So who should get the next buff/rework
Phaserhawk
Posts: 2,676 Chairperson of the Boards
With the newest changes we have some unplayable champs coming back online. I've taken some of the obvious one's that still need work as well as my own opinions and wanted to see others thoughts. If you have a write in, put it in here. I"m sticking to 3* and 4* only.
I also left off Quicksilver for 2 reasons
1.) Just came out
2.) Its so obvious he needs a rework I won't have him skew the results.
Sentry is also missing, because he too is completely obvious in need of a rework/buff
I also left off Quicksilver for 2 reasons
1.) Just came out
2.) Its so obvious he needs a rework I won't have him skew the results.
Sentry is also missing, because he too is completely obvious in need of a rework/buff
Failed to load the poll.
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Comments
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No GT?????0
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If you put Quicksliver on the bottom of that list 3 times I would have voted for him 3 times.0
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Hulk most certainly needs a pass. I don't know why the devs thought his Red design made sense at the time. It would have been much better if it wasn't Green AP remaining but damage was based off the 10 Green AP that was drained. Basically, Ares that skill.
Note: Ares was released after Hulk.0 -
Lazy Storm needs a rework more than at least 2/3rds of the list.0
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Only 3?
I'd like to see the oldest characters that have become irrelevant (in part due to power creep?) get revisions. Hello there, Iron Man, GSBW, Spider man (Ragnarock...)0 -
SnowcaTT wrote:I'd like to see the oldest characters that have become irrelevant (in part due to power creep?) get revisions. Hello there, Iron Man, GSBW, Spider man (Ragnarock...)
GSBW and IM40 have powers that increase in cost, a mechanic the developers completely abandoned over a year ago. Every time they've modified one of the characters that used to have increasing AP costs, they've removed the cost increases (MN Mags , most recently). They've also removed cost decreases, most famously with Rags and Spiderman (goodbye, 2AP powers).
GSBW and IM40 have the most decrepit and stodgy powers at the moment, and the most overpriced. If Pistol "destroy 3 3x3 blocks for 17 " could be changed to "destroy a 3x3 block for 6 ", that would make her much more useful.
The next two should be simple:
19 -- Captain America -- Sentinel of Liberty
reduce cost
13 -- Colossus -- Fastball Special
reduce cost
I've actually used Sentinel of Liberty more times than I can count. Fights can go long with Cap, and often he's been my last man standing against tough foes. He just happens to get 19 usually at just the right time. it can often do a match-4 to clear out a countdown or pull in a or he needs.
There aren't enough powers that cost over 13 to justify Fastball Special. If the Power could be chosen, that would be great.
Fastball Special should have a variable power cost, just like Recharge should.
Colossus pitches a teammate into the sky and toward the fray! Choose a power and send that teammate Airborne (inactive, but immune to damage) for 3 turns. Upon landing, they activate the chosen power, then take 274 damage. The enemy target takes 274 damage.
Level Upgrades-
Level 2: 137 to teammate, 411 to the enemy upon landing.
Level 3: 55 to teammate, 548 to the enemy upon landing.
Level 4: Airborne duration down to 2 turns.
Level 5: Airborne duration down to 1 turn.
Pretty much identical, but now it's a lot more useful. He might be able to throw both teammates, but then he'd be alone for a few rounds.0 -
Looks like my opinion was in the majority with Spidey and Iron Man being my 1st choices. They're way too iconic to be so useless, they would be my first priority. I also voted for GSBW, mainly because she's so close to being good it's really a shame she doesn't get a minor tweak to make her really valuable.0
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Huge omission: Storm. I know Hailstorm is great, but her green is barely mediocre (and is a GREEN ability!) and Yellow is abysmal. Black alone is not enough to carry her even with improved health. People complain about Spidey and he has only one **** ability, while the other two are good to great.
Anyway, I'm positive that a Hulk buff is next in the works. Now that health was buffed across the board, he doesn't look anywhere as impressive, but it's obvious that they couldn't just give him any more health or his Anger, his only good ability would be nerfed. Hopefully, we'll see a 13k+ HP Hulk with reworked Anger trigger percentages and an actually useful red.
Iron Man is clearly the other one that needs the buff so I won't speak about him. My other pick was Mystique and I'm surprised no one else picked her (I'm guessing no one really cares about her?) She was not a powerhouse before and THEN she got nerfed (also known as the "Storm treatment). Now blue is unreliable and too random, purple is weak and slow, and black is only decent after hopping though a thousand loops.
Also lol at anyone who voted for X-Force. Disconnection with reality reaching critical there.0 -
Regarding Storm.
1) I can only list 15 per the poll
2) I think with the health increase she may not be as bad as before. In fact she could be quite deadly, I have mine 5/5/3 but with X-force nerf and health increases 5/3/5 is looking more the way to go.0 -
I say colossus IM, Hulk. Two old characters I newish.
Hulk: wi so many more characters being close to his health his anger is his only good ability, and if you are Hulk bombing with Patch you will need a health pack or two. His green should be smash, do more damage, and not cost 14 AP. his red should be thunderclap and cost 9 AP of the board shake and damage it deals. Remember Hulk gets angry, Hulk should smash not thunder clap.
IM40 compete rework is in order. His yellow is his best ability, but cost too much at level 5. So many ways to fix this character.
Colossus: so they did fix colossus and his name is Luke Cage. His red needs to get rid of that "if he is front" and his black should cost 9AP. His yellow should cost 6AP and reduce 50% damage period, even effecting strike tiles and attack tiles.
This would make him much more playable and useful. His black should also have a code so the teammate he throws does a damage ability. I brought this as a TU once and there was nothing less satisfying than throwing BP to see a protect tile CD pop up.
I will also say the health boost really does help GSBW as her purple to sniper rifle is still preety awsome, and you can't just one shot her anymore. I have no tried storm yet with new health, but I can see her as much better with more health as well.0 -
Psylocke Buff:
Her character is fun but her damage just doesn't hold up. Especially with the new health changes. Her skills are woefully inadequate without falcon or xavier boosting her.
Colossus Buff:
His health no longer makes him a tank character. Simply adding more health is boring though. Aggressively lower the cost of his yellow and black skills should be sufficient.
Punisher Buff:
Give his skills the stats of his featured boosted character. If you want want to buff the green damage quite that high then give players the ability to target it's location on the board.
Ares Nerf:
He's always been too strong for his tier. Scale him back a tad.
Classic Storm Nerf:
Her blue damage is too high and is superior to several 3* AoE options in the game. Scale it back a tad to put her better in line with 2* power.
Juggs Nerf:
He completely dwarfs the power level of 1*'s. It's a joke. The fact that he can easily 3 for 1 in DDQ should be proof of his poor balancing within the tier.
Star-Lord Buff:
I don't have hands on with him yet but he wasn't used much before the health changes and now he looks even worse on paper. If he's gotta be all about long CD timers than give us some truly exciting damage numbers to balance that risk vs reward aspect of the character.
Elektra Buff:
Her red is still awful in terms of damage. FAR too slow. You could probably drop it to as low as 5AP and it'd still only be 'solid'. Lower it's AP cost or significantly buff it's damage. I'd lean towards lower AP cost for better synergy on her other skills.
Doctor Octopus Buff:
His blue should never whiff entirely. Redesign it to target specialty tiles automatically (adjusting damage for this change) OR make it so he damages on tile change regardless (just much less when not hitting a specialty tile). I get the impression his green could use some work but I've not yet had hands on with him.0 -
I don't want them to rework ANYONE if they're gonna give us 3.0 Ragnarok.0
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But seriously, ***IronMan is my #1 choice. His yellow is great in concept/result but utterly terrible design if it encourages people to keep it under-levelled. There've been so many incredibly sound/fair ideas presented here on how to fix that one (and his other two powers). I'm astounded that such an old character -- whom the devs themselves have acknowledged design problems with -- was vaulted for so long and came out with no changes whatsoever.0
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My votes:
*** Iron Man - so far out of step with modern AP/power ratios it's just silly.
*** Psylocke - just frustrates me personally that she's really close to being competitive, yet falls short in every area.
*** Spider-Man - he's Spider-Man, so by definition he should be so boring/awful.0 -
TheVulture wrote:My votes:
*** Iron Man - so far out of step with modern AP/power ratios it's just silly.
*** Psylocke - just frustrates me personally that she's really close to being competitive, yet falls short in every area.
*** Spider-Man - he's Spider-Man, so by definition he should be so boring/awful.
Psylocke is a bad version of Luke Cage at this point
Spidey being sucky hurts so bad....0 -
On the storm thought. i use her quite alot. she is quite good. i think the cost of green could be lowerd to 9 ap so its not a 4 turn matcher or increase the number of tiles destroyed to 14 at max level. the problem with her is that all of her powers add something really nice at level 5. mine is 4,5,4 because tbh her yellow is just as good as xforce green except it cost 1 more ap and doesnt clear the board which her green does, but it still does 1500 damage and cascades. and her black does an invisible 4k for 9ap.
eother way i think the devs dont want to mess with her, becuase if she got buffed in the slightest bit too much she would be amazing and then theyd nerf her.
i think shes fine
i think that Pslocke needs the buff the most . just because she doesnt need a rework at all she just needs slight situational damage inceases such as her black doing more damage depending on how many strike tiles on the board. and her red should do more damage depending on how many attack tiles on the board. the shed be fine. especially if paired with blade. her blue could just stay the same but have a situational effect such as if the tile is destroyed before it goes off it creates on strike and one attack tile0 -
Nonce Equitaur 2 wrote:SnowcaTT wrote:I'd like to see the oldest characters that have become irrelevant (in part due to power creep?) get revisions. Hello there, Iron Man, GSBW, Spider man (Ragnarock...)
GSBW and IM40 have powers that increase in cost, a mechanic the developers completely abandoned over a year ago. Every time they've modified one of the characters that used to have increasing AP costs, they've removed the cost increases (MN Mags , most recently). They've also removed cost decreases, most famously with Rags and Spiderman (goodbye, 2AP powers).
GSBW and IM40 have the most decrepit and stodgy powers at the moment, and the most overpriced. If Pistol "destroy 3 3x3 blocks for 17 " could be changed to "destroy a 3x3 block for 6 ", that would make her much more useful.
The next two should be simple:
19 -- Captain America -- Sentinel of Liberty
reduce cost
13 -- Colossus -- Fastball Special
reduce cost
I've actually used Sentinel of Liberty more times than I can count. Fights can go long with Cap, and often he's been my last man standing against tough foes. He just happens to get 19 usually at just the right time. it can often do a match-4 to clear out a countdown or pull in a or he needs.
There aren't enough powers that cost over 13 to justify Fastball Special. If the Power could be chosen, that would be great.
Fastball Special should have a variable power cost, just like Recharge should.
Colossus pitches a teammate into the sky and toward the fray! Choose a power and send that teammate Airborne (inactive, but immune to damage) for 3 turns. Upon landing, they activate the chosen power, then take 274 damage. The enemy target takes 274 damage.
Level Upgrades-
Level 2: 137 to teammate, 411 to the enemy upon landing.
Level 3: 55 to teammate, 548 to the enemy upon landing.
Level 4: Airborne duration down to 2 turns.
Level 5: Airborne duration down to 1 turn.
Pretty much identical, but now it's a lot more useful. He might be able to throw both teammates, but then he'd be alone for a few rounds.0
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