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.

Comments

  • GumisK
    GumisK Posts: 372 Mover and Shaker
    gotgold5 wrote:
    people could just be qualified to come across its manner dwelling just as before, to your waters that's at this moment manner, manner listed below these folks

    What language are you speaking, Sir?
  • What language are you speaking, Sir?
    The language of autogenerated spam. With maybe a pinch of word-by-word translation from Chinese?

    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....
  • agent86ix
    agent86ix Posts: 25 Just Dropped In
    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.
  • 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 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.
  • 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.
  • Stun shouldn't stop countdown tiles. That's what tile destroyers are supposed to be good for.
  • 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.
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    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.
    Honestly, without a storm or hulk (or juggie) to shuffle the board, I find it easier to let the villain stay unstunned to be able to actually get a match lined up for CD elimination
  • OnesOwnGrief
    OnesOwnGrief Posts: 1,387 Chairperson of the Boards
    Toxicadam wrote:
    Stun shouldn't stop countdown tiles. That's what tile destroyers are supposed to be good for.
    That's how it used to be... Clearly the devs thought otherwise after feedback.