KevinMark wrote: Playtester A: My Hood just died. I dunno what's happening but it's really exciting and fun. It's also different. I didn't even read the ability description. Playtester B: Did you use Beast's blue skill? It makes matches for free and doesn't end your turn. Playtester A: Whoa dude! That sounds cool. Totally a fun and useful ability.
Demiurge_Will wrote: KevinMark wrote: Demiurge_Will wrote: We playtested both versions, and making TP continue to end the turn at level 5 was easier to understand, the added damage led to more exciting moments, and the turn ending kept it feeling different from other abilities. It comes down to people who played the version of the ability we went with having more fun. I don't quite get what is meant by the bold part. Getting the 5th cover of any 3* character ability you like is a great milestone. It's an achievement. I think it would be pretty shortsighted to think that people don't read what the 5th cover does before they are upgrading/respeccing. I'm sorry but I also don't buy the rest of the explanation. You'd think people would read the 5th cover description, wouldn't you? But time and time again, playtesting shows that anything that's in text, a meaningful percentage of people miss. It's not what I think or predict should be the case (my instinct is usually that people will read more than they prove to do), but it's what I observe, in every game I work on. Sometimes it's worth changing up how things work anyway - like we decided to in the previous version of the ability, and like we do with many other abilities in the game - but the additional confusion is a piece of the puzzle.
KevinMark wrote: Demiurge_Will wrote: We playtested both versions, and making TP continue to end the turn at level 5 was easier to understand, the added damage led to more exciting moments, and the turn ending kept it feeling different from other abilities. It comes down to people who played the version of the ability we went with having more fun. I don't quite get what is meant by the bold part. Getting the 5th cover of any 3* character ability you like is a great milestone. It's an achievement. I think it would be pretty shortsighted to think that people don't read what the 5th cover does before they are upgrading/respeccing. I'm sorry but I also don't buy the rest of the explanation.
Demiurge_Will wrote: We playtested both versions, and making TP continue to end the turn at level 5 was easier to understand, the added damage led to more exciting moments, and the turn ending kept it feeling different from other abilities. It comes down to people who played the version of the ability we went with having more fun.
KevinMark wrote: GuntherBlobel wrote: KevinMark wrote: Remove the end turn from 5 yellow covers. Btw, if anyone didn't realize, even if you got a 5-match during the cascade your turn still ends. Are you sure that is true? I seem to remember getting a random crit after Supernova. It had a weird buggy effect, where I was given the opportunity to use another power, but then the turn moved on, iirc. I'm sure. I had this happen when I had 4 yellow Hood covers and it was just recently. It force-ends your turn.
GuntherBlobel wrote: KevinMark wrote: Remove the end turn from 5 yellow covers. Btw, if anyone didn't realize, even if you got a 5-match during the cascade your turn still ends. Are you sure that is true? I seem to remember getting a random crit after Supernova. It had a weird buggy effect, where I was given the opportunity to use another power, but then the turn moved on, iirc.
KevinMark wrote: Remove the end turn from 5 yellow covers. Btw, if anyone didn't realize, even if you got a 5-match during the cascade your turn still ends.
mouser wrote: Demiurge_Will wrote: KevinMark wrote: Demiurge_Will wrote: We playtested both versions, and making TP continue to end the turn at level 5 was easier to understand, the added damage led to more exciting moments, and the turn ending kept it feeling different from other abilities. It comes down to people who played the version of the ability we went with having more fun. I don't quite get what is meant by the bold part. Getting the 5th cover of any 3* character ability you like is a great milestone. It's an achievement. I think it would be pretty shortsighted to think that people don't read what the 5th cover does before they are upgrading/respeccing. I'm sorry but I also don't buy the rest of the explanation. You'd think people would read the 5th cover description, wouldn't you? But time and time again, playtesting shows that anything that's in text, a meaningful percentage of people miss. It's not what I think or predict should be the case (my instinct is usually that people will read more than they prove to do), but it's what I observe, in every game I work on. Sometimes it's worth changing up how things work anyway - like we decided to in the previous version of the ability, and like we do with many other abilities in the game - but the additional confusion is a piece of the puzzle. If making major changes with a 5th cover was distressing the playtesters, did you have them playtest an alternate version of Hood yellow that doesn't end the turn on any cover count to eliminate the confusion? I have to believe the original design of Hood imposed the ends turn penalty to offset a powerful (albeit expensive) ability to gain AP. Remove the foundational rationale for that limitation and it seems to me the better design choice would be to remove the penalty as well, then determine an appropriate amount of damage for the ability.
platypusavenger wrote: I have read every comment in this thread, and I think there is some great dialog. The Hood has been my favorite character since I started playing, and I am sad to see his power-level altered to suit new content which is not yet even widely available. That said, my initial reaction to the announcement was VERY negative. I have spent the last few days (and Hood-required PvE nodes) actively considering every time I cast Twin Pistols whether or not I would be better served with more AP or more damage in a given scenario. Using this lens, I actually am coming around to the change -- it's not as bad as the early posters in the thread made out, and it adds some new gameplay. I do think that the entire ability needs something to keep him off of the front lines. Against human players, he is almost always going to be Target #1. When playing with him against the AI however, I really am not looking forward to ending the turn with him out front. In the comics, he has the ability to turn invisible. Invisible Woman's invisibility tile makes a character untargetable. Would it be possible for him to be untargetable for one turn after using Twin Pistols? Or less powerfully, even just a simple move to the back of the line? Let's be honest, he doesn't seem to be the type of character archetype that jumps out in front and says 'Hit me!'.
Pwuz_ wrote: platypusavenger wrote: I have read every comment in this thread, and I think there is some great dialog. The Hood has been my favorite character since I started playing, and I am sad to see his power-level altered to suit new content which is not yet even widely available. That said, my initial reaction to the announcement was VERY negative. I have spent the last few days (and Hood-required PvE nodes) actively considering every time I cast Twin Pistols whether or not I would be better served with more AP or more damage in a given scenario. Using this lens, I actually am coming around to the change -- it's not as bad as the early posters in the thread made out, and it adds some new gameplay. I do think that the entire ability needs something to keep him off of the front lines. Against human players, he is almost always going to be Target #1. When playing with him against the AI however, I really am not looking forward to ending the turn with him out front. In the comics, he has the ability to turn invisible. Invisible Woman's invisibility tile makes a character untargetable. Would it be possible for him to be untargetable for one turn after using Twin Pistols? Or less powerfully, even just a simple move to the back of the line? Let's be honest, he doesn't seem to be the type of character archetype that jumps out in front and says 'Hit me!'. Oh, I like that a lot! Perhaps dropping a 1 turn countdown tile in the center of one or both of the targeted areas that makes Hood "Invisible" and take only partial damage? This type of change MAY dictate a small drop in damage though to offset his protection. IF this change was put in place along with the End Turn, it's not like it could be abused except by the opponent using Anti-Gravity Device or Snarky Remark.
Phantron wrote: I really don't see what's all this talk about how The Hood has to tank on the turn he makes Twin Pistols. Don't do that if they're about to use a big move but other than that it's no different than making a yellow/blue match as he's almost certain to own those colors if you're not running Black Panther or the featured character has higher strength in the current metagame. I can see Dormammu's Aid doing less and passively reduce damage taken by AP consuming damage by 10/20/30/40/50%. That'd give him about 10K HP versus AP consuming moves, though he'd still be vulnerable to match damage/attack tiles. Or tie the ability to Intimidation if we want slightly more interesting choices (hard to see Dormammu's AId not maxed unless it's weakened to the point of uselessness).
Spoit wrote: Phantron wrote: I really don't see what's all this talk about how The Hood has to tank on the turn he makes Twin Pistols. Don't do that if they're about to use a big move but other than that it's no different than making a yellow/blue match as he's almost certain to own those colors if you're not running Black Panther or the featured character has higher strength in the current metagame. I can see Dormammu's Aid doing less and passively reduce damage taken by AP consuming damage by 10/20/30/40/50%. That'd give him about 10K HP versus AP consuming moves, though he'd still be vulnerable to match damage/attack tiles. Or tie the ability to Intimidation if we want slightly more interesting choices (hard to see Dormammu's AId not maxed unless it's weakened to the point of uselessness). See the thing is, if you up the tiles to steal by even 1, that pretty much is to the point of uselessness, given how tend to accumulate And the difference is that it puts him in front, and sets up the board for the AI to almost certainly make a cascade if you do anything other then the top corner
Phantron wrote: Since TP no longer generates AP I see why you wouldn't just shoot the top corners unless you saw a spot you can shoot TP that cascade into a match 5 (in that case you'd get your turn back) in most cases. If you need to get rid of a nasty special tile that looks like an appropriate tradeoff to put The Hood in front.
Pwuz_ wrote: Phantron wrote: Since TP no longer generates AP I see why you wouldn't just shoot the top corners unless you saw a spot you can shoot TP that cascade into a match 5 (in that case you'd get your turn back) in most cases. If you need to get rid of a nasty special tile that looks like an appropriate tradeoff to put The Hood in front. It's been a LONG time since my Hood was less than 5 Yellow, but if I recall correctly, EVEN IF you can manage a match 5 scenario by cascade you DO NOT get your turn back. It was fairly rare that I could pull that type of move off, but I seem to recall being shocked by that since I had planned out that cascade so carefully.