Ideas for Powers for New Characters? Let's get creative!
pizzaburger
Posts: 44
I was thinking, most powers that exist have a counter, except for one: the Stun.
In the new characters we are getting, one of them should have a power that can un-stun teammates. Like, maybe if they make a White Queen or another telepath, that could be in her bag of tricks. That way if she's stunned she's no good, but if her teammates are stunned, her power can wake them up on her turn.
Do you guys have any ideas for powers beyond the typical turn tiles a color, do 3,000 damage, heal 1,000 hp, destroy tiles, create special tiles?
In the new characters we are getting, one of them should have a power that can un-stun teammates. Like, maybe if they make a White Queen or another telepath, that could be in her bag of tricks. That way if she's stunned she's no good, but if her teammates are stunned, her power can wake them up on her turn.
Do you guys have any ideas for powers beyond the typical turn tiles a color, do 3,000 damage, heal 1,000 hp, destroy tiles, create special tiles?
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Idk....maybe a villain could have a "throw you under the bus" power. Like anti-Colossus yellow, get behind your team and they take the hit. Or a rebound or "gotcha" power. Hit yourself or own team when you think you hitting them. Would change strategy some if you knew the enemy could reflect your attack back at you.0
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How about a Kilgrave-type power that sets a countdown tile. When it goes off, a random character on the other side triggers one of their powers on your behalf.
Or an illusionary power that swaps two or more of the opponent's AP totals. Mysterio?
A mastermind power that lets you swap two or more rows on the playing field. MODOK, maybe?
And for 20 AP there's the Impossible Man's power: Change all tiles on the board to either purple or green, randomly.0 -
Mysterio's Illusion:
four 3-turn CD tiles are placed on the board 2 of which do nothing when matched but deal big damage when expire and two of which does nothing when it expires but big damage when matched.
NOTE (and nudge to devs): Needs Mysterio to first be created...
Damage boost:
5 turn countdown tile is placed, while active all match damage for this character is boosted by x% based on amount of covers and level.
Meditation (Dr Strange maybe?)
CD tile is placed, while active all friendly special tiles are strengthen by x-amount (based on cover and level) each turn, if CD tile is destroyed then opponent is stunned for 3 turns and 2 ap of random colour is destroyed.
Playing possum
A stunned character is unstunned and damage to the amount 500xamount of turns stun was for is dealt to enemy.0 -
The unstun thing would be nice but it has a limited audience - unless you faced those who use them. I suggest in general that it would be a passive power. Active passive thing. The passive would be the un stun OR better yet, create a 2 turn CD tile that PREVENTS the team to be stunned, while it is on the board teammates can't be stunned, when matched, the enemy will be stunned. Can be a power of Doctor Strange. I suggest also a CONFUSION power - CD tile as well, when that is on board, every hit will recoil to the enemy.0
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Another thing - ELECTRO type power. Create a 3 turn CD tile, whenever Electro is damaged, electrocute the enemy for x% amount of damage (direct/instant retaliation). This will make fights faster!!!!0
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We've got a tile for "extra damage on each attack" and one for "automatic damage every turn".
We have a tile for "reduced damage on each attack". But we don't have one for "automatic healing every turn". Or would that just be too annoying?0 -
pizzaburger wrote:I was thinking, most powers that exist have a counter, except for one: the Stun.
Hmm, I'd count Stun Immunity as a counter to Stun. Not trying to be contrarian, just something I consider to be opposite.pizzaburger wrote:In the new characters we are getting, one of them should have a power that can un-stun teammates.
That was one of the compromises I suggested for the Spider-Man nerf. Keep the part about increasing the number of
turns the enemy is stunned by the number of web tiles, but if the enemy removes a Web Tile, the stun counter is reduced by one.phoenixrising2791 wrote:I suggest also a CONFUSION power - CD tile as well, when that is on board, every hit will recoil to the enemy.
Oh, that one sounds interesting. At first I thought you meant that if the target used a skill, it had a chance to hit anyone either side.0 -
Dr.Strange:
7 Makes 2 2 and 2 spell symbols. If these symbols land on blocks next to each other they will erupt dealing x amount of dmg to enemy team
5 Bolts of balthak Does x amount of dmg to enemy and puts spell target icon on enemy. Enemy takes increased dmg from spells
10 Dr.strange heals own team for x amount0 -
phoenixrising2791 wrote:Another thing - ELECTRO type power. Create a 3 turn CD tile, whenever Electro is damaged, electrocute the enemy for x% amount of damage (direct/instant retaliation). This will make fights faster!!!!
Along this line of Electro thinking, maybe give him a passive that takes advantage of whenever there's charged tiles on the board (from Rags, Thoress, etc). Whether he starts generating AP/health from them or they act as Attack tiles while he's "awake" (unstunned or not defeated), something that make it dangerous to have charged tiles when he's in play.
An "unstun" power seems like such a natural I don't know why it's not already in play yet (but to be fair I didn't think about it either!)
I'd love to see them pull off Mind Control of some kind, beyond just flipping defense, attack or strike tiles.0 -
Unstun is already in the game due to a bug. Making your character invisible removes/makes u immune to stun.0
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You could have a power like the Super Adaptoid:
1. His power set is equal to whichever enemy is in front on the opposing team
Or
2. His powers are determined at beginning of match based on makeup of the opposing team.
Potentially, this would allow access to henchman powers. Sort of like Kingpin's Maggia Pawns
Another suggestion would be for the Absorbing Man:
Creates a 2-turn CD tile - while this tile is on the board, any special attacks by the opposing team are nullified, and would randomly create a Defense, Attack, or Strike Tile. (It could also result in healing either for Creel or the whole team.)0 -
You know, I was thinking that what happens when you already used up Teamup abilities from your alliance? It would be pretty useless to stack up all 30 Teamup AP and not being able to spend it for yourself.
So here's an idea: When you amassed all 30 Teamup AP in your pool, spend all of it as a one-time deal to revive only one of your downed character once per battle. When both sides used that feature, all of the Teamup tiles on the board are gone, and no characters can create or use Teamup tiles anymore (this may completely nerf Carol Danvers/Ms. Marvel, Cyclops, Storm, or Rocket & Groot since they need teamup tiles)
I dunno, man, I feel like Teamup tiles are severely underutilized IMO0 -
I'm normally not this guy, but this clearly belongs in the Character's subforum0
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