated freely to start combat. These are things that make the skills interesting and the characters compelling. But once the specialty tile is removed there needs to be some kind of player action to re-activate them. It can be something as simple as getting a red tile match as Cage or having 11+ black AP with Iron Fist (to go with his theme). Alternatively, you could keep the pressure on the enemy by having a destroyed tile automatically generate a 3-turn CD tile that renews the effect. Destroying this tile generates another 3-turn tile kind of like a reverse take on Falcons blue. The longer you keep this tile going the longer the team is without the passive benefit.
TLCstormz wrote: The only common sense answer I can think of for this conundrum would be for the next set of characters getting release.....Maybe they will all have abilities that combat Luke and Danny?
fmftint wrote: How to stop passive tile generation, STUNNED characters* don't set passives
fmftint wrote: How to stop passive tile generation, STUNNED characters* don't set passives *Exception, Doom who sets a Diabolical Plot trap even while stunned
GuntherBlobel wrote: TLCstormz wrote: The only common sense answer I can think of for this conundrum would be for the next set of characters getting release.....Maybe they will all have abilities that combat Luke and Danny? fmftint wrote: How to stop passive tile generation, STUNNED characters* don't set passives I guess we should expect Prof. X to have a passive one turn stun, every turn.
babinro wrote: One of the most fun elements of MPQ in my opinion is the counter play that exists between characters and skills. - Playing against Falcon, Daken, Blade or Mags? Bring in Captain Marvel, Daredevil or Loki to destroy/counter. - Playing against a true healer? Bring in spike damage dealers or strike tile generators to compensate - Playing against high AP power spenders? Bring in AP steal - Spider-Man/Blade/ Doom passives? You can cut off the appropriate colour and bring in an AP spender to turn it against them. - Hood passive? Bring a rainbow team and focus on lower numbered AP tiles so he can't steal what you're building up I realize that all of the above is entirely optional to the player experience. You can just as easily ignore counter play and just build up AP to alpha strike. But the fact that it exists especially for players who don't have a true alpha striking team is a big benefit to this games gameplay. Enter Luke Cage and now Iron Fist: - You can destroy that protect or attack tile as many times as you want and they just keep coming back. - There is no character in the game that counters this. - No action you can take to stop this and no amount of tactical play will help you overcome this challenge. - Your only choice is whether or not said character deserves priority to kill above their paired targets. A decision that already exists for every character in the game by default.Please incorporate some kind of re-activation effect on these passives! I have no personal issue with the power of these passives (at least at level 166 I don't, level 395 is another story)...nor do I have a problem at all with the tiles being generated freely to start combat. These are things that make the skills interesting and the characters compelling. But once the specialty tile is removed there needs to be some kind of player action to re-activate them. It can be something as simple as getting a red tile match as Cage or having 11+ black AP with Iron Fist (to go with his theme). Alternatively, you could keep the pressure on the enemy by having a destroyed tile automatically generate a 3-turn CD tile that renews the effect. Destroying this tile generates another 3-turn tile kind of like a reverse take on Falcons blue. The longer you keep this tile going the longer the team is without the passive benefit. (Caution: Bagman's Snarky remark will become totes OP with this change)Note: Patch is the exception of the rule. His self healing actually creates tactical change in the game since it impacts only himself. It forces the player to alpha strike him down or establish a sold board of strike tiles. While setting up to take down patch the player will typically focus on other characters. Compare this to Luke Cages passive which offers a universal damage reduction and leaves the player with no compelling change in how they play the game.
MonkeySlut wrote: Characters that are anti cage passive: Dare Devil (actually makes his purple always useful), Loki (he keeps making a new one for you to turn and turning the first one neutralizes his), Any character that makes strike tiles that are as powerful or more powerful than his tile.
wharrrgarbl wrote: Hmm... does locking the tile prevent LC/IF from spawning a new one? If so, stealth Bag-Man/Bag-Lady buff! Edit: Damn, had my idea ninja'd.
tuscan panty raider wrote: politically correct
babinro wrote: - Playing against Falcon, Daken, Blade or Mags? Bring in Captain Marvel, Daredevil or Loki to destroy/counter. - Playing against a true healer? Bring in spike damage dealers or strike tile generators to compensate - Playing against high AP power spenders? Bring in AP steal - Spider-Man/Blade/ Doom passives? You can cut off the appropriate colour and bring in an AP spender to turn it against them. - Hood passive? Bring a rainbow team and focus on lower numbered AP tiles so he can't steal what you're building up