PeterGibbons316 wrote: I think the 5* tier is more balanced than all the others because at the end of the day any maxed 5* is going to have you winning battles really quickly just through their match damage. The same can't be said for the other tiers.
SnowcaTT wrote: PeterGibbons316 wrote: I think the 5* tier is more balanced than all the others because at the end of the day any maxed 5* is going to have you winning battles really quickly just through their match damage. The same can't be said for the other tiers. Pretty much this. It isn't balanced because obviously there are a couple much better than the others - but the entire tier is balanced compared to the others. I worry less about the tier that has six characters than I do of the much larger tiers. Why do they keep releasing characters when no one is going to be using Cho/IW/Elektra/FalCap/MrF/SL? Why does 3* IM get a great fix, while 3* Rags/3* Vision/3* QS (didn't he get a fix?) still remain almost unusable after their fixes? Just writing down these lists makes me realize there is likely little (no?) play-testing as these characters get rolled out, with sort of random abilities just thrown on to whatever tier they were originally slotted into; as quickly as they can to keep trying to make money rather than try for any balance or fixes. That sounds a bit meaner that I meant it to...but then I think on it again and I'm not sure I'm wrong.
jobob wrote: I think at max level, they are probably fairly well balanced. The thing is, a slim percentage of the player base has them maxed. The imbalance comes in their individual usability at early levels.
Polares wrote: jobob wrote: I think at max level, they are probably fairly well balanced. The thing is, a slim percentage of the player base has them maxed. The imbalance comes in their individual usability at early levels. But how can you say at 450 all are balanced? How can be SS balanced compared with GG? Can you elaborate on that? How one guy that does 8k damage for 7 and heals 30% of his life for 12 can be balanced with someone who does 22k for 8 or 30k for 10. OR with another one that heals 3k each turn for free?!?!? (and is also a serious hitter) Or one that after death/resurrection does 16k AoE for 9? The only think you can say is that at 450 they all are better than any maxed-buffed 4, but in no way they are balanced between them.
babinro wrote: How to buff Surfer? Black: No changes. This skill is incredibly strong at 5 covers. The small risk of destruction is worth the massive AP generation and the ability to place it where it can destroy enemy tiles. It's a shame this skill doesn't truly shine until 5 covers though. I wouldn't be against a minor AP price drop to 12 or 11 but I don't feel it's absolutely necessary either. Red: I might be in the minority here but I consider the damage output to be fine. It's very low for 5* tier but Silver Surfer's role is clearly intended to be support. That being said, his red is a TERRIBLE charged tile generator. This skill really needs to generate either 4 charged tiles at max covers. Blue: This is where Surfer fails as a character. Stun immunity is fantastic but the active is abysmal in comparison to Phoenix and OML. 12 AP (up to 4 turns worth of dedicated matches) to heal about 1/3rd of his health? Awful. In my opinion you could drop this skill down to as low as 7 AP or maybe even 6 AP and it would be fine.
Hayek wrote: babinro wrote: How to buff Surfer? Black: No changes. This skill is incredibly strong at 5 covers. The small risk of destruction is worth the massive AP generation and the ability to place it where it can destroy enemy tiles. It's a shame this skill doesn't truly shine until 5 covers though. I wouldn't be against a minor AP price drop to 12 or 11 but I don't feel it's absolutely necessary either. Red: I might be in the minority here but I consider the damage output to be fine. It's very low for 5* tier but Silver Surfer's role is clearly intended to be support. That being said, his red is a TERRIBLE charged tile generator. This skill really needs to generate either 4 charged tiles at max covers. Blue: This is where Surfer fails as a character. Stun immunity is fantastic but the active is abysmal in comparison to Phoenix and OML. 12 AP (up to 4 turns worth of dedicated matches) to heal about 1/3rd of his health? Awful. In my opinion you could drop this skill down to as low as 7 AP or maybe even 6 AP and it would be fine. I would go a different way on how to make surfer be on par with the other 5*s. One small change. Make his black cost 6 ap, and everything else stays the same. I mean, look at what it did for IM40. He doesn't need to be a damage dealer, he just needs to be a better support if that's to be his role. Being the best ap generator in the 5* tier gives people a reason to put him in their team and mitigates the high cost of his blue.