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Quality of life upgrades (*** edition)

elwhiteninja
elwhiteninja Posts: 209 Tile Toppler
I feel there are some three stars that need some love obviously these numbers may need to be adjusted a bit but I think this would make the game a bit more even and more diverse. These are in alphabetical order not priority.

icon_bullseye.png Bullseye

Lethal Improvisation
POWER COST purpletile.png 7
Bullseye grabs anything at hand and hurls it with deadly accuracy. Deals 246 damage then turns 2 selected Attack, Protect, or Strike tiles to basic tiles dealing 50 damage for each friendly tile targeted.
Level 3: deals 1000 damage then converts up to 2 tiles dealing 250 damage per friendly tile.
Level 4: deals 1500 damage then converts up to 2 tiles dealing 300 damage per friendly tile.
Level 5: deals 2000 damage then Converts up to 2 tiles dealing 500 damage per friendly tile.
Dev note: can now cast without special tiles on the board.

Bullseye is close, he is very fun to play in survival, and can get really nasty however if he does not have a special tile to fire his purple off on or enough damage to kill someone with green he is pretty much useless. This change gives him a way to do damage and keeps the general feel of him while rewarding him for destroying friendly special tiles to keep balance.

icon_caroldanvers.png Captain Marvel
POWER COST redtile.png 7
Captain Marvel unleashes the amazing cosmic power of her photonic blasts, shattering her enemy's defenses. Deals 208 Damage to enemy team and destroys up to 2 Enemy Protect tiles. Does not generate AP.

At Max Level:
Level 3: Deals 892 damage.
Level 4: Deals 1494 damage.
Level 5: Deals 1494 damage (Also Destroys All Enemy Protect Tiles).

Cap Marvel is ignorable, basically deny her black, hit her last and she is worthless other than for niche opponents this gives her some punch.

icon_hulk.png The Hulk
POWER COST redtile.png 14
The Hulk smashes, consuming up to 10 of the team's BLACK AP and damaging the target for 657 plus 44 to the enemy team for each black AP remaining. Does 30% of the damage to allies if there are more than 10 Green tiles on the board.
At Max Level:
Level 3: Deals 2503 damage to the target plus 209 to enemy team for each Black AP remaining.
Level 4: Deals 2712 damage to the target plus 261 to enemy team for each Black AP remaining.
Level 5: Deals 2920 damage to the target plus 348 to enemy team for each Black AP remaining.

I think this would make the hulk much more interesting his red currently is a joke, sure it can do great damage but the computer will never use it properly and he has no way to spend black AP which he can tank giving him team damage for the extra over 10 could be really interesting.

icon_ironman.png IM40
POWER COST redtile.png 13
Tony Stark diverts all power to a focused energy beam fired from Model 40's chest. Deals 1096 damage and costs 3 of the team's AP in every other color.
At Max Level:
Level 3: Deals 2825 damage. (Drains 2 AP from other colors).
Level 4: Deals 3512 damage (Drains 1 AP from other colors).
Level 5: Deals 5172 damage (Drains 1 AP from other colors).

Ballistic Salvo
POWER COST bluetile.png 14
Fires charged homing missiles. They do 822 damage to each enemy and crater the battlefield, destroying 3 basic tiles. Uses reserve power, Stunning Iron Man for 2 turns.
At Max Level:
Level 3: Deals 2869 damage and Stuns current target for 1 turn.
Level 4: Deals 3130 damage and reduces stun to Ironman to 1 turn.
Level 5: Deals 3130 damage and Stuns current target for 2 turns stuns Ironman for 1 turn.

Ironman is a joke, basically you only use him as a redtile.pngbluetile.png generator. His red and blue are way too expensive and don't do enough. His current red costs 3 more than cyclops' (who has a red generator) and does the same damage. That does not take into account the 2 turn stun you will probably endure to get to fire it. His blue is also a joke 20 bluetile.png to do 3k damage granted its team damage but it is 450 damage per ap and if you get 20 blue the game is probably over anyways. Getting rid of the AP drain and lowering the cost to 14 while adding a self stun makes it much more interesting. His yellowtile.png probably needs to be changed too but I currently like it up to level 2.

icon_psylocke.png Psylocke
Psychic Knife
POWER COST redtile.png 8
Psylocke gains momentum, fluidly chaining attacks together. Deals 137 damage and creates a strength 27 Red Strike. Costs 1 less for each Red Strike tile (min cost 5).
At Max Level:
Level 3: Deals 696 damage and creates a strength 139 Red Strike tile.
Level 4: Deals 696 damage and creates a strength 226 Red Strike tile.
Level 5: Deals 1131 damage and creates a strength 226 Red Strike tile.
Dev note: always creates strike tile.

Bewilder
POWER COST bluetile.png 10
Psylocke steadies and channels her telepathic power, reaching into the minds of the enemy to disrupt their attack. Converts a TARGETED basic Blue tile to a 3 turn Countdown tile that steals up to 3 AP from the enemies' largest color pool at the beginning of each turn.
Level Upgrades:
Level 2: Steals up to 4 AP per turn.
Level 3: Steals up to 5 AP per turn.
Level 4: Steals up to 5 AP per turn and 1 random AP.
Level 5: Steals up to 5 AP per turn and 1 random AP three times.

Psylocke's red is great until there are 3 strike tiles on the board then it is kind of a joke. Letting her continue to add strike tiles makes her the deadly ninja she is. The change to bewilder makes her much more dangerous and a target to be hit first on def. The level 5 upgrade gives people a reason to possibly take 5 bluetile.png in her covers, the steal might need to be lowered however it would probably just end up draining them completely on one to two turns.

icon_punisher.png Punisher

Molotov Cocktails
POWER COST blacktile.png 7
The Punisher lobs a bottle of liquid mayhem. Damages the enemy team for 164 and creates a Red Countdown tile that spreads fire every 3 turns, converting a random basic color tile to a 16 damage Attack tile. When Casted places 1 attack tile

Level 3: Deals 783 damage to enemy team and deals extra 65 damage per Attack tile. When Casted places 1 65 damage attack tile.
Level 4: Deals 783 damage to enemy team and deals extra 78 damage per Attack tile. When Casted places 2 65 damage attack tiles.
Level 5: Deals 783 damage to enemy team and deals extra 78 damage per Attack tile. When Casted places 3 65 damage attack tile.

Judgement
POWER COST greentile.png 8
The Punisher unloads his arsenal. Destroys a TARGETED 3x3 group of tiles, doing damage but not generating AP. Chaos creates an opening, converting a basic color tile to a strength 27 Strike tile.

Two changes to Punisher could make him top tier again. 1. Make his blacktile.png drop attack tiles right off the bat. 2 make his greentile.png TARGETABLE.

icon_quicksilver.png Quicksilver

Idle Hand
POWER COST blacktile.png 11
Quicksilver just can't help using his speed to make the enemy look stupid. Swaps the position of 2 selected basic tiles. Costs 1 AP less for every Locked tile on the board (minimum 7 AP).
At Max Level:
Level 3: Deals 348 damage to enemy team.
Level 4: Deals 783 damage to enemy team.
Level 5: Deals 1653 damage to enemy team.
Fists of Fury
POWER COST greentile.png 10
Quicksilver grabs his enemy and pummels them with a furious blur of punches. Creates 1 targeted Critical tile. Costs 1 AP less for every Locked tile on the board (minimum 6 AP).

Quicksilver is anything but quick. He is slow, boring, and ignorable. Making black do team damage gives him some bite, targeted critical is much more interesting.
icon_spiderman.png Spider-man

Web Bandages: Reworked to Web-slingshot
Web-Slingshot
POWER COST redtile.png 10
Spider-Man uses his web to slingshot himself into the enemy team deals X damage plus X damage for each web tile on the board
At Max Level:
Level 3: Deals 1500 damage plus 150 for each web tile on the board.
Level 4: Deals 2000 damage plus 300 for each web tile on the board.
Level 5: Deals 3500 damage plus 500 for each web tile on the board.

Everyone knows that Spidey is weak and pretty much just a stun machine. Since the true heal nerf Spidey is not desirable in the slightest. Giving him a damage spell while keeping his other two spells would make him relevant again. His new red is comparable to cyclops and cap while he does not have a red generator. However, getting stronger from web tiles means it could get much stronger per ap (kinda like cap if he can fire his shield multiple times)

icon_sentry.png Sentry

Supernova
POWER COST 11
The Sentry projects an epic energy blast. Damages the enemy team for 329 before shattering up to 4 random Red tiles. Each tile damages the enemy team for 82 and allies for 82 but does not generate AP. This ability no longer ends the turn.

Sentry right now is pretty much only useful in a true heal team or to use once for his yellowtile.pnggreentile.png combo. His yellow is great and one of the strongest in the game. His green has potential and while his redtile.png hurts it should not end the turn. The nerf to both red and green were unnecessary

icon_storm.png Storm
Mistress of the Elements (reworked)
POWER COST yellowtile.png 9
Clouds darken the battlefield and lightning streaks across the sky as Storm's awesome power inspires her teammates and assaults her foes. Creates a 5 turn targeted countdown tile that at the beginning of each turn strengthens two attack tiles by 12.
At Max Level:
Level 3: Strengthens 3 attack tiles by 50 each turn
Level 4: Strengthens 3 attack tiles by 50 each turn, lasts 6 turns
Level 5: Strengthens 5 attack tiles by 50 each turn, lasts 6 turns.

Storm is interesting, she is very annoying if she gets her blacktile.png off and her greentile.png is decent. However that is all she is, annoying and decent. Adding this yellow would make her NASTY. She would still be squishy but now she would have a place in the team and her with Ironfist would be excellent.


icon_vision.png Vision

Attack Protocol
POWER COST redtile.png 10
Changes based on Vision's density.
Solar Beam - Deals 184 damage and destroys a random + of tiles. Does not generate AP.
Light Disruption - Converts up to 2 enemy Strike or Protect tiles to basic tiles. Deals 137 per tile.
Heavy Strike - Deals 274 damage to the enemy team.
At Max Level:
Level 3: 1815 / 783 x3 / 1217 to team
Level 4: 2647 / 783 x4 / 2064 to team
Level 5: 3510 / 783 x6 / 2859 to team

Density: Light
POWER COST yellowtile.png 5
Vision reduces his density, becoming intangible. Creates a Density: Light Yellow 4-turn Countdown Tile. While this tile is on the board, Vision reduces damage to himself by 88 and his Red power becomes Light Disruption. While this tile is on the board Vision moves to the front of the team. Destroys any existing Density tile.
At Max Level:
Level 3: Reduces damage to Vision by 389.
Level 4: Reduces damage to Vision by 500.
Level 5: Reduces damage to Vision by 723.

Vision is super interesting I love his concept but his stuff costs too much for what it does. There is currently no reason to spec yellow and when the NPC uses it you just switch targets till he changes his tile. By putting him in front you now have a reason to use his yellow. His red is good but too expensive for the damage/usefulness. 10 redtile.png +5 bluetile.png or yellowtile.png for that little damage makes him not useful. I do think that the coding for his red should require the covers in blueflag.png or yellowflag.png to do the upgraded red. but whateva.

Still to be done:
icon_ragnarok.png I don't use him enough to really have an idea of how to keep his feel while making him relevant
icon_beast.png probably just needs a buff on green damage
icon_mystique.png might need a bit of love same thing as rags I don't use her.

Comments

  • Crowl
    Crowl Posts: 1,548 Chairperson of the Boards
    icon_caroldanvers.png Captain Marvel
    POWER COST redtile.png 7
    Captain Marvel unleashes the amazing cosmic power of her photonic blasts, shattering her enemy's defenses. Deals 208 Damage to enemy team and destroys up to 2 Enemy Protect tiles. Does not generate AP.

    At Max Level:
    Level 3: Deals 892 damage.
    Level 4: Deals 1494 damage.
    Level 5: Deals 1494 damage (Also Destroys All Enemy Protect Tiles).

    Cap Marvel is ignorable, basically deny her black, hit her last and she is worthless other than for niche opponents this gives her some punch.

    icon_hulk.png The Hulk
    POWER COST redtile.png 14
    The Hulk smashes, consuming up to 10 of the team's BLACK AP and damaging the target for 657 plus 44 to the enemy team for each black AP remaining. Does 30% of the damage to allies if there are more than 10 Green tiles on the board.
    At Max Level:
    Level 3: Deals 2503 damage to the target plus 209 to enemy team for each Black AP remaining.
    Level 4: Deals 2712 damage to the target plus 261 to enemy team for each Black AP remaining.
    Level 5: Deals 2920 damage to the target plus 348 to enemy team for each Black AP remaining.

    I think this would make the hulk much more interesting his red currently is a joke, sure it can do great damage but the computer will never use it properly and he has no way to spend black AP which he can tank giving him team damage for the extra over 10 could be really interesting.

    I think a more interesting change to Cap Marvel would be to steadily increase the types of enemy tiles she targets with additional covers rather than changing it to be AoE, this would fit her into a similar sort of niche to Loki, albeit with more offensive moves.

    Changing the secondary colour on Hulk's red seems like a sensible idea, although for consistency it would make sense to change the green tiles condition to also change to black too.
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    Making it black would probably not do much as his passive destroys black
  • I agree with most of these, they aren't over the top changes and make some underused characters relevant again.

    Using team damage as a fix is questionable though, it's popping up all over the place in 4* land, but that's not so bad as 4* characters are supposed to do more. Giving out to everyone in 3* land may just make you question the viability of everyone who doesn't do team damage.
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    It's pretty weak team damage for everyone though. With the exception of maybe the hulk and that would be super expensive to be good.
    I tried to keep it balanced but obviously I cannot play test it so who knows how the changes would work.

    Each of these characters need a buff to get close to relevant again. It is actually similar damage per ap as the good characters.
  • OneLastGambit
    OneLastGambit Posts: 1,963 Chairperson of the Boards
    What about making hulk redflag.png ability one where it also shatters tiles in a diagonal pattern across the board and collecting AP at the same time.

    This keeps it's original drawback while also making it much more tempting to use.
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    I'm not sure about that his red is so expensive and lackluster as it is. Plus the pc will never use it in a manner that actually does damage. Generating ap is always nice though.
    His green is fine and his black is great but his red is soooooooo lame and needs a change so he will be relevant
  • DaveR4470
    DaveR4470 Posts: 931 Critical Contributor
    Interesting ideas....

    Vision was actually pretty slick when he was buffed -- his bluetile.png power (when active) generated pretty excellent match damage; run him with Daken or some other match-damage-boosting character and matches ended quickly.

    I think an across-the-board match damage boost (so he'd be more likely to tank at least one color) plus your idea about his yellowtile.png would make him a very viable option.
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    DaveR4470 wrote:
    Interesting ideas....

    Vision was actually pretty slick when he was buffed -- his bluetile.png power (when active) generated pretty excellent match damage; run him with Daken or some other match-damage-boosting character and matches ended quickly.

    I think an across-the-board match damage boost (so he'd be more likely to tank at least one color) plus your idea about his yellowtile.png would make him a very viable option.

    yeah vision was moderately decent when buffed but as he is his red is very weak

    By itself it does 2710+the 5 tiles destroyed in a + or 271 per ap
    yellowflag.png does 1827*2 for 15 ap or 241 damage per ap
    blueflag.png does 2259+723=2982*3/15 or 596 per ap which is not terrible until compared to similar AoE

    icon_blackpanther.png does 927 per ap (possibly much more with enemystrike.png tiles)
    icon_kamalakhan.png does 847 per ap with an accelerator
    icon_deadpool.png 871/ap
    icon_thor.png 645/ap (accelerator)
  • Kolence
    Kolence Posts: 869 Critical Contributor
    Vision

    Heavy Strike - remain 10 AP
    Solar Beam - change to 8 AP (*)
    Light Disruption - change to 6 AP (*)

    * change damage numbers so the powers stay in the same dmg/ap range if necessary


    Spidey

    Whether it's yellow or red and whether it heals or does damage (or something else entirely), it would be nice if his top power, in addition to all that, also added crit tiles similar to the 1* version. It could be something like "for every 7 purple AP the team has, places a random crit tile".


    Captain Marvel

    Her red can just have an added effect at level 4+ of turning an enemy strike tile into a crit tile. It would boost damage and cascades a little, and it would give some meaning to that strike tile she gives the enemy with her black.


    Quicksilver

    From an earlier thread:
    Idle Hands - 11 blacktile.png AP
    Quicksilver just can't help using his speed to make the enemy look stupid. Swaps the position of 2 selected basic tiles. Costs 1 AP less for every Trap tile QS has on the board (minimum 7 AP).
    Level upgrades
      Does more and more damage.

    Supersonic - 6 bluetile.png AP
    QS detonates up to 3 of his traps dealing damage to the enemy team.
    (PASSIVE) Quicksilver dashes through the battlefield messing with the enemy's plans and causing a bit of chaos. Whenever anyone makes a Blue match, Quicksilver places a Trap on a random Basic tile. The Trap tile gives no AP if matched by the enemy team.
    Level upgrades
      Level 2: Also places a trap when QS makes a Black match. Level 3: Trap drains 1 more AP. More damage done. Level 4: Also places a trap when QS or SW make a Green match. Level 5: Trap drains 1 more AP. More damage.

    Fists of Fury - 10 greentile.png AP
    Quicksilver grabs his enemy and pummels them with a furious blur of punches. Creates 1 random Critical tile. Costs 1 AP less for every Trap tile QS has on the board (minimum 6 AP).
    Level upgrades
      Does more and more damage.
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    Kolence wrote:
    Vision

    Heavy Strike - remain 10 AP
    Solar Beam - change to 8 AP (*)
    Light Disruption - change to 6 AP (*)

    * change damage numbers so the powers stay in the same dmg/ap range if necessary


    Spidey

    Whether it's yellow or red and whether it heals or does damage (or something else entirely), it would be nice if his top power, in addition to all that, also added crit tiles similar to the 1* version. It could be something like "for every 7 purple AP the team has, places a random crit tile".


    Captain Marvel

    Her red can just have an added effect at level 4+ of turning an enemy strike tile into a crit tile. It would boost damage and cascades a little, and it would give some meaning to that strike tile she gives the enemy with her black.


    Quicksilver

    From an earlier thread:
    Idle Hands - 11 blacktile.png AP
    Quicksilver just can't help using his speed to make the enemy look stupid. Swaps the position of 2 selected basic tiles. Costs 1 AP less for every Trap tile QS has on the board (minimum 7 AP).
    Level upgrades
      Does more and more damage.

    Supersonic - 6 bluetile.png AP
    QS detonates up to 3 of his traps dealing damage to the enemy team.
    (PASSIVE) Quicksilver dashes through the battlefield messing with the enemy's plans and causing a bit of chaos. Whenever anyone makes a Blue match, Quicksilver places a Trap on a random Basic tile. The Trap tile gives no AP if matched by the enemy team.
    Level upgrades
      Level 2: Also places a trap when QS makes a Black match. Level 3: Trap drains 1 more AP. More damage done. Level 4: Also places a trap when QS or SW make a Green match. Level 5: Trap drains 1 more AP. More damage.

    Fists of Fury - 10 greentile.png AP
    Quicksilver grabs his enemy and pummels them with a furious blur of punches. Creates 1 random Critical tile. Costs 1 AP less for every Trap tile QS has on the board (minimum 6 AP).
    Level upgrades
      Does more and more damage.


    I'm not sure about raising the cost on visions blueflag.png and yellowflag.png unless they were permanent until changed
    Spidey needs a source of damage
    That is an intersting idea for ms marvel
    Quicksilver could be interesting with that blue but it would massively change his feel
  • Kolence
    Kolence Posts: 869 Critical Contributor
    I'm not sure about raising the cost on visions blueflag.png and yellowflag.png unless they were permanent until changed
    No, no, those are all his red power costs:
    - with a blue CD stays 10 redtile.png AP and AoE damage
    - without any CD drops to 8 redtile.png AP and single damage plus destroyed tiles
    - with a yellow CD drops to 6 redtile.png AP and single damage for the special tiles removed

    edit: yep, made a lapsus. icon_redface.gif
  • It's interesting how much I agree with these power suggestions. There is a lot of fault especially when it comes to Iron Man Model 40. He is absolutely atrocious. Even when he is buffed to lvl 290, he doesn't do enough damage to think it worth using his powers, especially at the AP cost. He is easily the worst 3* character.

    And your suggestion of Hulk is really good. Hulk's red power is essentially useless. He is only there to hoard greens. I can't imagine that the game developers would want characters with essentially worthless powers. That defeats the entire purpose of having various combinations of total covers.

    I think you did an excellent job on your ideas. Maybe instead of force feeding us 4* characters, they can work on the 3* who are clearly failing like they did about a year ago.
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    OJSP wrote:
    I'd like to provide a counter argument, one that has been mentioned before by other people in the past.

    It is times like this, that i wish we stop talking about upgrading more 3* characters..

    I appreciate we want the characters to be better, so we can use them more often or even consider rostering them.

    However, some of the characters mentioned in this thread would be our opponent in Prodigal Sun. Let's think about facing level 250 of your versions (or any over levelled value your scaling have).

    What about facing them in the Simulator (Story mode, not SHIELD Simulator), the Gauntlet or any other Story mode for that matter?

    As a balance, we need these worse characters to exist as they are now, so we can beat them when they become our opponent. Most of them would be paired with goons or have AP acceleration team-ups. Their nodes could be health packs sinks now even without any changes.

    If they are going to upgrade these characters, they have to be really careful about not making them too powerful, otherwise we'll have another situation similar to X-Force.

    That is kind of a silly argument. This is about leveling the playing field and sure they may be harder to face in the simulator but then you bring a different character. Right now there are like 10 really good three stars and the rest are pretty much only used when buffed or required. That is poor character design. If I designed a character, worked hard on it, I would want people using it. Granted some characters should be niche but they should be great at that niche take icon_caroldanvers.png as a prime example her redflag.png is a pure counter to four star cap falcon. But she is not very good otherwise. She has a tanking damage passive without a heal, her red does laughable damage, and her black is decent. Therefore unless you are facing cap falcon there is no reason to use her at all.
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    OJSP wrote:
    Except for Magneto and Iron Fist, most of the nerfed characters are practically quite weak now without other characters to support them.

    Exactly these characters are collecting cob webs now. I understand that the new characters bring in the money but there are so many characters that are only useful when buffed. I like to look at games like league of legends and dota as two examples of character ballance.

    League of legends who has a very similar f2p model as puzzle quest releases more and more powerful characters with little balance for their old ones. Then they will do a major ballance patch (at least they used to I believe now they are doing one new and one old every 2 weeks).

    Dota has a very different f2p model but imo does an amazing job ballancing. They rarely bring out the nerf hammer but rather buff the competition. This keeps the game fresh especially considering they have not really made a new character in the games 3 year life cycle. Characters should still have niches but they should also be relevant.

    Look at invisible woman in the four star range she is still considered to be one of the worst. Her yellow is decent, blue kinda meh, and her green is very expensive for 6000 damage. Why would anyone use her when there is hulkbuster, red hulk, Jean grey etc. Wolvie xforce is still decent and although he is lower tier he can be effective.

    Everyone can't be top tier but the difference between iron fist and spiderman is too vast. Iron fist is super fun, useful, and he is not super powerful solo. He should not be nerfed but people should be brought to his level
  • cactusrob
    cactusrob Posts: 31 Just Dropped In
    Some really cool ideas here. It's a shame the trend for rebalancing seems to have stopped although characters like Iron Man are languishing; Him and Spider-Man are marquee characters but have no decent representation in the game.
  • Crowl
    Crowl Posts: 1,548 Chairperson of the Boards
    cactusrob wrote:
    Some really cool ideas here. It's a shame the trend for rebalancing seems to have stopped although characters like Iron Man are languishing; Him and Spider-Man are marquee characters but have no decent representation in the game.

    Even if they only did limited buffs to the most underused or underpowered characters rather than doing a proper balancing of them, it would at least be something.

    One thing, Hulkbuster is still an IM and as far as iconic designs, the 1* clearly wins out over the 3* version. icon_e_smile.gif
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    What really should be done is every time they release a new character they should tweak an old character, and make that character the required character for the event until they get them all in a good place.
  • TLCstormz
    TLCstormz Posts: 1,668
    Awesome thread, ya'll.
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    now is the time, with ghost rider not coming out until after 11/26 we have more than a week that could be spent on balance
  • elwhiteninja
    elwhiteninja Posts: 209 Tile Toppler
    anyone want to take a crack at Ragnarok or mystique?