**** Carnage (Cletus Kasady) ****

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Comments

  • Philly79
    Philly79 Posts: 422 Mover and Shaker
    Great to know, I pulled a green cover from a token so that is the only one I have atm. Sitting in 6th with a little under 12 hours to go, one full clear, and a final grind to go so I will be guaranteed a black and two more greens (one from placement and one from alliance placement) but really hoping on that red also...
  • Seeing how fast the board fills with tiles, his green will.....
  • Gowaderacer
    Gowaderacer Posts: 310 Mover and Shaker
    Xenoberyll wrote:
    daibar wrote:
    Red at one cover boosted will still be at least 1k damage + 500 others. Might see a lot of Cap Marvels too.

    Makes me sort of wish that they reran 4* tourneys after release, maybe as an anniversary event or something, despite how long 4* matches are.


    and here comes the Captain Marvel Nerf icon_e_wink.gif
    Damage you deal to your own team wont trigger her absorption anymore in R78

    Good thing! That combo would have been more broken than Prof X/Mystique/MNMags winfinite!
  • cosm0naut
    cosm0naut Posts: 34
    Has this been noted yet?

    Carnage's cover has the release date listed as 1963, it should be 1993. Sorry for my extreme nerdy-ness, just thought I'd point that out.

    icon_e_geek.gif
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    cosm0naut wrote:
    Has this been noted yet?

    Carnage's cover has the release date listed as 1963, it should be 1993. Sorry for my extreme nerdy-ness, just thought I'd point that out.

    icon_e_geek.gif

    They covered this in his thread, the series debut'd in 1963, the issue was 1993.

    Ah HA!

    While the comic was produced in 1993, it was from the 1963 run of the Amazing Spider-man. Don't worry though, I often confuse them myself.

    http://marvel.com/comics/issue/6794/ama ... n_1963_380
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    And if you want a copy for your collection, might i reccomend

    http://atomicavenue.com/atomic/issue/18 ... derMan-380
  • Colognoisseur
    Colognoisseur Posts: 806 Critical Contributor
    Malcrof wrote:
    cosm0naut wrote:
    Has this been noted yet?

    Carnage's cover has the release date listed as 1963, it should be 1993. Sorry for my extreme nerdy-ness, just thought I'd point that out.

    icon_e_geek.gif

    They covered this in his thread, the series debut'd in 1963, the issue was 1993.

    Ah HA!

    While the comic was produced in 1993, it was from the 1963 run of the Amazing Spider-man. Don't worry though, I often confuse them myself.

    http://marvel.com/comics/issue/6794/ama ... n_1963_380


    Never a fan of this way of distinguishing runs with all of the multiple reboots and multiple #1's. I have asked if they could change it to something like: v.1 1963 which indicates that it is from the run which began in 1963 instead of seemingly being published in 1963. First world comic nerd problems. icon_e_biggrin.gif
  • cosm0naut
    cosm0naut Posts: 34
    Huh. Well I learned something today.
  • DCUDCU
    DCUDCU Posts: 131 Tile Toppler
    Xenoberyll wrote:
    daibar wrote:
    Red at one cover boosted will still be at least 1k damage + 500 others. Might see a lot of Cap Marvels too.

    Makes me sort of wish that they reran 4* tourneys after release, maybe as an anniversary event or something, despite how long 4* matches are.


    and here comes the Captain Marvel Nerf icon_e_wink.gif
    Damage you deal to your own team wont trigger her absorption anymore in R78

    Good thing! That combo would have been more broken than Prof X/Mystique/MNMags winfinite!
    I'm not quite sure if the patch adjusts that or not.

    Per the post:

    "- Captain Marvel's Energy Absorption no longer triggers off ally damage."

    Once an attack tile is created by Carnage, it is owned by the enemy team. Maybe this note is in relation to Sentry or Ragnarok abilities?

    I did actually use this in the required Carnage node in pve 5 hours ago at 12:30ish EST US.
  • notamutant
    notamutant Posts: 855 Critical Contributor
    DCUDCU wrote:
    Xenoberyll wrote:
    daibar wrote:
    Red at one cover boosted will still be at least 1k damage + 500 others. Might see a lot of Cap Marvels too.

    Makes me sort of wish that they reran 4* tourneys after release, maybe as an anniversary event or something, despite how long 4* matches are.


    and here comes the Captain Marvel Nerf icon_e_wink.gif
    Damage you deal to your own team wont trigger her absorption anymore in R78

    Good thing! That combo would have been more broken than Prof X/Mystique/MNMags winfinite!
    I'm not quite sure if the patch adjusts that or not.

    Per the post:

    "- Captain Marvel's Energy Absorption no longer triggers off ally damage."

    Once an attack tile is created by Carnage, it is owned by the enemy team. Maybe this note is in relation to Sentry or Ragnarok abilities?

    I did actually use this in the required Carnage node in pve 5 hours ago at 12:30ish EST US.

    I believe the concern was with Scythes, that he attacks his teammates for 1.8k damage. If he had used that move with Captain Marvel, she creates 5 red. So get 9 red and you can use Scythes twice in a row, dealing 3.6k damage to one guy and 6.8k about to the other two, for total damage of around 17k damage for only 9 AP. If you boosted him for +4 red, you would only need 5 red AP to do 17k damage. Whatever you might say about Carnage normal being OP, there is NO question that this combination would be OP. So it is annoying, and a bit unfair to Captain Marvel, but it makes sense to prevent Carnage from being insane. You could just have a random teammate and Captain Marvel, and only need one healthpack per PvP match to win in under a minute.
  • DCUDCU
    DCUDCU Posts: 131 Tile Toppler
    notamutant wrote:
    I believe the concern was with Scythes, that he attacks his teammates for 1.8k damage. If he had used that move with Captain Marvel, she creates 5 red. So get 9 red and you can use Scythes twice in a row, dealing 3.6k damage to one guy and 6.8k about to the other two, for total damage of around 17k damage for only 9 AP. If you boosted him for +4 red, you would only need 5 red AP to do 17k damage. Whatever you might say about Carnage normal being OP, there is NO question that this combination would be OP. So it is annoying, and a bit unfair to Captain Marvel, but it makes sense to prevent Carnage from being insane. You could just have a random teammate and Captain Marvel, and only need one healthpack per PvP match to win in under a minute.

    Yeah I only made 8th in my PVE bracket so only have 0/1/1. Didn't realize his red attacks his teammates, sped through the example node in my post grinding haze...
  • Ebolamonkey84
    Ebolamonkey84 Posts: 509 Critical Contributor
    notamutant wrote:

    I believe the concern was with Scythes, that he attacks his teammates for 1.8k damage. If he had used that move with Captain Marvel, she creates 5 red. So get 9 red and you can use Scythes twice in a row, dealing 3.6k damage to one guy and 6.8k about to the other two, for total damage of around 17k damage for only 9 AP. If you boosted him for +4 red, you would only need 5 red AP to do 17k damage. Whatever you might say about Carnage normal being OP, there is NO question that this combination would be OP. So it is annoying, and a bit unfair to Captain Marvel, but it makes sense to prevent Carnage from being insane. You could just have a random teammate and Captain Marvel, and only need one healthpack per PvP match to win in under a minute.

    The real issue would have been with a Carnage/Captain Marvel/Star-Lord team. Boost +2 R/Y, +2 All, get a yellow and a red match. You would then cast SL yellow to reduce Carnage red to 5 AP and create an infinite chain.
  • Vhailorx
    Vhailorx Posts: 6,085 Chairperson of the Boards
    notamutant wrote:

    I believe the concern was with Scythes, that he attacks his teammates for 1.8k damage. If he had used that move with Captain Marvel, she creates 5 red. So get 9 red and you can use Scythes twice in a row, dealing 3.6k damage to one guy and 6.8k about to the other two, for total damage of around 17k damage for only 9 AP. If you boosted him for +4 red, you would only need 5 red AP to do 17k damage. Whatever you might say about Carnage normal being OP, there is NO question that this combination would be OP. So it is annoying, and a bit unfair to Captain Marvel, but it makes sense to prevent Carnage from being insane. You could just have a random teammate and Captain Marvel, and only need one healthpack per PvP match to win in under a minute.

    The real issue would have been with a Carnage/Captain Marvel/Star-Lord team. Boost +2 R/Y, +2 All, get a yellow and a red match. You would then cast SL yellow to reduce Carnage red to 5 AP and create an infinite chain.

    Well, an infinite chain right up until all those scythes slaughter your poor teammates.
  • Vhailorx wrote:
    notamutant wrote:

    I believe the concern was with Scythes, that he attacks his teammates for 1.8k damage. If he had used that move with Captain Marvel, she creates 5 red. So get 9 red and you can use Scythes twice in a row, dealing 3.6k damage to one guy and 6.8k about to the other two, for total damage of around 17k damage for only 9 AP. If you boosted him for +4 red, you would only need 5 red AP to do 17k damage. Whatever you might say about Carnage normal being OP, there is NO question that this combination would be OP. So it is annoying, and a bit unfair to Captain Marvel, but it makes sense to prevent Carnage from being insane. You could just have a random teammate and Captain Marvel, and only need one healthpack per PvP match to win in under a minute.

    The real issue would have been with a Carnage/Captain Marvel/Star-Lord team. Boost +2 R/Y, +2 All, get a yellow and a red match. You would then cast SL yellow to reduce Carnage red to 5 AP and create an infinite chain.

    Well, an infinite chain right up until all those scythes slaughter your poor teammates.
    anything to win
  • Even without the self damage issue, 2 activations of skills in a high-level Carnage vs Carnage match is enough to create attack tiles that will trigger Cap Marvel's absorption every turn she's out front. Just make sure no one else is tanking yellow. Each activation can create about 400 in attack tiles each side (about 200 each Carnage).

    Carnage seems to be a killer in PVE, assuming you have the health packs. Every countdown a goon drops activates Alien instincts.
  • daibar wrote:
    Even without the self damage issue, 2 activations of skills in a high-level Carnage vs Carnage match is enough to create attack tiles that will trigger Cap Marvel's absorption every turn she's out front. Just make sure no one else is tanking yellow. Each activation can create about 400 in attack tiles each side (about 200 each Carnage).

    Carnage seems to be a killer in PVE, assuming you have the health packs. Every countdown a goon drops activates Alien instincts.
    first they say carnage suck in PVE, now u say he's a killer?

    I'm really confused.....
  • dkffiv
    dkffiv Posts: 1,039 Chairperson of the Boards
    raisinbman wrote:
    daibar wrote:
    Even without the self damage issue, 2 activations of skills in a high-level Carnage vs Carnage match is enough to create attack tiles that will trigger Cap Marvel's absorption every turn she's out front. Just make sure no one else is tanking yellow. Each activation can create about 400 in attack tiles each side (about 200 each Carnage).

    Carnage seems to be a killer in PVE, assuming you have the health packs. Every countdown a goon drops activates Alien instincts.
    first they say carnage suck in PVE, now u say he's a killer?

    I'm really confused.....

    Killer on your own team. You will end up with 50% or lower life taking Carnage into a PvE fight with goons - I'd rather just take someone better than him and save myself the trouble. I should end up with 5 Carnage covers once this PvE ends and I don't intend to train black until either his PvP starts or this new PvE ends.
  • dkffiv
    dkffiv Posts: 1,039 Chairperson of the Boards
    Working as intended, I posted this in his discussion thread. The tiles are nearly equal in strength for your enemy so this is not a benefit - both sides end up taking 2k damage a turn. Difference is the AI ends up with full health when the battle ends and you're limping by with under 50%. Doc Oc can help you clean up the tiles but you don't want to use Carnage in PvE, you will take far more damage than if you brought any other character.
  • dfields3710
    dfields3710 Posts: 159 Tile Toppler
    What about using Carnage, Squirrel Girl, and Kamala Khan. Kamala helps heal everybody while Carnage tanks green, and squirrel girl(assuming she's maxed and have 5 in Purple) has the potential to do close to 7000 to one opponent. Heal on top of damage on top of damage. I need someone to try that and really you shouldn't have a problem using her once for a match and tossing her aside to she heal.
  • dkffiv
    dkffiv Posts: 1,039 Chairperson of the Boards
    What about using Carnage, Squirrel Girl, and Kamala Khan. Kamala helps heal everybody while Carnage tanks green, and squirrel girl(assuming she's maxed and have 5 in Purple) has the potential to do close to 7000 to one opponent. Heal on top of damage on top of damage. I need someone to try that and really you shouldn't have a problem using her once for a match and tossing her aside to she heal.

    Other than red the abilities aren't cheap enough to reliably use as a heal. The fact that the characters are kinda slow means the match will drag on and you will end up taking a ton of damage from the attack tiles the opponents are generating.