Arondite wrote: Tl;Dr version - OP has never heard of Loki.
Oldboy wrote: One possibility in a future ability - randomly converts an enemy special tile to a basic tile - with more covers it converts to a friendly special tile Or - randomly converts a special tile from enemy to friendly and from friendly to enemy - doesnt distinguish between friendly or enemy tiles - (it will just keep swapping special tiles each round) 0 activation cost such as for IF/Cage. Occurs at the beginning of each turn
Phantron wrote: Oldboy wrote: One possibility in a future ability - randomly converts an enemy special tile to a basic tile - with more covers it converts to a friendly special tile Or - randomly converts a special tile from enemy to friendly and from friendly to enemy - doesnt distinguish between friendly or enemy tiles - (it will just keep swapping special tiles each round) 0 activation cost such as for IF/Cage. Occurs at the beginning of each turn It's possible to counter anything when you get to design whatever you want, but an ability like Luke Cage is just so foolproof that you might as well make an abilit like: "Passive: counters Luke Cage's passive" at that point, just like how people talked about maybe a new character could counter for Sentry but there really wasn't one unless it's: "Passive: slaps a guy silly if his strongest color is red, green, and yellow (in that order)". And what's going to happen is that eventually this skill probably will be overpowered and you'd need: "Passive: counters an ability that randomly swaps tile ownership, activates every turn" and then there's going to be the counter to that and so on.
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.
Teno1 wrote: I have to disagree with you because like you said there are always counters and these characters are a great help for 2* transition players. Cage is great for any low health player (hood,obw,custorm,torch and so on). There are many characters that can counter cage and iron fist like stunners ap stealers characters that place strike tiles and protect tiles. The best counters I would say are captain America and patch Loki, but I think that you are only thinking about quick hops which in that case the truth is that in the end you will only see x-force and thora which both are great counters for them.
dkffiv wrote: Teno1 wrote: I have to disagree with you because like you said there are always counters and these characters are a great help for 2* transition players. Cage is great for any low health player (hood,obw,custorm,torch and so on). There are many characters that can counter cage and iron fist like stunners ap stealers characters that place strike tiles and protect tiles. The best counters I would say are captain America and patch Loki, but I think that you are only thinking about quick hops which in that case the truth is that in the end you will only see x-force and thora which both are great counters for them. Luke Cage maybe but IF is terrible for 2* players, depending on your definition. If every 2* player has 2x 94's and a 166 ?/?/5 IF they're going to be taking 500+ damage a turn from match + attack tiles alone. Health packs are going to get eaten like crazy. I think CapAm is a terrible counter for IF, he's too slow. Without boosts you're probably taking close to 4200 damage before you can get your first Peacemaker off and if your CD tile gets destroyed you're really screwed. Patch is a decent counter but IF's tile completely negates his healing until its removed. If you're weaving him in and out every other turn to let him catch his breath your other characters are going to take a beating due to how slow most Patch matches are (remember that you cannot use your green or you will kill yourself *unless you have all the purple tiles covered with Dr. Doom or something). Patch Daken +1 (underleveled Loki would be ideal) is a good counter but it will be very very slow.
Moon 17 wrote: The asymmetrical nature of those two abilities disturbs me. Protect tiles are weaker than attack tiles. Generally speaking, when you put effort into a protect tile, you're going to get less return on your investment than you would on an attack tile of the same strength. The fact that Iron Fist's attack tile is over twice the strength of Luke Cage's protect tile is just absolutely bonkers. He's already getting a better ability than Cage's, and it's stronger. The math just doesn't make sense.
LoreNYC wrote: No mention of blades free tiles each turn with just requiring slightly more than average number of red tiles on the board? In all honesty these guys are annoying but not overpowered and bring a nice new mix to the table. They aren't hard to counter but do basically guarantee you will take some damage. A nice change to healers to counter this would. Be to allow healing atleast up to the amount you entered the battle with. Anyone at least the last several characters are fun and not duds