Juggernaut 1* Update
Warbringa
Posts: 1,299 Chairperson of the Boards
From a previous forum in suggestions/feedback that complained about Juggs in PvE when he is annoying with his huge red and green abilities, I responded with this, what do you guys think?
A better solution would be to moderately tone down his green and/or red ability by reducing effects or increasing AP but give him a yellow power to balance out. Give him a Force Field yellow power (in comic's he was able to generate a force field at times) that is somewhat similar to Colossus in that it generates a countdown tiles that reduce damage while active (say 25%) and when they end, generates strike tiles. The Force Field starts defensive but becomes an offensive power. Juggernaut was supposed to never tire so he could use some healing as well and since its a yellow power it fits in. Would give people pause to consider 5 yellow instead of 5 green or red for example. Strike tile strength wouldn't be spectacular but an added plus, probably close to Daken's levels I guess. All stats are for level 1.
Could call it "I'm the Juggernaut...."
Yellow AP 8
Rank 1: Produces two 3 turn yellow countdown tiles randomly, when each resolves converts each tile to a 4 power strike tile in its place. While countdown tiles are active, damage is reduced by 25% to Juggernaut.
Rank 2: Produces 3 random tiles....same as above.
Rank 3: Same as above but damage is reduced by 30% while countdown tiles are active.
Rank 4: Strike tiles produced are increased by 100% in strength and damage is reduced by 35% while active.
Rank 5: Countdown tiles can now be manually placed. Juggs heals 30 life for each countdown tile that resolves.
At level 50: strike tiles max at 15 (30 when doubled) and life healed per countdown tile maxes at 300.
His green power should have the number of tiles reduced early on and AP modified:
Green AP starts at 10 and stays functionally the same:
Rank 1 - 10 tiles
Rank 2 - 11 tiles
Rank 3 - 12 tiles, 1 less AP cost
Rank 4 - 14 tiles
Rank 5 - 16 tiles, 1 less AP cost
His red power is ok except AP costs needs to be slightly raised:
Star red AP: 12 but can keep the same as current.
A better solution would be to moderately tone down his green and/or red ability by reducing effects or increasing AP but give him a yellow power to balance out. Give him a Force Field yellow power (in comic's he was able to generate a force field at times) that is somewhat similar to Colossus in that it generates a countdown tiles that reduce damage while active (say 25%) and when they end, generates strike tiles. The Force Field starts defensive but becomes an offensive power. Juggernaut was supposed to never tire so he could use some healing as well and since its a yellow power it fits in. Would give people pause to consider 5 yellow instead of 5 green or red for example. Strike tile strength wouldn't be spectacular but an added plus, probably close to Daken's levels I guess. All stats are for level 1.
Could call it "I'm the Juggernaut...."
Yellow AP 8
Rank 1: Produces two 3 turn yellow countdown tiles randomly, when each resolves converts each tile to a 4 power strike tile in its place. While countdown tiles are active, damage is reduced by 25% to Juggernaut.
Rank 2: Produces 3 random tiles....same as above.
Rank 3: Same as above but damage is reduced by 30% while countdown tiles are active.
Rank 4: Strike tiles produced are increased by 100% in strength and damage is reduced by 35% while active.
Rank 5: Countdown tiles can now be manually placed. Juggs heals 30 life for each countdown tile that resolves.
At level 50: strike tiles max at 15 (30 when doubled) and life healed per countdown tile maxes at 300.
His green power should have the number of tiles reduced early on and AP modified:
Green AP starts at 10 and stays functionally the same:
Rank 1 - 10 tiles
Rank 2 - 11 tiles
Rank 3 - 12 tiles, 1 less AP cost
Rank 4 - 14 tiles
Rank 5 - 16 tiles, 1 less AP cost
His red power is ok except AP costs needs to be slightly raised:
Star red AP: 12 but can keep the same as current.
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