stephen43084 wrote: I've had time to think about it now. I'm not sure this was a buff, aside from choosing placement of the arrows and lowering of AP costs. The blue went from having an awesome stun and damage to a weaker stun and the enemy loses AP. Winner previous blue. The red increased damage. Winner current red. Purple went from avoid to damage when you make a mtach 5 or larger. Went from an avoid that was pretty much active every turn, to a damage inflicter that barely gets activated. Many lower rosters would use his purple with daken to be able to play well in PVP. This ability is now totally gone. Winner previous puple. To me, at the least, it's a draw. The reason is because although the AP cost went down and players can now place the tiles (which is how it should have been to begin with), the blue is weaker and the purple is going to be rare to activate. I think the blue either needs to deal damage or "steal" AP from the enemy for this to be a buff overall. I think if the blue stole AP he would be much more useful. I'm not sure why he does not. We're not talking about a lot of AP, and the AP color is random FYI - The update has not gone through, it's not too late to do a minor tweak *hint, hint*.
Typhon13 wrote: stephen43084 wrote: I've had time to think about it now. I'm not sure this was a buff, aside from choosing placement of the arrows and lowering of AP costs. The blue went from having an awesome stun and damage to a weaker stun and the enemy loses AP. Winner previous blue. The red increased damage. Winner current red. Purple went from avoid to damage when you make a mtach 5 or larger. Went from an avoid that was pretty much active every turn, to a damage inflicter that barely gets activated. Many lower rosters would use his purple with daken to be able to play well in PVP. This ability is now totally gone. Winner previous puple. To me, at the least, it's a draw. The reason is because although the AP cost went down and players can now place the tiles (which is how it should have been to begin with), the blue is weaker and the purple is going to be rare to activate. I think the blue either needs to deal damage or "steal" AP from the enemy for this to be a buff overall. I think if the blue stole AP he would be much more useful. I'm not sure why he does not. We're not talking about a lot of AP, and the AP color is random FYI - The update has not gone through, it's not too late to do a minor tweak *hint, hint*. The new red does less damage at max level than the previous one.
Phaserhawk wrote: Because you can't rely on purple, you have to at least 4 in blue to get the CD timer to 2, no option here.
Phaserhawk wrote: 4/5/4 is the best build for him or you could leave him 5/5/3 as most people probably will. The reason not go 5 into purple is that all it gains you is 1 less CD timer on a skill that you can't control the placement and can't guarentee to activate. Remember you have to match 5 or more tiles to get the passive to trigger. That happens what? 2 maybe 3 times in a match, without C.Mags it won't happen as much, so why would you want to **** your red and blue for the off chance you get a match 5? You have to go 5 red so you get the CD timer to 2, period, no option. Because you can't rely on purple, you have to at least 4 in blue to get the CD timer to 2, no option here. The only true option is whether to have an extra stun turn for blue, or increase the chance of your purple doing dmg by creating a 4th tile. To me the 4th tile is slightly stronger than the 3 turn stun over 2 turn stun, but I would totally understand someone going 5 blue. So with the new purple obviously 5 maxes this skill to fullest potential however, in order to do this, you are severely hindering either red or blue to do this. Unless you have an active purple user on your team, you are probably not going to be matching purple, thus you can't really defend the purple tile placement which is what levels 4 and 5 do for this passive. But again, you only get these tiles if you can match 5 or more tiles, so while this is nice free potential damage, there is no rhyme or reason as to when it will come.
AmusedObserver wrote: I haven't been getting 5 matches frequently.
AmusedObserver wrote: I get plenty of "Ls" and extra turns.
GrumpySmurf1002 wrote: Phaserhawk wrote: 4/5/4 is the best build for him or you could leave him 5/5/3 as most people probably will. The reason not go 5 into purple is that all it gains you is 1 less CD timer on a skill that you can't control the placement and can't guarentee to activate. Remember you have to match 5 or more tiles to get the passive to trigger. That happens what? 2 maybe 3 times in a match, without C.Mags it won't happen as much, so why would you want to **** your red and blue for the off chance you get a match 5? You have to go 5 red so you get the CD timer to 2, period, no option. Because you can't rely on purple, you have to at least 4 in blue to get the CD timer to 2, no option here. The only true option is whether to have an extra stun turn for blue, or increase the chance of your purple doing dmg by creating a 4th tile. To me the 4th tile is slightly stronger than the 3 turn stun over 2 turn stun, but I would totally understand someone going 5 blue. So with the new purple obviously 5 maxes this skill to fullest potential however, in order to do this, you are severely hindering either red or blue to do this. Unless you have an active purple user on your team, you are probably not going to be matching purple, thus you can't really defend the purple tile placement which is what levels 4 and 5 do for this passive. But again, you only get these tiles if you can match 5 or more tiles, so while this is nice free potential damage, there is no rhyme or reason as to when it will come. Disagree. With the randomness of the Purple placement, it's way more important to reduce these random purple CD tiles to 2. The blue can be placed, so whether it is 2 or 3 turns is not going to swing momentum much, it will still likely be out of the way and launch a high percentage of the time. Even if the blue is matched from the extra turn, losing a stun is not nearly as devastating as losing multiple 947 damage tiles that are sitting too long. His usefulness (it seems) is tied to being a secondary partner for MMags, who is the active Purple user in question. With Polarity shift, criticals are guaranteed (save for awful, awful boards). Then consider that with Polarity Shift, it's possible to create multiple match-5s, which should mean double launching of the passive. 8x947 is a game changer. 6x947 is also I suppose, but if you assume that even with a 2-turn CD that some get matched, you've got a much bigger nuke if you give yourself higher odds of the tiles surviving. So at minimum 4 purple is important. As mentioned also, GSBW is also a purple user and can manipulate the board such that crit triggers often and purple matches are made less available, so there's strong synergy with a 3/5/5 build there as well. With this game, I just think you have to always favor damage over the periphery, and with blue no longer dealing damage, a stun that is one turn quicker/longer just isn't a priority, especially when you can get your alliance-mates to ship a bunch of 1* Widow Sting teamups that gives you 4 turns guaranteed.
Phaserhawk wrote: Okay, I actually see your logic here regarding the purple over blue. I keep forgetting he can place the tile, yes, that does make a difference as you can pop it in the corner and wait. I guess my question is without a reliable 5 star match such as MN Mags or BWGS, would the more viable set up then be 5/5/3 or 4/5/4?
GrumpySmurf1002 wrote: I will say, I much prefer characters like this where the 'correct' build is debatable compared to those who have obvious builds. Especially for 2*, where the covers for respec come fast and furious anyway, allows for a lot of testing/flexibility.
fnedude wrote: Okay, when it says, "Match 5 or more tiles", it seems like I'm the only one reading it as ANY 5 tiles. Everyone seems to be reading it has a "T" or a straight line w/ 5 tiles (resulting in a Crit location). (At least that is how it comes across on the BBS). I'm reading it as you matching 2 different sets of 3 tiles could be a valid activation. (like Red-Blue-Blue column next to Blue-Red-Red column) If that's the case, this would probably activate every battle easily, sometimes multiple times. If it does work that way, that would make a 5/3/5 or 4/4/5 build pretty nice, as a passive skill.
IceIX wrote: You match 5, get the match damage in, generate a critical tile, AND lay down a few Countdown tiles that are going to do even more.
fnedude wrote: Okay, when it says, "Match 5 or more tiles", it seems like I'm the only one reading it as ANY 5 tiles.
iPulzzz wrote: Uh, he can now place his CD tile..