Too much synergy between villians and NPCs
Please make it so that mixed enemy teams either get AP from their matches or generate AP automatically if their heroes are stunned but not both. Having to face Jugs or Rags with two snipers gets ridiculous so quickly. When they get to Godlike Power or Unstoppable Crash every turn it means you have no ability to setup moves because the boards gets half reset every turn.
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What language are you speaking, Sir?
While this synergy makes battles harder, when it's combined with community scaling the battle will stay lower-level if people have a hard time beating it. So, break the synergy, and the battle might end up shooting up in levels and be hard to beat anyway....0 -
melon_head wrote:Please make it so that mixed enemy teams either get AP from their matches or generate AP automatically if their heroes are stunned but not both. Having to face Jugs or Rags with two snipers gets ridiculous so quickly. When they get to Godlike Power or Unstoppable Crash every turn it means you have no ability to setup moves because the boards gets half reset every turn.
I was actually going to post this exact same thing. It was really bad in the last event, too. From what I saw, Snipers generate 5 green AP a turn and never use it - their "deadly shot" move is free. This AP is then used by the enemy heroes.
Part of the strategic element of the game which I like is that in fights vs enemy heroes, you can strategically deny them certain colors of AP to prevent them using certain powers. If I can't deny the enemy heroes colors of AP because they get them for free, that's kind of breaking the strategy of these fights. They get their moves so fast, and the enemies are scaled so high that I can't stop them - I just have to be able to tank the hits, which is not always feasible.
I just ended up not playing these fights - I'd stick to the "required character" nodes if I needed to clear one of these "combo fights" to progress.
I don't know an easy fix for this, but it's suck-tastic.0 -
It's a way of creating variety in enemy and the challenges you face. Nothing's wrong with it and they most likely will never change it. You just need a bit more practice and/or patience to wait til your roster matures.0
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Psykopathic wrote:It's a way of creating variety in enemy and the challenges you face. Nothing's wrong with it and they most likely will never change it. You just need a bit more practice and/or patience to wait til your roster matures.
It's good to see the entire point went over your head.0 -
The reason why these fights are tough is because Spiderman eats the 1 villian + 2 henchman combo for dinner so their levels never scale down.
These fights are indeed very hard but if you look at the heroic Juggernaut, the nasty combinations of villian + henchman all have pretty low levels, because there is no Spiderman there.0 -
Stun shouldn't stop countdown tiles. That's what tile destroyers are supposed to be good for.0
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Phantron wrote:Toxicadam wrote:Stun shouldn't stop countdown tiles. That's what tile destroyers are supposed to be good for.
Usually it's not very hard to remove all the CD tiles when the enemy can't move the board. That's why they're really easy for Spiderman but hard for those without.0 -
Toxicadam wrote:Stun shouldn't stop countdown tiles. That's what tile destroyers are supposed to be good for.0
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