Smudge wrote: HaywireII wrote: Best part about caltrops is when the AI Wolverine sets them off. Because a free Adamantium Slash every 3 or 4 turns wasn't enough. I'm pretty sure they changed it to where the AI matching it causes no damage but still destroys the trap. That has been my experience so far anyway. Of course, I usually just create a monster cascade by accident that blows up 4-5 of them...
HaywireII wrote: Best part about caltrops is when the AI Wolverine sets them off. Because a free Adamantium Slash every 3 or 4 turns wasn't enough.
Crowl wrote: Smudge wrote: HaywireII wrote: Best part about caltrops is when the AI Wolverine sets them off. Because a free Adamantium Slash every 3 or 4 turns wasn't enough. I'm pretty sure they changed it to where the AI matching it causes no damage but still destroys the trap. That has been my experience so far anyway. Of course, I usually just create a monster cascade by accident that blows up 4-5 of them... I'm sure I have taken caltrops damage that wasn't caused by a move or cascade on my turn in this latest pve, so if they don't take them from a direct move they still set them off if they get one of their obligatory flukey cascades.
Polares wrote: Eddiemon wrote: Tell me how do you negate a 1700+ AoE Caltrops with Spidey or Cage?
Eddiemon wrote: Tell me how do you negate a 1700+ AoE Caltrops with Spidey or Cage?
aesthetocyst wrote: Arimis Thorn wrote: Caltrops are effing evil, but my single biggest problem with them, and I think this goes for all trap tiles, is that they are not IMMEDIATELY disarmed when the person who set them dies. So if I match a trap and the match damage kills the Kishu, he dies THEN the trap goes off and I still take damage. This makes no sense to me. Bug? Or design decision I fundamentally disagree with? I see no reason why a metal object should disappear just because the person who threw it died. Caltrops are pointy metal objects. Metal is persistent. That they disappear at all makes me think these are spooky black magic caltops. Literally, infernal. PS:
Arimis Thorn wrote: Caltrops are effing evil, but my single biggest problem with them, and I think this goes for all trap tiles, is that they are not IMMEDIATELY disarmed when the person who set them dies. So if I match a trap and the match damage kills the Kishu, he dies THEN the trap goes off and I still take damage. This makes no sense to me. Bug? Or design decision I fundamentally disagree with?
aesthetocyst wrote: I see no reason why a metal object should disappear just because the person who threw it died. Caltrops are pointy metal objects. Metal is persistent.
Calnexin wrote: Polares wrote: Eddiemon wrote: Tell me how do you negate a 1700+ AoE Caltrops with Spidey or Cage? You don't. You use someone like Storm or Magneto instead. Anyone who spams visible tiles on all colors will destroy traps. If you know what you're getting into, you can counter it. It may not be the team you want to use, but it's going to be more effective than throwing your best team in the meat grinder and wasting 3 health packs a round.
Jam_Adams wrote: it would be nice if Daredevil's Radar Sense would take out Trap tiles. I mean, he's blind, and is using his heightened extra-sensory abilities to eliminate the dangers he can't see.... just like we can't see the trap tiles. it makes too much sense, and it would also buff him and raise him a little in the 3* ranks I think (since he is probably a little below average as is).
GrumpySmurf1002 wrote: Jam_Adams wrote: it would be nice if Daredevil's Radar Sense would take out Trap tiles. I mean, he's blind, and is using his heightened extra-sensory abilities to eliminate the dangers he can't see.... just like we can't see the trap tiles. it makes too much sense, and it would also buff him and raise him a little in the 3* ranks I think (since he is probably a little below average as is). In general, with all the character counters they've created, it is surprising they haven't created a direct trap counter yet, one that either makes them visible or otherwise eliminates them.
Nate7671 wrote: That would be a super cool idea for a passive power on a character - one that lets you see the enemy traps - Caltrops / Doom / Daredevil etc would all be made significantly less effective. Now just to figure out which toon deserves that kind of power. I would have though Daredevil would be the best or Spidey but alas they are full up already.
Polares wrote: Eddiemon wrote: jackstar0 wrote: Is it hyperbolic to label them as the most OP power in the game? Sure. They are meant to encourage you to play a defence tile spammer like Spidey to negate them. But people don't adapt and instead get upset that playing a team optimised for damage output isn't the perfect solution for every problem. Tell me how do you negate a 1700+ AoE Caltrops with Spidey or Cage? If I had 5 in black I would use Xpool, but I have it at 4 and it doesn't do enough damage to stop them (maybe one day I will have enough iso to max him ) Caltrops are OP, they need to nerf them. 3 caltrops for just 7 Ap when devs have the bad habit of putting two together is too much, at 350 level they fill the board really fast and they are unstoppable
Eddiemon wrote: jackstar0 wrote: Is it hyperbolic to label them as the most OP power in the game? Sure. They are meant to encourage you to play a defence tile spammer like Spidey to negate them. But people don't adapt and instead get upset that playing a team optimised for damage output isn't the perfect solution for every problem.
jackstar0 wrote: Is it hyperbolic to label them as the most OP power in the game?
jobob wrote: This. Caltrops just went from being my most hated power in the game to one I like to face because it's essentially a worthless move... well, until the next time I see it paired with the Maggia Muscle's "Threaten" power. (Which, btw, gets my vote now for most OP ability in the game).