dathremar wrote: With Simulator rolling in today with 3* Ironman's yellow as the progression reward, I was wondering if leaving his yellow at 2 covers still a good build. He's currently sitting at 4/5/2 in my roster.
ErikPeter wrote: Ballistic Salvo: To keep keep the power concept similar, how about a tweak like the following (I've given it roughly the same effects, but a bit stronger and usable with less AP). You'd still want to hold off (to lessen the annoyance of the reserve drain) but it would be more useful as a finisher. At max rank, with 21 blue AP, it'd deal roughly the same amount of damage to the enemy team, and destroy a few more tiles. Of course if there's only one enemy left they'd get hit for 9k which is great. 14 AP is less efficient but still provides 5k damage, spread jagged or to a single target. Ballistic Salvo 14 AP (5 ranks) IM40 unleashes a salvo of rockets which crater the battlefield, destroying 6 tiles and stunning the target for 2 turns. This draining attack consumes all of your blue AP and 2 AP in other colors; for every 3 Blue AP spent, deals 1350 damage to a random enemy. Rank 1: Destroys 2 tiles and deals 900 damage per 3 Blue AP. Consumes 3 AP in non-Blue colors. Rank 2: 1050 damage per 3 AP. Rank 3: Consumes 2 AP in non-Blue colors. Destroys 4 tiles. Rank 4: 1200 damage per 3 Blue AP. Rank 5: 1350 damage per 3 Blue AP. Destroys 6 tiles and stuns the target for 2 turns.
dkffiv wrote: Not that its entirely justified but his costs are under the assumption you are generating a lot of your own AP with Recharge. Same reasoning as why Rag's abilities all suck ****.
Daige wrote: Speaking of builds, since his red and blue is both overcosted and quite bad, could there be any idea in building him as maybe 5 4 4 or even 5 3 5 ? I have two yellow covers now and have to decide what to do with them (he's already at 3 yellow, so no going back now).
Marc Spector wrote: Daige wrote: Speaking of builds, since his red and blue is both overcosted and quite bad, could there be any idea in building him as maybe 5 4 4 or even 5 3 5 ? I have two yellow covers now and have to decide what to do with them (he's already at 3 yellow, so no going back now). I've tried 5 yellow, thinking I'd try using him as a high-cost AP battery... it's PAINFULLY slow. Don't do it. As covers come up in the DDQ I'm going to switch him back to 5/5/3, not for the sake of using his damage abilities at all, but just to minimize the cost of yellow and only use it for generation when he's featured/essential. I'm still utterly dumbfounded that such an old and obviously-problematic character hasn't received an iota of work. My theory is that enough whales still spend money on him -- because, hey, who doesn't love Iron Man? -- that it hasn't been worth devoting the time/resources to such a broken yet profitable character.
Ruinate wrote: I have a IM40 with 1 yellow and whatever combination of blue and red. I have an additional yellow sitting in the bank and a third yellow will be coming up in DDQ tomorrow. So what do I do, guys? 1, 2, or 3 yellow? What's more useful all around?
dfields3710 wrote: Ruinate wrote: I have a IM40 with 1 yellow and whatever combination of blue and red. I have an additional yellow sitting in the bank and a third yellow will be coming up in DDQ tomorrow. So what do I do, guys? 1, 2, or 3 yellow? What's more useful all around? His best build consists of 3 yellow and 5 red and blue. Since his red and blue costs don't change you can level them up to 5. If you level his yellow is past 3 it costs more and its to risky for its high cost. An incomplete IM40 is just as bad as a his high level yellow. I personally built him 5/5/3 and he does not disappoint me but it is best to use his yellow when yellow is scattered on the board so you can get its full reward. I hope this answered your question.
Haetron wrote: So. Im a relatively new player, (only been playing almost 2 months) but I obtained the blue and red covers from the recent Juggernaut PVE, and I have to say this is the worst character I've played yet. Im currently running a team of him, Jstorm, and wolverine for the Brotherhood event, (They're just my best roster with the boosts) and even though with the level boost he's outleveled the other 2, he still does roughly the same damage, at ridiculous costs for his abilities with the side penalty as well. Ultimately, his only purpose on my team right now is to be a big bag of armored Hitpoints, and it's just... not vey entertaining. The big thing that sets MPQ apart from other puzzle games is the character abilities, and having a character with overcosted and overpenalized abilities winds up just being bland. I mean, an ability with an AP cost of 20 and those drawbacks? That should be a match ending nuke, but its rarely helped me at all, because normally if a match has went this long against the dark avengers characters, and I gathered 20 blue? My team is wiped, because I left red on the board for more efficient damage abilities. Really disappointed in this character. I felt like 1 star Iron Man's abilities were a touch overcosted, but honestly, I'd prefer a level 100 version of him to this guy.
Gowaderacer wrote: Haetron wrote: So. Im a relatively new player, (only been playing almost 2 months) but I obtained the blue and red covers from the recent Juggernaut PVE, and I have to say this is the worst character I've played yet. Im currently running a team of him, Jstorm, and wolverine for the Brotherhood event, (They're just my best roster with the boosts) and even though with the level boost he's outleveled the other 2, he still does roughly the same damage, at ridiculous costs for his abilities with the side penalty as well. Ultimately, his only purpose on my team right now is to be a big bag of armored Hitpoints, and it's just... not vey entertaining. The big thing that sets MPQ apart from other puzzle games is the character abilities, and having a character with overcosted and overpenalized abilities winds up just being bland. I mean, an ability with an AP cost of 20 and those drawbacks? That should be a match ending nuke, but its rarely helped me at all, because normally if a match has went this long against the dark avengers characters, and I gathered 20 blue? My team is wiped, because I left red on the board for more efficient damage abilities. Really disappointed in this character. I felt like 1 star Iron Man's abilities were a touch overcosted, but honestly, I'd prefer a level 100 version of him to this guy. The thing to remember about IM40 is that he was one of the first (if not the first?) and the design philosophy for 3* was very different back then. Does IM40 need a major rework? Absolutely. Is it likely to happen now that IM Hulkbuster exists? Probably not. The only real use for IM40 at this point is a punching bag that can produce red and blue ap for more powerful characters (ex. 4* Thor).
Warbringa wrote: Yes he certainly needs help as he is pretty bad. If it were me I would focus on making his yellow much better and if you retool it enough to make him a potentially viable AP generator still with some risks, he may see more play. The penalty on his blue and red needs to be reduced along with the cost of the blue ability. This would be my plan: 1.) Drop the AP cost of the yellow ability to as follows: Rank 1 - 6 Yellow, Rank 2 - 7 Yellow, Rank 3- 8 Yellow, Rank 4 - 9 Yellow, Rank 5 - 10 Yellow and have him stunned for a number of turns equal to the number of countdown tiles that fire - also each yellow countdown tile that fires produces a weak shield tile randomly - no where near the level of some other protectors but another reason to use the ability 2.) Increase his health slightly by around 500 or so at max (health is one of his few upsides so making it even a little better can't hurt) 3.) Reduce the AP loss from his red power to 2 AP at level 2 and increase the damage so that by level 5 so that is does at least as much if not more damage than Wolv Adamantium Slash (Level 5 would be another damage increase btw) 4.) Reduce the cost of his blue power to 16 and level 5 of this ability stuns current target for 2 rounds and all other targets for 1 round - also increase the damage at max level by at least another 500 to each enemy He still wouldn't be the greatest character but he needs better damage due to his hefty penalties of AP loss. The problem is they really need to make his yellow more attractive because it is way too weak now due to high AP cost and the 2 turn stun plus it isn't even guaranteed since it only produces countdown tiles. So many times I have played him, most of his countdown tiles don't make it to zero. Nothing is worse than using his yellow and having all but 1 countdown tile matched and he is then stunned for 2 rounds - hence the stunned = to number of countdown tiles that fire change. I know this could potentially stun him for 3 rounds but if all three tiles go off you should be able to destroy the other team with your other characters abilities with all that AP. The shield tile strength would have to be worked out but they would be on the weaker side but still an added benefit to make his ability better. I think these changes would make him playable but he still wouldn't probably be top tier 3* but he would be respectable as his AP generation may win (or lose) you matches based on the semi-randomness of it. I think his AP generation with these changes would still be weaker than characters who steal AP and that may still be the root of the issue but at least he would be better than he is now!
Lerysh wrote: No shot at that ever EEEEEEEVER happening. You did see where Hood was passed over for HP buff and is now a 5100 point target on his back wuss right? A no board requirement Hood with 9690 HP is not ever going to fly, sorry.