** Captain America (Steve Rogers) **

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Comments

  • forgrim wrote:
    captain america's red should be returned after two turns considering the incredibly low damage it does (350 at level 50ish). compare that to iron man blasting away for 1k at 50 and u have a considerable question mark for this skill. for the past couple events tho, my captain has carried me


    I guess it suffers in damage due to it's versatility
  • For the rare times you can use Capt. America's yellow skill...if it is maxed out at lvl 5 you can make some really crazy huge yellow chains. had one chain that did over 1k of damage...its not useless but more like a last hit ender move. Plus, once you use it once you gain back at least 4 yellow making it easier to use again. still...the other ones are more useful to remove countdown timers if you haven't done so already.
  • What's the skill allocation you guys are aiming for? I'm thinking 3/5/5. Yellow skill takes way too long to activate, and since he isn't that strong even at high levels, I'm thinking you could use him to clear NPC countdown tiles. I'm not too sure though, let me know what you guys think!
  • i believe he's the perfect pve character when he's 3/5/5, clearing out tiles really quickly and getting ur ap back to clear out more. i highly recommend this build
  • forgrim wrote:
    i believe he's the perfect pve character when he's 3/5/5, clearing out tiles really quickly and getting ur ap back to clear out more. i highly recommend this build


    agreed. 3/5/5 is probably the best build for him. You'll rarely get to even use his yellow skill
  • Nemek
    Nemek Posts: 1,511
    I'll go ahead and agree with everybody else 3/5/5 is the way to go.

    Unfortunately, I'm not sure if I ever see him being good at PvP. My Cap is at level 70 right now and does 500ish damage with this red skill (1250ish with 150% boost.) While it's nice to get the AP back in 3 turns, there really aren't THAT many turns in PvP, especially when compared to PvE.
  • Actually 500ish damage is pretty good, for 1AP.. Thanks all for the input. I'm 1/5/5 now so that's the only way I could go
  • I mentioned a long time ago that Capt America needs an overhaul to be viable. Giving him a boost in tournaments is just like adding an additional wheel to a car with only 2 wheels.

    He needs:

    1. The AP cooldown to be reduced to 2
    2. The cost for the yellow skill to be reduced. Granted it only gives 3 tiles, I'm thinking along the lines of 12 AP. I would even go down to 9-10 AP if Capt is to be considered as a defence specialist.
    3. The yellow skill ought to be a little different from other shield tiles, in line with the backstory of his shield. It might need two matches before you can remove them, or it might require a tile destruction skill to remove. If it has these added abilities, then the skill should cost 15 AP.

    Maybe they're just saving this for the 3 star version of Capt America icon_lol.gif
  • Dninot
    Dninot Posts: 214
    There will have to be another Cap. A Classic Cap.

    I think the idea of the character has potential, but right now I agree that he's for PvE.
  • Yeah, there' s a new Captain America movie coming out soon.

    I don't think we need to worry about being stuck with only this one version. icon_e_wink.gif
  • Unknown
    edited November 2013
    Yellow isn't that bad. You can place the tiles where you want potentially clearing 2 rows or columns, or giving you free crits. Its strength is its versatility. I do agree however that it is too expensive and that lvl 5 isn't really worth it. I'd rather it be half the cost reduce the number of tiles you can place by 1.
  • Dninot
    Dninot Posts: 214
    I can see it now

    Captain America (Classic)
    3 Star Rarity (Rare)

    Something something something...
    Re-awaken, Blue AP (passive)
    If Captain America is downed with 20 blue AP in player's posession, he regains all health and returns in Modern form.
  • He definitely need adjustment to the yellow ap. become passive ability to block incoming attack. Move to the front. Others works just fine. He is no use during start of every the battle. Though i like the character but he is just not so competitive
  • Nemek
    Nemek Posts: 1,511
    Cap was the first character I leveled up to the 80s, so I have a big soft spot for him. I think his skills are pretty neat - throwing his shield and getting it back, effectively using very little AP while destroying countdown tiles. I think it's one of the best skill implementations in the game so far in terms of creativity.

    With the PvP meta the way it is, though, he's just not viable. With boosts, most matches don't make it past a few turns, so even if he did get an ability off, the chances of him doing it again are low. The damage is also really low compared to the tanks out there, too.

    With a new event coming up on the horizon and the Heroic missions, I expect him to really shine there.
  • I almost picked Cap to play in the reinforcements tournament until I remembered how, err, not up to par this guy is.

    Here are my suggestions:

    1.) Make his blue stun a second time after the countdown timer runs out, instead of just giving back blue AP. Alternately, have it not even give back blue AP, just stun that second time after the countdown and that's it. The second stun should affect the enemy character currently in front.

    2.) Drop the cost on his yellow. It's monstrous. Either that or at least let him place more tiles.
  • Cap is a different type of hero to play...I don't think he's as bad as people think he is. a medium-large health pool to soak hits. He's a monster on 1v1 battles. You can perma-stun one character with his blue ability and do consistent damage over time with his red since they restore themselves essentially. Against PVE if you maxed his Red and Blue ability he can target countdown tiles which is pretty awesome as only a few characters can remove or nullify them. His final ability feeds itself so it costs less after the first usage and is good for creating 4-5 lines. Sometimes you can create multiple critical tiles from it which can he useful.

    He's probably one of the more complicated characters to play well. If he needs a buff it would be to lower all his countdown tiles by one...making him probably the most overpowered character if skilled correctly. (that would be insane)
  • Cap is a different type of hero to play...I don't think he's as bad as people think he is. a medium-large health pool to soak hits. He's a monster on 1v1 battles. You can perma-stun one character with his blue ability and do consistent damage over time with his red since they restore themselves essentially. Against PVE if you maxed his Red and Blue ability he can target countdown tiles which is pretty awesome as only a few characters can remove or nullify them. His final ability feeds itself so it costs less after the first usage and is good for creating 4-5 lines. Sometimes you can create multiple critical tiles from it which can he useful.

    He's probably one of the more complicated characters to play well. If he needs a buff it would be to lower all his countdown tiles by one...making him probably the most overpowered character if skilled correctly. (that would be insane)

    Ya, it's well-documented that he's useful in PVE, especially against single target battles because there are fewer targets to stunlock. Bag-man is also good in PVE, particularly under such conditions. I don't see many people using him either.

    RE: Playing him well, IMO it's not a matter of skill here. I'm not saying I don't like the idea of Cap being a finesse character. I'd love that, as a fan of both Cap, and finesse characters in general in other games. But there are other characters that absolutely trounce Cap in terms of utility, AP costs & efficiency, damage, and tankiness, not to mention the fact that his main skills are tied to countdown tiles, which are even less useful now that stuns freeze tile countdowns per the latest patch. I skip Cap not because I'm scratching my head about how to use him, but because I know I have other characters who can do everything that he does, and do it much, much better, faster, and cheaper. icon_e_sad.gif
  • I like Cap the way he is. Anymore tweaks and he could become a bit too OP, especially for the two star category.

    If I were to tweak him, I would give him more HP's and more damage per tile. That way he could act more as a meat shield (ala Juggs) with assist specials when maxed out.


    I like the versitility of his yellow power, where you can either decide to use it for defense (rarely) or use it to make critical tiles. It's pretty lethal when combined with a hero that is currently %200 buffed.
  • Toxicadam wrote:
    I like Cap the way he is. Anymore tweaks and he could become a bit too OP, especially for the two star category.

    If I were to tweak him, I would give him more HP's and more damage per tile. That way he could act more as a meat shield (ala Juggs) with assist specials when maxed out.


    I like the versitility of his yellow power, where you can either decide to use it for defense (rarely) or use it to make critical tiles. It's pretty lethal when combined with a hero that is currently %200 buffed.

    I agree with what you said but I'd like to point out that juggs has bad damage per tile. I was really disappointed when my m. Storm was tanking for him :-\
  • He's great for PvE. I only started using him very recently when I maxed his covers, I didn't know what I was missing!
    I don't think he needs changing - not all characters have to be good in all situations, it's nice to have a reason to use different teams now and then.