COMING SOON: CHARACTER UPDATE COUNTERPOINTS!!

Phaserhawk
Phaserhawk Posts: 2,676 Chairperson of the Boards
edited March 2015 in MPQ General Discussion
D3 I pray to God you pay attention and fix some stuff real quick or hold back updates. As a role playing game balancer in my spare time I can already tell you what's very right and very wrong with your upcoming reworks.

Ragnarok--? Haven't played obviously but from what I'm reading this looks to be interesting. I like the flow despite what some have said of red should make green, I disagree I like the red make blue similar to Thor, on the surface...GOOD JOB!!!

Iron Fist--How you didn't realize this I don't know, but good job catching early, it's still probably too strong but it's not overpowered, and if the intent was a Thunder Strike in 2 parts this is a bit better....PRETTY GOOD JOB!!

Mystique--to quote you "Mystique is the other piece of this infinite turn combo, so we’ve decided to tweak her Blue ability a little." COUNTER POINT (LOGIC) If you have already dealt with 1 piece of a duo there is not reason to tweak the second since by nature they were only a strong combo as a duo.
That being said, you just switch her blue to purple, it now creates black and blue tiles and you now have blue being the stun color. This doesn't create the Xavier problem since both have blue as strongest color and she will only create more single turn stun tiles.......FAIL, you need to go back with her this is poor design

Magneto--this was needed, I don't want to admit it, but it was. That being said, you only 1/2 fixed him. You made him a strong self sustaining character by making blue and red but failed to fix his two other problems, that being his blue and red skills. Blue at high levels is waaaaaayy to long of a CD tile and too expensive, and red at highest levels costs waaaayy to much. Lower blue's CD tile to 2 across the board, just increase devastation size as it goes and set the cost to a stable one, you said you don't like to have AP decrease or increase in cost yet you left it in. Red is perfect except it's too expensive to max for AP cost, set this to 11-12, have it increase board destruction and damage over levels---GOOD JOB ON PURPLE....FAIL ON LEAVING BLUE AND RED

Finally, the big girl on the block
Smite
Overall, good job, while the base and tile damage probably need to go up even more due to blue nerf, this is okay......GOOD JOB
Striking Distance
**** were you thinking. Her least used and worst skill and you make it worse? If anything this could have used a buff, you could have shifted power from blue into it....FAIL, EPIC AND LEGEN.....wait for it.....DARY FAIL

Power Surge---from a game design this was overpowered from the get go. I can usually predict what your skills are going to be at level 5 from prior levels and this was the first one I was off on. I had predicted from the get go that it would have a 3 stun and a 7,8,or 9 charged tile, not freaking 12!!!!. Take a look at Nick Fury and you will see where this number needs to be, my calcuations put it at 7.5 tiles so you can err and make her weaker by 7 or give her a boost to 8, but 5 guts her, the 3 stun was a smart move and I 100% agree with that, however you completely failed to take into account with one less stun that's one less turn to collect free charged tiles to that there was a nerf to charged but 12 had to come down, but not by that much. You need to changed this one ASAP and make it 7-8......Stun nerf...GOOD JOB Charged Tile nerf...........................FAIL, BIG TIME, LIKE RAGNAROK LEVEL OF A FAIL. FIX THIS ASAP!!!!!!!!!!!!!!!!!

Overall you had more successs than failures, but the failures were huge hopefully you actually have the intelligence and humble nature to realize this is a very large mistake. Yes the community has knee jerk reactions to characters, rules, PvE, "oh the sky is falling" and while this may sound like one of them, this is me trying to help you out, please for the love of not having another Ragnarok event, make her create 7-8 charaged tiles with the 3 turn stun, that would be spot on good for her.


Forum members. Please up vote this for any hope they see this.

With love
Phaserhawk

Edit:

"Our next update is to Iron Fist (Immortal Weapon). When we launched Iron Fist a week or so ago, we got a lot of feedback that his Purple ability was too powerful. We dug back into the numbers and found that indeed it was! As a result we’ve rebalanced his purple ability, preserving the way it works but reducing the number of Black tiles that are generated."

Trust us again, what you are doing to 4hor is too much, look at the majority of all the feedback, 5 is too little 12 is too much. 7 or 8 is perfect.
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Comments

  • GothicKratos
    GothicKratos Posts: 1,821 Chairperson of the Boards
    Thank you for posting a sane analysis of the situation.
  • I would flip the fail/good job on Smite/Power Surge. 12 tiles was a crazy amount that fed into double 4 turn stuns and crazy Smite damage output. I'm ok with 5. I'd be better with 6-8 but whatever. Instead, you need to take those 7 missing tiles and convert them directly into damage for Smite. Add 3500 to the base if you leave charge tiles at 725 per or add at least 2000 to the base and make charge tiles 1025.
  • GrumpySmurf1002
    GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
    I'll disagree with you on Mystique, if only because I don't see the big deal. One more AP, one less tile. I mean, sure, by address Magneto you don't need to address both, but I think there's a major overreaction to her 'nerf.'

    Thor was overdone, but overall they seem to have done a decent job with this one, which I think will come to light once everyone calms down from their Jerky Boys punitive damages routines.
  • Phaserhawk
    Phaserhawk Posts: 2,676 Chairperson of the Boards
    Lerysh wrote:
    I would flip the fail/good job on Smite/Power Surge. 12 tiles was a crazy amount that fed into double 4 turn stuns and crazy Smite damage output. I'm ok with 5. I'd be better with 6-8 but whatever. Instead, you need to take those 7 missing tiles and convert them directly into damage for Smite. Add 3500 to the base if you leave charge tiles at 725 per or add at least 2000 to the base and make charge tiles 1025.

    also agreed, if you lower the number of tiles you should boost the damage accordingly in Smite
  • Phaserhawk
    Phaserhawk Posts: 2,676 Chairperson of the Boards
    I'll disagree with you on Mystique, if only because I don't see the big deal. One more AP, one less tile. I mean, sure, by address Magneto you don't need to address both, but I think there's a major overreaction to her 'nerf.'

    Thor was overdone, but overall they seem to have done a decent job with this one, which I think will come to light once everyone calms down from their Jerky Boys punitive damages routines.

    I only say this because flipping the colors would have been more elegant and kept the 2 from feeding each other, I say switch colors because of anything in this game, making something one color or another has the least amount of impact on the character's power.
  • I think the last time there was this big a reaction to an announced character change they at least reconsidered a few things and we got something closer to reasonable (although by todays 3* standards he was probably fine). Daken escaped the nerf bat due to community outrage so... there is hope I guess. Just let your opinions be heard.

    I like color changing to fix the MNM MQ thing, but instead of switching MQ I would change MNM Polarity Shift to yellowflag.png . Chain broken. And added bonus MNM can match C.Mags color scheme.
  • dkffiv
    dkffiv Posts: 1,039 Chairperson of the Boards
    Copy + pasting from the Character Updates thread in the event it gets buried:

    Ragnarok:
    -Green feels like a nerf, in its current form it randomly becomes a cascade machine and scales pretty well with strike tiles. New version is expensive and deals **** damage, not to mention you kill your own team.
    -Red is a nerf. His blue is pretty **** and there aren't many good blue users to begin with. Generating green > blue.
    -Blue is ****. 3 random charge tiles that can be used by your enemy (especially if their green is much better than your **** Rag green) and a really **** temp-heal. If it was a true heal the ability would still be below average but this is utter ****.

    Overall you nerfed a **** character with his update, congratulations.

    4hor:
    Every skill nerfed. I'm actually of the opinion that she was already balanced. Current blue is very dangerous to cast if you aren't preventing the opponent from making matches, I've had matches where I was forced to stun someone early to avoid a really bad skill from going off and I ate a ton of damage from the AI gathering charged tiles. Facing 4hor/Wolverine, the rare times I lose is due to Wolverine and not 4hor. Enemy 4hor getting a red off doesn't do much, enemy 4hor getting a blue off forces me to play around it. Wolverine getting something off usually results in a loss or severe damage.

    The most fair change would be to nerf health tiers. LThor is unfair to 2* players because 10.2k hp is ridiculous. Venom/Ares/Rag/Jugg are unfair in PvE because they have stupid amounts of health. For 3* land change 8500 to the new 7650 and 10,200 to 8500. 4hor would change to 13,700 life. If you want to go further, reduce 4* max level to 220 or 250 (with current damage levels being equal at max).

    Barring that change I would nerf Smite's +charged tile damage and leave blue unchanged. The strategy would change to gathering 18 blue before unleashing the combo, slowing it down quite a bit and making it less threatening on defense.

    IF:
    Saw these changes coming a mile away, he's still probably broken for a 3*. I would go further and change black to fire off when anyone on the team casts an ability. To compensate, change the wording on black to friendly green attack tile to mostly guarantee that his will always go off (Psylocke's and Doc Oc's are black, Blade is purple, lolbeast is blue. Could have conflict with Professor X yellow and Punisher black). His purple is cheap enough that it should be fairly easy to keep black up and has a very minor amount of counter play involved.

    Magneto:
    Nerfed when he should've been buffed. His blue needs a damage buff as its almost completely useless and a reduction in AP cost for red would've been welcomed. If you're going to nerf his purple you could at least buff his other skills to compensate.

    Mystique:
    Nerf to a balanced if not underpowered character. Infiltration is already random between purple and black, I see no need for it to be nerfed further.

    Winfinite:
    I don't see a problem with this. Its slow as hell and not a thing in PvP due to it being unusable by the AI. I'd say its only viable if you're boosting and still has a chance to fail with unlucky Infiltrations and bad boards. You're almost forced to bring Luke Cage along to babysit them. This gives a reason to level two decent/above average 3* characters, why is that a bad thing?

    Edit:
    Their time and effort would've been so much better spent making Elektra/Star-Lord/Doc Oc/Beast/She Hulk/RAG/Gamora/SENTRY/Colossus/Squirrel Girl awesome and fun to play/worth spending money on.
    "Oh ****, I need to spend money maxing the new Beast immediately" is a much better response than "F you for nerfing the character I just dumped a ton of money into"

    Here's a quick fix for Rag:
    Green + Red stay the same, give him a cheap/medium cost new color that true heals him and makes strike tiles. 5/5/3, 3/5/5, 5/3/5 all become viable builds and he would be fun to play. His theme is that he makes decent strike tiles and spams/fuels his other two abilities.
  • dkffiv
    dkffiv Posts: 1,039 Chairperson of the Boards
    Phaserhawk wrote:
    Ragnarok--? Haven't played obviously but from what I'm reading this looks to be interesting. I like the flow despite what some have said of red should make green, I disagree I like the red make blue similar to Thor, on the surface...GOOD JOB!!!

    I'm not sold on Rag, I think he's weaker overall but we'll see. Definitely not as nice a rebalance as Dr. Doom or Loki.
    Phaserhawk wrote:
    Mystique--to quote you "Mystique is the other piece of this infinite turn combo, so we’ve decided to tweak her Blue ability a little." COUNTER POINT (LOGIC) If you have already dealt with 1 piece of a duo there is not reason to tweak the second since by nature they were only a strong combo as a duo.
    That being said, you just switch her blue to purple, it now creates black and blue tiles and you now have blue being the stun color. This doesn't create the Xavier problem since both have blue as strongest color and she will only create more single turn stun tiles.......FAIL, you need to go back with her this is poor design
    Swapping the two is probably the most elegant solution. Would also leave 2* Mag alone.
    Phaserhawk wrote:
    Magneto--this was needed, I don't want to admit it, but it was. That being said, you only 1/2 fixed him. You made him a strong self sustaining character by making blue and red but failed to fix his two other problems, that being his blue and red skills. Blue at high levels is waaaaaayy to long of a CD tile and too expensive, and red at highest levels costs waaaayy to much. Lower blue's CD tile to 2 across the board, just increase devastation size as it goes and set the cost to a stable one, you said you don't like to have AP decrease or increase in cost yet you left it in. Red is perfect except it's too expensive to max for AP cost, set this to 11-12, have it increase board destruction and damage over levels---GOOD JOB ON PURPLE....FAIL ON LEAVING BLUE AND RED
    I'm not exactly sure if it was needed. Is stormneto that much of a problem? It doesn't work at all on D in PvP and is a health pack sink in PvE due to the amount of match damage you end up taking before you can get it off. His own blue could definitely use a buff as the CD tile can't be placed, takes forever to go off and does **** damage if it does. Red I agree is too expensive (and whenever I do cast it its always on an edge making it lose 50% of its effectiveness).
    Phaserhawk wrote:
    Power Surge---from a game design this was overpowered from the get go. I can usually predict what your skills are going to be at level 5 from prior levels and this was the first one I was off on. I had predicted from the get go that it would have a 3 stun and a 7,8,or 9 charged tile, not freaking 12!!!!. Take a look at Nick Fury and you will see where this number needs to be, my calcuations put it at 7.5 tiles so you can err and make her weaker by 7 or give her a boost to 8, but 5 guts her, the 3 stun was a smart move and I 100% agree with that, however you completely failed to take into account with one less stun that's one less turn to collect free charged tiles to that there was a nerf to charged but 12 had to come down, but not by that much. You need to changed this one ASAP and make it 7-8......Stun nerf...GOOD JOB Charged Tile nerf...........................FAIL, BIG TIME, LIKE RAGNAROK LEVEL OF A FAIL. FIX THIS ASAP!!!!!!!!!!!!!!!!!
    I don't necessarily agree on the number of charged tiles made vs. how Nick Fury's blue functions. The charged tiles can be used by either team and randomly placed, there have been a lot of situations were 2 were right next to each other and a third of that color was missing, so I had to be very careful when manipulating that side of the board to ensure the AI didn't get them (which half the time they would anyway). Maybe drop the stun to 3 turns and, dare I say this, tweak the AI to put higher priority on charged tiles. I've been saved several times when the AI decided to go for a 4 match on a color they have no ability on rather than going for the easy 2 or 3 charged tile match which would have screwed me the following turn.
  • Phaserhawk
    Phaserhawk Posts: 2,676 Chairperson of the Boards
    I'm not sold on Rag, I think he's weaker overall but we'll see. Definitely not as nice a rebalance as Dr. Doom or Loki.

    Think of this as another X-Force buff. Red feeds blue to feed green
    I'm not exactly sure if it was needed. Is stormneto that much of a problem? It doesn't work at all on D in PvP and is a health pack sink in PvE due to the amount of match damage you end up taking before you can get it off. His own blue could definitely use a buff as the CD tile can't be placed, takes forever to go off and does **** damage if it does. Red I agree is too expensive (and whenever I do cast it its always on an edge making it lose 50% of its effectiveness).

    I think it's safe to say that color tile placement, ala C.Mags and now MnMags are going to be going away. I suspect BWGS is going to be next. They appear so desperate to shove Xavier down our throats that they are also going to nerf every possible way to make his blue viable, at this rate I'm leaning 3/5/5 Xavier
    I don't necessarily agree on the number of charged tiles made vs. how Nick Fury's blue functions. The charged tiles can be used by either team and randomly placed, there have been a lot of situations were 2 were right next to each other and a third of that color was missing, so I had to be very careful when manipulating that side of the board to ensure the AI didn't get them (which half the time they would anyway). Maybe drop the stun to 3 turns and, dare I say this, tweak the AI to put higher priority on charged tiles. I've been saved several times when the AI decided to go for a 4 match on a color they have no ability on rather than going for the easy 2 or 3 charged tile match which would have screwed me the following turn.

    I do necessarily but I see your point. No 9AP skill should be placing 36 AP worth of tiles on the board, but was is a good number? 32, 15? I like about a 3rd of the board being charged, because as you said, it can be used against you. A 1/3 rd of the board is 21.3 divide that by the value of a charged tile and we get 7.1 if you have less faith in those then round up to 8, but 7-8 charged tiles would be perfect, I would side for 8 since they nerfed red add the 3rd turn stun and I think you have a winner.
  • dkffiv
    dkffiv Posts: 1,039 Chairperson of the Boards
    Phaserhawk wrote:
    I think it's safe to say that color tile placement, ala C.Mags and now MnMags are going to be going away. I suspect BWGS is going to be next. They appear so desperate to shove Xavier down our throats that they are also going to nerf every possible way to make his blue viable, at this rate I'm leaning 3/5/5 Xavier

    CMags was understandable, MMags is stuck in 2* land. Are they going to give 1* Hawkeye and 2* Bullseye the axe too?

    I've been leaning toward the 3/5/5 Xavier build since the beginning since I didn't think Professor Magstique was better than Magstique Cage. 5-matches are so damn rare and unreliable that they really need to change his blue to work on match 4's as well (half damage no AP gain on match 4s). If 2* Hawkeye's blue and red were holyballs amazing I'd have a hard time justifying 5 covers in his purple.
  • I agree with you on all except for MNMags. I don't think his purple needed to be changed. Or, if anything they could just make it yellow instead of purple. Boom: no more winfinite, 2* Magneto has the same colors as the 3*, and 2* players can still use Stormneto. (Plus, Hawkeye stays useful too.)
  • pabasa130
    pabasa130 Posts: 208 Tile Toppler
    I agree. Nerfing Magneto is justified. Nerfing Mystique is overkill.

    Similarly, nerfing 4hor blue is absolutely necessary. Nerfing yellow? why???
  • cletus1985
    cletus1985 Posts: 276 Mover and Shaker
    As 2-3 star.png transitioner the MNM nerf pretty much cuts my legs out from under me. Simply switching Mystique's Blue and Purple fixes winfinite, but without Stormneto I don't stand a chance. The nodes in The Hunt destroy every team I have other then them (and I have to go in with b/p boosts) in one cascade. Everyone else is too slow to stand a chance, I can't even get off a Thor ability before he's wiped out. I feel like I have no chance in these scaled up nodes without them, which definitely doesn't encourage me to keep playing. I have a feeling this is going to be a trend in 2 star.png land, just making the transition even longer and harder than the already long, hard grind that exists.
  • Phaserhawk
    Phaserhawk Posts: 2,676 Chairperson of the Boards
    rvs623 wrote:
    I agree with you on all except for MNMags. I don't think his purple needed to be changed. Or, if anything they could just make it yellow instead of purple. Boom: no more winfinite, 2* Magneto has the same colors as the 3*, and 2* players can still use Stormneto. (Plus, Hawkeye stays useful too.)

    This makes complete sense, except I have a very strong feeling manually placing color tile changes are going away
  • trey9
    trey9 Posts: 102
    Phaserhawk wrote:
    I'm not sold on Rag, I think he's weaker overall but we'll see. Definitely not as nice a rebalance as Dr. Doom or Loki.

    Think of this as another X-Force buff. Red feeds blue to feed green
    I'm not exactly sure if it was needed. Is stormneto that much of a problem? It doesn't work at all on D in PvP and is a health pack sink in PvE due to the amount of match damage you end up taking before you can get it off. His own blue could definitely use a buff as the CD tile can't be placed, takes forever to go off and does **** damage if it does. Red I agree is too expensive (and whenever I do cast it its always on an edge making it lose 50% of its effectiveness).

    I think it's safe to say that color tile placement, ala C.Mags and now MnMags are going to be going away. I suspect BWGS is going to be next. They appear so desperate to shove Xavier down our throats that they are also going to nerf every possible way to make his blue viable, at this rate I'm leaning 3/5/5 Xavier
    I don't necessarily agree on the number of charged tiles made vs. how Nick Fury's blue functions. The charged tiles can be used by either team and randomly placed, there have been a lot of situations were 2 were right next to each other and a third of that color was missing, so I had to be very careful when manipulating that side of the board to ensure the AI didn't get them (which half the time they would anyway). Maybe drop the stun to 3 turns and, dare I say this, tweak the AI to put higher priority on charged tiles. I've been saved several times when the AI decided to go for a 4 match on a color they have no ability on rather than going for the easy 2 or 3 charged tile match which would have screwed me the following turn.

    I do necessarily but I see your point. No 9AP skill should be placing 36 AP worth of tiles on the board, but was is a good number? 32, 15? I like about a 3rd of the board being charged, because as you said, it can be used against you. A 1/3 rd of the board is 21.3 divide that by the value of a charged tile and we get 7.1 if you have less faith in those then round up to 8, but 7-8 charged tiles would be perfect, I would side for 8 since they nerfed red add the 3rd turn stun and I think you have a winner.

    Hey Phaserhawk, I usually agree with your character analysis, however I disagree with your analysis of Rags, I don't think they did a very good job with his "buff". The only time I ever used him before was for his red because it sometimes made a green match and fed xforce directly. Your claim that this change to rags helps xforce collect green doesn't make much sense to me. You said you need to collect red to collect blue to collect green. Why not just get 6 red, deal a decent amount of damage, and possibly get a green match out of it? Or at the very least get closer to setting up a green match later?
    I agree with dkffiv, Rags still seems pretty terrible. Green costs way too much to do not very much damage, blue fake heals (they should get rid of all of these abilities, they are terrible, a waste of ap in most circumstances), and red doesn't even create green anymore.
  • I agree on most of it but there was no need to destroy the sinergy mags and storm

    Kinda a **** what they made to Xavier as well, from possible 3rd 4* to going on same line with Star Lord or even below
  • Phaserhawk
    Phaserhawk Posts: 2,676 Chairperson of the Boards
    trey9 wrote:
    Phaserhawk wrote:
    I'm not sold on Rag, I think he's weaker overall but we'll see. Definitely not as nice a rebalance as Dr. Doom or Loki.

    Think of this as another X-Force buff. Red feeds blue to feed green
    I'm not exactly sure if it was needed. Is stormneto that much of a problem? It doesn't work at all on D in PvP and is a health pack sink in PvE due to the amount of match damage you end up taking before you can get it off. His own blue could definitely use a buff as the CD tile can't be placed, takes forever to go off and does **** damage if it does. Red I agree is too expensive (and whenever I do cast it its always on an edge making it lose 50% of its effectiveness).

    I think it's safe to say that color tile placement, ala C.Mags and now MnMags are going to be going away. I suspect BWGS is going to be next. They appear so desperate to shove Xavier down our throats that they are also going to nerf every possible way to make his blue viable, at this rate I'm leaning 3/5/5 Xavier
    I don't necessarily agree on the number of charged tiles made vs. how Nick Fury's blue functions. The charged tiles can be used by either team and randomly placed, there have been a lot of situations were 2 were right next to each other and a third of that color was missing, so I had to be very careful when manipulating that side of the board to ensure the AI didn't get them (which half the time they would anyway). Maybe drop the stun to 3 turns and, dare I say this, tweak the AI to put higher priority on charged tiles. I've been saved several times when the AI decided to go for a 4 match on a color they have no ability on rather than going for the easy 2 or 3 charged tile match which would have screwed me the following turn.

    I do necessarily but I see your point. No 9AP skill should be placing 36 AP worth of tiles on the board, but was is a good number? 32, 15? I like about a 3rd of the board being charged, because as you said, it can be used against you. A 1/3 rd of the board is 21.3 divide that by the value of a charged tile and we get 7.1 if you have less faith in those then round up to 8, but 7-8 charged tiles would be perfect, I would side for 8 since they nerfed red add the 3rd turn stun and I think you have a winner.

    Hey Phaserhawk, I usually agree with your character analysis, however I disagree with your analysis of Rags, I don't think they did a very good job with his "buff". The only time I ever used him before was for his red because it sometimes made a green match and fed xforce directly. Your claim that this change to rags helps xforce collect green doesn't make much sense to me. You said you need to collect red to collect blue to collect green. Why not just get 6 red, deal a decent amount of damage, and possibly get a green match out of it? Or at the very least get closer to setting up a green match later?
    I agree with dkffiv, Rags still seems pretty terrible. Green costs way too much to do not very much damage, blue fake heals (they should get rid of all of these abilities, they are terrible, a waste of ap in most circumstances), and red doesn't even create green anymore.

    Not so much red. But essentially you'll focus green/black/blue. Blue will feed green and red is cheap enough to get it off to refuel blue. What I want to know is if the blue is true healing. If so, damn!!!
  • Posting this here where it's hopefully less noisy and will get more attention. So I basically don't care about any of the other things announced, but what they did to Thor is a crime. It's character assassination of their strongest female character. Powers under spoiler tag.
    Thor (Goddess of Thunder) - Coming 3/23/15

    Working on Ragnarok gave us an opportunity to rethink how we were valuing Charged tiles. It’s clear that we’ve been undercosting them, and we felt it was important to go back and update Thor (Goddess of Thunder) using the new thinking.
    Smite - Old - 10 AP
    The gathering lightning strikes Mjolnir as Thor brings the hammer down onto her enemy. Deals 630 damage to the enemy and an additional 137 damage for each Charged tile on the board.
    Level 2 - Deals 886 damage plus 183 per charged tile.
    Level 3 - Deals 968 damage plus 219 per charged tile. Make 2 charged tiles.
    Level 4 - Deals 1388 damage plus 320 per charged tile. Make 3 charged tiles.
    Level 5 - Deals 1717 damage plus 365 per charged tile. Make 4 charged tiles.
    MAX Level 5: Deals 3409 damage plus 725 per charged tile. Makes 4 charged tiles.

    Smite - New - 10 AP
    The gathering lightning strikes Mjolnir as Thor brings the hammer down onto her enemy. Deals 630 damage to the enemy and an additional 137 damage for each Charged tile on the board.
    Level 2 - Deals 886 damage plus 183 per charged tile.
    Level 3 - Deals 1023 damage plus 219 per charged tile. Makes 1 charged tile.
    Level 4 - Deals 1324 damage plus 292 per charged tile. Makes 2 charged tiles.
    Level 5 - Deals 2027 damage plus 365 per charged tile. Makes 3 charged tiles.
    MAX Level 5: Deals 4025 damage plus 725 per charged tile. Makes 3 charged tiles.

    Striking Distance - Old - 12 AP
    Thor flings Mjolnir at an impossible speed towards her enemies, the impact dashing their plan of attack. Deals 356 damage to the enemy team and converts 1 enemy Strike, Protect, or Attack tile into a charged tile.
    Level 2 - Deals 356 team damage. Turns 2 enemy Strike, Protect, or Attack tiles into charged tiles.
    Level 3 - Deals 593 team damage. Turns 3 enemy Strike, Protect, or Attack tiles into charged tiles.
    Level 4 - Deals 593 team damage. Turns 3 enemy Strike, Protect, Attack, or Countdown tiles into charged tiles.
    Level 5 - Deal 1150 team damage. Turns 5 enemy Strike, Protect, Attack, or Countdown tiles into charged tiles.
    MAX Level 5: Deals 2284 team damage. Turns 5 Strike, Protect, Attack, or Countdown tiles into charged tiles.

    Striking Distance - New - 12 AP
    Thor flings Mjolnir at an impossible speed towards her enemies, the impact dashing their plan of attack. Deals 356 damage to the enemy team and converts 1 enemy Strike, Protect, or Attack tile into a charged tile.
    Level 2 - Deals 402 team damage. Turns 2 enemy Strike, Protect, or Attack tiles into charged tiles
    Level 3 - Deals 402 team damage. Turns 3 enemy Strike, Protect, or Attack tiles into charged tiles
    Level 4 - Deals 739 team damage. Turns 3 enemy Strike, Protect, or Attack tiles into charged tiles
    Level 5 - Deals 1086 team damage. Turns 3 Strike, Protect, Attack, or Countdown tiles into charged tiles.
    MAX Level 5: Deals 2157 team damage. Turns 3 Strike, Protect, Attack, or Countdown tiles into charged tiles.


    Power Surge - Old - 9 AP
    Thor raises Mjolnir to the sky, summoning a lightning storm to shock and stagger her foes. Stuns the enemy for 1 turn and converts 3 random Red, Blue, or Yellow basic tiles into Charged tiles.
    Level 2 - Stuns for 2 turns. Makes 3 charged tiles.
    Level 3 - Stuns for 2 turns. Makes 4 charged tiles.
    Level 4 - Stuns for 3 turns. Makes 5 charged tiles.
    Level 5 - Stuns for 4 turns. Makes 12 charged tiles.

    Power Surge - New - 9 AP
    Thor raises Mjolnir to the sky, summoning a lightning storm to shock and stagger her foes. Stuns the enemy for 1 turn and converts 2 random Red, Blue, or Yellow basic tiles into Charged tiles.
    Level 2 - Stuns for 1 turn. Makes 3 charged tiles.
    Level 3 - Stuns for 1 turn. Makes 4 charged tiles.
    Level 4 - Stuns for 2 turns. Makes 4 charged tiles.
    Level 5 - Stuns for 3 turns. Makes 5 charged tiles.

    Ok, so you wanna change charge tiles. That's cool, that's cool, but what about her overall damage and power level? There is no mention of changing that at all, it's just a side effect of there were 12 charge tiles and now there's 5. So before what was 19 AP = 12,000 ish damage = 637 damage per AP. We need to maintain something at least close to that (both with and without charge tiles would be excellent). Smite needs it's damage boosted. You have to. If you cut out the heart of her mechanic you have to fix it with extra up front damage, and some added damage per charge tile wouldn't hurt.

    Old Smite was only 349 damage per AP without blue. I propose split the difference and make level 270 5 covers read 5100 damage with 1025 damage per charge tile. That's 510 damage per AP base, and 538 damage per AP for Power Smite. And its only 10,225 damage so it doesn't kill XF in a single hit.

    Please, please, PLEASE reverse this contract on Thor's head and don't kill our favorite female character in the middle of Marvel's Women of Marvel month.
  • Chrono_Tata
    Chrono_Tata Posts: 719 Critical Contributor
    I'll disagree with you on Mystique, if only because I don't see the big deal. One more AP, one less tile. I mean, sure, by address Magneto you don't need to address both, but I think there's a major overreaction to her 'nerf.'

    Thor was overdone, but overall they seem to have done a decent job with this one, which I think will come to light once everyone calms down from their Jerky Boys punitive damages routines.
    1AP may not seem like a big deal, but the problem is of the cost going over the multiple-of-3 threshold, from 9 to 10 AP. This means that her power goes from requiring 3 matches to 4 to power up. That's actually a pretty significant change for real gameplay.

    To put it into perspective, post-nerf MMags can create 8 tiles of 2 colours, where 3 of the tiles can be targeted, for 1 less AP (therefore 1 less match) than Mystique. Lazy Thor can create 9 tiles of the same colour as well as doing a respectable amount of damage for 12AP, which require the same number of matches as Mystique's 10AP. It doesn't make any sense for Mystique to take as long to charge up her power, especially considering her low health compared to the likes of Thor. Her power even creates 2 random colours of tiles so the chances of getting matches are a lot lower.
  • TLCstormz
    TLCstormz Posts: 1,668
    IN WHAT UNIVERSE DOES IT MAKE SENSE TO NERF ONE OF THE ONLY CHARACTERS IN THE 2* LAND THAT YOU CAN USE FOR STRATEGIC COMBOS?????????

    I mean.......did they not even think of how badly this will hurt 2* players? What other life saving combos can we do BESIDES MNM and cStorm?

    I am so totally shocked at this incompetence, I almost don't believe it's real.