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Feeder goons nodes
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Kolence
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969
Critical Contributor
December 2015
edited December 2015
in
MPQ Suggestions and Feedback
How feasible would it be to make the abilities of tile-moving characters increase in AP cost when paired with a goon that feeds that same color? Maybe add 1 to the cost for each AP point in that color that all the goons combined can generate per turn (max 4AP, I think
). Maybe as a passive part of all the goons' powers?
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simonsez
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4,663
Chairperson of the Boards
December 2015
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It'd be easier if they just avoided pairing goons that feed AP to active characters. They've been better about modifying older events, but whoever designed the Venom event didn't get the memo.
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Dayv
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4,449
Chairperson of the Boards
December 2015
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An easier, and perhaps far more fair solution would be to have "feeder" goons (that is, any character that doesn't move tiles) only generate AP when no tile-moving characters remain on the enemy team.
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tanis3303
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855
Critical Contributor
December 2015
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Or decrease the level of the relevant power on the tile moving character. Want to set up a match where Carnage fires his scythes every other turn? Ok, cool, that's kind of an interesting challenge. But make it a 3 red carnage. Why the AI get to have completely overwhelming character levels AND 5/5/5 builds while being fed free AP is beyond me. It's artificial, lazy difficulty, and it sucks.
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