notamutant wrote: Polares wrote: Well that's more like it, now AoO is just a really good power, but it is not OP. As I said before, I think it is really easy to cast after green, 7 AP is really cheap. Both powers need to be fired in the same turn like 4hors blue+red or CapFalcon yellow+red, it is just 17 AP and both powers together will seriously cripple the other team (a pitty black needs to go first, so it will be hard to meet the enemy down condition of green). AoO is even better if you can wait until you have 14 black AP and then double cast it (the second one with more strike tiles in the board). In this char, green stunning your other team mates is more an advantage than a disadvantage (who cares if half your team is stunned if all your enemies are dead ) He is going to be a very good partner for OML, and of course Nova. PS: Thanxs for the update Cthulhu, I guess this is the problem of playing with dev builds And yeah the icon is still wrong :S I don't see how he is good anymore. We already know that most characters with two high AP amount requirements are useless since you won't get that much AP. Failcon stinks for just that reason. It isn't like one skill accelerates the other like with HB or RH, it just increases the damage output. His AOE damage is pretty low for the cost and team stun, and if you don't finish the enemy off that turn, Punisher will be tanking damage for 2 turns, thus dying sooner. You want his teammates down before him, if anyone has to go down.
Polares wrote: Well that's more like it, now AoO is just a really good power, but it is not OP. As I said before, I think it is really easy to cast after green, 7 AP is really cheap. Both powers need to be fired in the same turn like 4hors blue+red or CapFalcon yellow+red, it is just 17 AP and both powers together will seriously cripple the other team (a pitty black needs to go first, so it will be hard to meet the enemy down condition of green). AoO is even better if you can wait until you have 14 black AP and then double cast it (the second one with more strike tiles in the board). In this char, green stunning your other team mates is more an advantage than a disadvantage (who cares if half your team is stunned if all your enemies are dead ) He is going to be a very good partner for OML, and of course Nova. PS: Thanxs for the update Cthulhu, I guess this is the problem of playing with dev builds And yeah the icon is still wrong :S
Rhycar wrote: I'm not sure whether to ask HOW his blue passive works or IF it works. It doesn't seem to do anything to newly placed strike tiles at any stage of the match, at least that I can see. Am I missing something, or is this a glitch?
eidehua wrote: So, there are an interesting use case to stunning your own allies. For instance, protecting a key member of your team that otherwise would otherwise be forced to make a match & take the enemy abilities. Rhycar wrote: I'm not sure whether to ask HOW his blue passive works or IF it works. It doesn't seem to do anything to newly placed strike tiles at any stage of the match, at least that I can see. Am I missing something, or is this a glitch? "Actually, I just tested. The strikes show non-bonus damage. But then when u see that total damage number, it includes the bonus. EG strikeDmg*1.08 + tileDmg*3 is exactly the damage I got on the total damage number."