So Near yet so Far!

Druss
Druss Posts: 368 Mover and Shaker
edited March 2015 in MPQ General Discussion
I was awaiting the changes to Ragnarok with some trepidation as it would of been easy to make the character a real headache as he appears (over & over) in PvE.

Giving him a weak 3rd power seemed the way to go, however I did say "weak" NOT "totally useless". For 9 blue (is it 8?) you can heal Rags for 1000 health - as he is a tank this would be reasonable but IT ISN'T EVEN TRUE HEALING - what is the point?

So they had the chance to keep Rags as he was with a fairly weak true self healing. He would of been ok as the green & red abilities would scale up slightly because of the extra 26 levels. Not over-powered but not Beast either.

Instead they completely miss the point of a tank healing (ie. sustainable through a few matches) & make his Green do damage to your own team? - for 14 green? - I'm sure I'll use that ability at least 0 times in the next year.

Oh dear!

Comments

  • Trisul
    Trisul Posts: 887 Critical Contributor
    Yeah... he's awful.

    Maybe it's just me, but I'm okay with that (considering we face him in PvE fairly often).
  • Heartburn
    Heartburn Posts: 527
    It becomes more useful when your allies are dead. So let's make it easier for them to go down. If it was for 8 it might worth it. It costs more to kill your team? There is no benefit to use this when Thor is around. Maybe they could of tweaked it so that it still destroyed the middle 2 columns and maybe middle 2 rows or 2 random rows. This would of been pretty good if it healed your team. Sigh, how do they look at a move like this and think it is good?
  • dr tinykittylove
    dr tinykittylove Posts: 1,459 Chairperson of the Boards
    His green is like this weird mashup of Ock green and Sentry Red, with the worst qualities of both. Expensive weak aoe with random side effect and team-damaging, what joy.

    And his blue, lol. Puts 3 tiles on the board. yeah, seems likely to get matched and generate ap... not. I just keep seeing a random green tile in every corner of the board, completely useless. Plus this supremely weak fake healing that is even weaker than OBW's blue , and she' s lvl 94 2* and heals the entire team while delaying countdowns.

    Rags used to have a useful red and entertaining green. Now he has a useful red, weak green and hilariously bad blue. Give me my old Rags back! :'(
  • GuntherBlobel
    GuntherBlobel Posts: 987 Critical Contributor
    I think it just fell victim to the 2nd Rule of MPQ ability design. If in case you don't know the rules, here they are:
    1) Make everything overpowered!
    2) If actually overpowered... kill it! kill it! kill it!
  • MarvelMan
    MarvelMan Posts: 1,350
    I think it just fell victim to the 2nd Rule of MPQ ability design. If in case you don't know the rules, here they are:
    1) Make everything overpowered!
    2) If actually overpowered... kill it! kill it! kill it!

    I thought the two classic blunders were: "never get involved in a land war in Asia"
    And only slightly less well-known is this: "Never go in against a Sicilian when death is on the line"!
  • tanis3303
    tanis3303 Posts: 855 Critical Contributor
    qPPjZjTa.jpg
  • Trisul wrote:
    Yeah... he's awful.

    Maybe it's just me, but I'm okay with that (considering we face him in PvE fairly often).

    Except for the fact that, In the AIs hands, fake healing IS true healing because they only exist for a single match. No reason why Lightning Rod couldn't have true healed Ragnarok. Then at least he'd have some function as a HP sink (similar to Grockets function).
  • PuceMoose
    PuceMoose Posts: 1,445 Chairperson of the Boards
    Since Lightning Rod certainly seems like a dud, how can we fix it? I thought of an idea that takes a hint from Flame Jet:
    Gathering Storm - Blue 9 bluetile.png
    Ragnarok channels a fraction of the Mighty Thor's power, and summons a powerful storm. Creates a Blue countdown tile on a chosen basic tile that activates every turn, changing one random red or green basic tile into a charged tile. Tiles cost 1 Blue AP per turn (1 blue AP drain per countdown tile, similar to Flame Jet).
    Level 2: Tile charged may also be a red or green enemy protect tile.
    Level 3: Tile charged may also be a red or green enemy protect or strike tile.
    Level 4: Tile charged may also be any red or green enemy special tile. If more than seven green or red charged tiles exist on the board, deal 166 damage to the enemy team.
    Level 5: If more than six green or red charged tiles exist on the board, deal 166 damage to the enemy team.
    Max Level: 1284 damage to the enemy team.