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.
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.
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.
russreid91 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. This still doesn't make sense to me, there are lots of characters whose abilities change with 5 covers. Hood starts stealing yellow at 5 Blue, all CD tiles go off at 5 Black. Xforce generates AP at 5 Black, LCap can overwrite all tiles at 5 Red and 5 Blue.
GothicKratos wrote: russreid91 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. This still doesn't make sense to me, there are lots of characters whose abilities change with 5 covers. Hood starts stealing yellow at 5 Blue, all CD tiles go off at 5 Black. Xforce generates AP at 5 Black, LCap can overwrite all tiles at 5 Red and 5 Blue. I'll give you X-Force's Surgical Strike, just on basic principle, but the other ones you mentioned all change every level in a predictable pattern. At what? Level 3 and Level 5 on 3* Captain America's Red and Blue are able to overwrite protect/strike/attack/web tiles and all tiles, respectively. The half-way point and the last level. This intuitive enough for the average gamer, I'll grant you, but not really the average user (and there is a difference). The Hood works in a similar fashion, starting stealing two colors and adding two more halfway and at the end. Another example would be Moonstone, being able to Warp two colors at one cover and adding another each level. This is a far more predictable pattern, but lest I remind you how many "bug reports" there are about Moonstone's Gravity Warp?
KevinMark wrote: You don't get another turn if TP gets you a 5-match. It force-ends your turn. This is for 4 or less covers in TP's current form. This is from recent play experience.
ZeiramMR wrote: Before I had 5 Yellow, if I did something that generated a Critical Hit tile, it wouldn't end my turn immediately but if I fired off another power it would do so at that point.
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.
hesjingixen wrote: So is no one else as pissed about the changes to Hood as I am? I mean, they're basically changing his yellow from the power that makes him good to something marginally better than Grey Widow's Red, and oh yeah, it goes back to ending the turn now. ****? I liked that he was mostly utility before, and now he's going to be some sort damage utility hybrid. On a personal note, the first character I got to max level was 2 star Hawkeye, 2 weeks later, they nerfed him. Guess who I got to max level 1 week ago? That's right, Hood -> *NERF* I'm scared to raise anyone else to max level, because it seems like the nerf hammer is just following me around.
mischiefmaker wrote: 33. Hawkeye (modern), -3 Seriously, if they would just let Hawkeye place his countdown tiles instead of putting them in random places, that'd probably be enough to make him playable in the 2* range.
NorthernPolarity wrote: hesjingixen wrote: So is no one else as pissed about the changes to Hood as I am? I mean, they're basically changing his yellow from the power that makes him good to something marginally better than Grey Widow's Red, and oh yeah, it goes back to ending the turn now. ****? I liked that he was mostly utility before, and now he's going to be some sort damage utility hybrid. On a personal note, the first character I got to max level was 2 star Hawkeye, 2 weeks later, they nerfed him. Guess who I got to max level 1 week ago? That's right, Hood -> *NERF* I'm scared to raise anyone else to max level, because it seems like the nerf hammer is just following me around. I think if you're playing Hood for Pistols and not dormammu's aid, then there's probably something wrong. Pistols is a nice skill, but dormammu's aid is what makes or break the character, and seeing as it's still unchanged, he remains top tier.
Spoit wrote: Well with x-force, the only red/blue/purple fillers that actually have a non-situational yellow dump than just wasting it on an unnecessary recovery are LT and NF, and you'd never use intimidate