TxMoose wrote: not surprising - they gave great synergy to thor/loki and wolverine/daken (great synergy in the ** range, but still rainbow match damage and good synergy in the ***). that is one of the parts of the game I think they get right - character planning like that.
traedoril wrote: TxMoose wrote: not surprising - they gave great synergy to thor/loki and wolverine/daken (great synergy in the ** range, but still rainbow match damage and good synergy in the ***). that is one of the parts of the game I think they get right - character planning like that. Correct, the only problem is, Wovl/Daken and Thor/Loki have worked together in the past successfully. I don't remember a time win Carnage and Spidey were on the same team?
Pylgrim wrote: sweet catch! Now, if they made Spidey's heal at least 4 AP cheaper, it wouldn't be such a **** ability.
Malcrof wrote: traedoril wrote: TxMoose wrote: not surprising - they gave great synergy to thor/loki and wolverine/daken (great synergy in the ** range, but still rainbow match damage and good synergy in the ***). that is one of the parts of the game I think they get right - character planning like that. Correct, the only problem is, Wovl/Daken and Thor/Loki have worked together in the past successfully. I don't remember a time win Carnage and Spidey were on the same team? http://www.newsarama.com/22963-spider-m ... xis-8.html
dkffiv wrote: After some initial play with a 5/3/5 he isn't that fun. Against 250s he feels slower and more of a liability than Hulkbuster Red: Good but I was having trouble getting more than 2 or 3 off. Without a red enabler the board goes dry. When enemies have 20k hp the 2k aoe doesn't do much Green: Was dealing 4k on average I think, hit for 7k when there were a ton of tiles. Very similar to Xforce green prenerf. Black: This is where the problem lies. You get off an early red or two then you spend like 10 turns gathering AP to do a finisher. During this time the ai gets off a move or two and both sides are taking 2k a turn from attack tiles. It's like giving both sides an Iron fist. Attack damage goes so high that even Cage doesn't help that much. With the game slowing down both sides take a ton of damage from this. For a deterrent 5/5/3 is probably the way to go.
dkffiv wrote: For a deterrent 5/5/3 is probably the way to go.
dkffiv wrote: After some initial play with a 5/3/5 he isn't that fun. Against 250s he feels slower and more of a liability than Hulkbuster Red: Good but I was having trouble getting more than 2 or 3 off. Without a red enabler the board goes dry. When enemies have 20k hp the 2k aoe doesn't do much
dkffiv wrote: His green is good, it's just that the ai won't use it properly. If you intend to play him 5/3/5 is better but if he's just a scarecrow 5/5/3 is better. It's like 355 or 535 Sentry. He can chew through low hp targets but if both sides have 30-60k life you're going to end up with your entire team sub 50%. With Kamala and Cage I could usually end the match with only 20% damage taken per character but even that isn't great. If targets have hp, he isn't really that fast