Post more bad guys!
Comments
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awef wrote:I like the interpretation. It's very fitting. I do think that the kit is too similar to Venom's, despite the passives. Give Protect tiles, then board shake. You could change the color scheme to lessen the competition. Maybe blue instead of green.
- “Lethal Protector” > “Protection Racket”. Deals damage and has the same effect (-1 Protect tile), then you could just Tombstone for the passive. The passive is actually really strong, because you strip the enemy's Protect tile with 0 effort. Example: 0 green AP, AI Invisible Woman casts blue, then next turn she loses that Protect tile. Imagine removing a 5*'s Protect tile. Also, draining 4 green AP is a lot.
- “Hammer & Anvil” > “Guilty Bruising”. For 4 AP more, you could deal 7333 AOE. So if you change the color, then you don't have to compete with a lot of good green AP abilities. I think the mechanic isn't too bad.
- The passive relies a lot on your yellow or if the enemy can make Protect tiles. Then your yellow relies on the enemy having the necessary green AP to drain to accelerate your green. The main problem is that his kit relies on enemies making their own Protect tiles, them having green AP, or there being an abundance of yellow AP.
Sorry if it's concise. I had to rewrite it, since the site logged me out.
Yeah, I figured the overreliance on Protect tiles and the colour scheme might be the issue. But since you say that Tombstone's passives are not too shabby, I like to make a few modifications here and there.
What if instead of downing the opponent and destroying their Protect Tiles, I give Tombstone a significant boost after downing one or two enemies? I'll still need your suggestions because like I told you before, game balance is not my strong suit.
The tricky part about Tombstone's "Hostile Takeover" passive is how to reward him for downing his foes like how 3 star Bullseye cashes in defeating one enemy with Strike tiles. I want to have his powers reflect on his extortionist attitude, and I certainly want to make sure that the enemy's Protect tiles are their impending doom. Would I give Tombstone a significant AP boost for downing his opponent? Or do I steal his opponents resources like a mob boss would take over a territory?
You're right about the pre-existing abilities trumping over "Protection Racket" and "Guilty Bruising" in terms of utility and damage. So I'm going to make a few more modifications when you have more time to elaborate what we can do to make Tombstone even more intimidating as a 4* character.0 -
So here's a concept for Tombstone as a tile specialist.
Passive: At the start of every turn, give the enemy a weak Protect tile whenever fewer than 5 exist. If the enemy has at least 5 Protect tiles, then drain AP each turn. If you can't drain AP, then deal ? damage at the cost of ? AP.
Active: Create ? enemy Protect tiles and ? friendly Attack tiles.
Active: Deal ? damage, based on # of enemy Protect tiles.
Passive: If Tombstone downs an opponent, steal % of enemy Attack, Protect, or Strike tiles and strengthen ? random friendly special tiles.
It's an idea. It's really up to you.0 -
Radioactive Man
Radioactive Blast 8
The Radioactive Man projects concentrated radioactive energy at his target, dealing 566 damage and weakening them for 2 turns. While weakened, a target's ability damage is reduced by 25%.
At Max Level:
Level 3: Deals 2019 damage and weakens for 3 turns.
Level 4: Deals 2917 damage and weakens for 3 turns.
Level 5: Deals 4712 damage and weakens for 4 turns.
Containment 8
The Radioactive Man absorbs nearby radiation, restoring his stamina. Convert up to 4 friendly and enemy Attack tiles to basic tiles, then gives the Radioactive Man a burst of health of up to 138 health per converted tile. If there are more than 14 friendly and enemy Attack tiles, stun the enemy team for one turn.
At Max Level:
Level 3: Converts up to 5 Attack tiles and heals 366 health per converted tile.
Level 4: Heals 459 health per converted tile.
Level 5: Heals 645 health per converted tile. Reduce stun requirement to 10 Attack tiles.
Hazardous 0
(PASSIVE) The Radioactive Man emits radiation at all times. Whenever he deals or takes damage from an ability, create 2 strength 47 Attack tiles.
At Max Level:
Level 3: Creates strength 103 Attack tiles.
Level 4: Creates 4 Attack tiles.
Level 5: Creates 5 Attack tiles.0 -
Crossbones
The Name's Crossbones 7
Crossbones covertly arms and detonates nearby explosives. Select a tile to create a 1-turn Countdown tile that deals 295 damage to the enemy team and 118 damage to your allies.
At Max Level:
Level 3: Deals 1332 damage to the enemy team and 533 to allies.
Level 4: Deals 2088 damage to the enemy team and 835 to allies.
Level 5: Deals 3601 damage to the enemy team and 1440 to allies.
Close Quarter 6
Crossbones takes out his knife and goes hand-to-hand with the target, dealing 411 damage, creating up to 5 strength 11 Strike tiles, and strengthening existing Strike tiles by the same value. If there are more than 5 Strikes tiles on the board, this power becomes Empty the Clip.
(PASSIVE) Friendly Strike tiles limited to a total of 5.
At Max Level:
Level 3: Deals 1466 damage and creates up to 5 strength 38 Strike tiles, and strengthens existing Strike tiles by 38.
Level 4: Deals 2118 damage and creates up to 5 strength 55 Strike tiles, and strengthens existing Strike tiles by 55.
Level 5: Deals 3421 damage and creates up to 5 strength 66 Strike tiles, and strengthens existing Strike tiles by 66.
Empty the Clips 9
Short on patience, Rumlow goes guns ablazing, dealing 1107 damage, plus 110% of the total value of friendly Strikes tiles, and removing all friendly Strike tiles. If there are no friendly Strike tiles on the board, this power becomes Close Quarter.
At Max Level:
Level 3: Deals 4221 damage, plus 150% of the total value of friendly Strikes tiles.
Level 4: Deals 4708 damage, plus 170% of the total value of friendly Strikes tiles.
Level 5: Deals 6885 damage, plus 200% of the total value of friendly Strikes tiles.
Overkill
(PASSIVE) Rumlow pulls out all the stops to get the job done. When Crossbones downs himself, an ally, or an enemy, 50% of the excess damage is dealt to a random enemy. This effect is tripled when downing himself or an ally.
Level Upgrades:
Level 2: Increase to 60%.
Level 3: Increase to 70%.
Level 4: Increase to 95%
Level 5: Increase to 115%
Comments:- Sentry's AOE, but with a placeable countdown, so gave it a low cost. Sacrifice allies when they get too low to proc "Overkill".
- Hopefully not to confusing. Basically, reverse PunMax mechanics. Quality over quantity. Create Strike tiles, match one away, then reapply to "sharpen" those strike tiles, then finish off with whenever. Or mix-n-match with other Strike tile generators. Thinking about adding an execute passive to "Close Combat" to better synergize with "Overkill".
- Used to be just a flat damage and damage reduction boost after downing anyone. Think "Overkill" is pretty new and unique. Makes him pretty efficient. Hopefully opens up AOE and single target builds.
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I like it. He's kind of crummy and hard to work with like the c-lister he is, but he has cheap, strong attacks. I think you should design Overkill so it triggers even if he downs himself. I want green to make a specific color CD so you can use it as cheap match making utility without having the damage/etc. Close Quarter is a neat effect. The only thing is his color scheme kind of steps on the toes of who he'd be most effective with, maybe with good reason since Punisher and Ghost Rider wouldn't be teaming up with this guy any time soon.
Level 5 on Overkill should be stronger, 120% looks right based on your increasing progression. AND he doesn't have much capability to down people by large amounts (Empty Clips is decent) so I don't think it's too strong.
I don't know Radioactive Man (isn't that a Simpsons comic book character too?) but I like the build. Pretty niche, kinda hulky, but you wanna take him down pretty fast or feel the burn, and he can heal himself if you let him. Tricky tricky.0 -
I guess I could change it. At the time, I imagined the character would be better at surviving. Yeah, Radioactive Man is also a Simpson character. This Radioactive Man willingly subjected himself w/ radiation and now permanently glows green. Made the character to work w/ or against Carnage. Could also pair w/ Antman.0
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I've posted a LOT of villains, albeit in their own threads. Man. I wish we could get Spider-man villains so prevalent that even Mysterio, Jackal, Ben Reilly, Hobgoblin (urich), Chameleon, and Sandman were in the game.
Tombstone's so cool; certainly fits the mechanics of this game.0 -
Guys, I just realized that Dr. Doom is the only villain from the Fantastic Four rogues gallery. Where is the Mole Man, Puppetmaster, or Annihilus?
If you guys want me to create a speculation post about them, I can do it. But for now, bear with me with only the color schemes:
(EDITED: Here is the first speculation post of Mole Man. He can be quite confusing to use, but given the right circumstances, his tactics will leave A.I. and the players in the dark on what he's going to do next)
Mole Man (Harvey Elder):
Geography Expert - 4 AP: Mole Man's blindness help him navigate through the disorienting underworld. Create a 3-Turn Countdown tile on the board. Tiles on the board fall upwards instead of downwards.
Subterranean Army - 11 AP: Mole Man commands his underlings to destroy his enemies. Select a row of tiles to destroy on the board. Deal 500 damage for each tile destroyed, but does not gain AP.
Salvage Scraps (Passive) - 0 AP: Whatever Mole Man destroys, he will reassemble it for his own sinister purposes. Tiles destroyed by Mole Man are replaced with Attack tiles with 400 strength but does not gain AP.
To be continued...0 -
Puppetmaster (Phillip Masters)
Mind Moulding - 13 AP: Puppet Master creates a lifelike replica of his target and takes control. Select an enemy to control. Stun the enemy target by 3 turns. If the stunned target has 12 or more AP of any color, choose one of their abilities to activate.
Pulling the Strings - 0 AP (Passive): Puppet Master hides in a safe place while letting his mind slave do his dirty work. Whenever the enemy is stunned, they take damage by 20% of their maximum life.
Psychic Clay - 7 AP: Puppet Master gathers his crafting supplies for his sinister marionettes. Convert all Team-Up Tiles into Purple Tiles.0 -
Blackheart
Soul Siphon- 5 AP
Blackheart slowly drains the souls of his enemies, weakening their will. Creates a fortified blue soul crystal special tile that drains 3% of the enemy teams total HP pool per turn. This power becomes Soul Shatter.
Soul Shatter 9 AP
Blackheart uses his dark power to shatter his enemies stolen souls, causing AoE damage equal to HP stolen from each enemy. If the enemy team matches the soul crystal special tile, they regain their lost HP. If Blackhearts team matches it, the HP is lost. (Further covers would be if they match they regain 50℅>0℅>are dealt 50℅ of the damage>100% of the damage)
Unholy creation 0 AP (Passive)
Blackheart was created from others pain and suffering, making him highly resistant to damage. Blackheart takes no damage from AoE, leaving those around him to take it for him. Splits AoE damage intended for Blackheart among all characters in the battle. Blackheart has no soul, making him immune to penance stare.
(Further covers splits the damage among the characters, lessening teammates share/increasing enemy share up to .5/1.5 ratio. 4th cover strength tile damage splits to all, 5th cover the difference between base match damaged and increased strike tile match damage splits to all),
Corruption 15 TU
Blackheart corrupts his enemy's mind, bending them to his will. Chosen enemy does a single target attack against themselves or a teammate. (2nd and 3rd cover reduce TU cost by 1 each, 4th cover power does 1.25 damage, 5th cover 1.5 damage)
So I wanted to create a truly unique character. My goal was to play off of a couple themes of Blackheart, 1) a selfish mostly support character. He doesn't care about his teammates and they pay for his presence, but are still better for having him with them, despite the tradeoffs 2) power derived through the manipulation of others.
He'd be the first character to use TU tiles as a power, which further plays into the double edged nature of his presence, that being he sacrifices the aid of others to use his own power.0 -
Mr_Sinister wrote:Blackheart
Soul Siphon- 5 AP
Blackheart slowly drains the souls of his enemies, weakening their will. Creates a fortified blue soul crystal special tile that drains 3% of the enemy teams total HP pool per turn. This power becomes Soul Shatter.
Soul Shatter 9 AP
Blackheart uses his dark power to shatter his enemies stolen souls, causing AoE damage equal to HP stolen from each enemy. If the enemy team matches the soul crystal special tile, they regain their lost HP. If Blackhearts team matches it, the HP is lost. (Further covers would be if they match they regain 50℅>0℅>are dealt 50℅ of the damage>100% of the damage)
Unholy creation 0 AP (Passive)
Blackheart was created from others pain and suffering, making him highly resistant to damage. Blackheart takes no damage from AoE, leaving those around him to take it for him. Splits AoE damage intended for Blackheart among all characters in the battle. Blackheart has no soul, making him immune to penance stare.
(Further covers splits the damage among the characters, lessening teammates share/increasing enemy share up to .5/1.5 ratio. 4th cover strength tile damage splits to all, 5th cover the difference between base match damaged and increased strike tile match damage splits to all),
Corruption 15 TU
Blackheart corrupts his enemy's mind, bending them to his will. Chosen enemy does a single target attack against themselves or a teammate. (2nd and 3rd cover reduce TU cost by 1 each, 4th cover power does 1.25 damage, 5th cover 1.5 damage)
So I wanted to create a truly unique character. My goal to was to play off of a couple themes of Blackheart, 1) a selfish mostly support character. He doesn't care about his teammates and they pay for his presence, but are still better for having him with them, despite the tradeoffs 2) power derived through the manipulation of others.
He'd be the first character to use TU tiles as a power, which further plays into the double edged nature of his presence, that being he sacrifices the aid of others to use his own power.
I find it ironic that such a selfish character would be using Team-Up tiles' color as his abilities. I mean, I know Carnage is a selfish playable character due to how much collateral damage he does around his teammates and enemies, but damn!
Anyways, care to evaluate my speculations of Tombstone, Mole Man, Puppet Master, and Annihilus (work in progress)?0 -
GundamY wrote:Mr_Sinister wrote:Blackheart
Soul Siphon- 5 AP
Blackheart slowly drains the souls of his enemies, weakening their will. Creates a fortified blue soul crystal special tile that drains 3% of the enemy teams total HP pool per turn. This power becomes Soul Shatter.
Soul Shatter 9 AP
Blackheart uses his dark power to shatter his enemies stolen souls, causing AoE damage equal to HP stolen from each enemy. If the enemy team matches the soul crystal special tile, they regain their lost HP. If Blackhearts team matches it, the HP is lost. (Further covers would be if they match they regain 50℅>0℅>are dealt 50℅ of the damage>100% of the damage)
Unholy creation 0 AP (Passive)
Blackheart was created from others pain and suffering, making him highly resistant to damage. Blackheart takes no damage from AoE, leaving those around him to take it for him. Splits AoE damage intended for Blackheart among all characters in the battle. Blackheart has no soul, making him immune to penance stare.
(Further covers splits the damage among the characters, lessening teammates share/increasing enemy share up to .5/1.5 ratio. 4th cover strength tile damage splits to all, 5th cover the difference between base match damaged and increased strike tile match damage splits to all),
Corruption 15 TU
Blackheart corrupts his enemy's mind, bending them to his will. Chosen enemy does a single target attack against themselves or a teammate. (2nd and 3rd cover reduce TU cost by 1 each, 4th cover power does 1.25 damage, 5th cover 1.5 damage)
So I wanted to create a truly unique character. My goal to was to play off of a couple themes of Blackheart, 1) a selfish mostly support character. He doesn't care about his teammates and they pay for his presence, but are still better for having him with them, despite the tradeoffs 2) power derived through the manipulation of others.
He'd be the first character to use TU tiles as a power, which further plays into the double edged nature of his presence, that being he sacrifices the aid of others to use his own power.
I find it ironic that such a selfish character would be using Team-Up tiles' color as his abilities. I mean, I know Carnage is a selfish playable character due to how much collateral damage he does around his teammates and enemies, but damn!
Anyways, care to evaluate my speculations of Tombstone, Mole Man, Puppet Master, and Annihilus (work in progress)?
Where's Annihilus? I've looked over the others and trying to imagine how they'd play out. Once I get Annihilus I'll def give feedback on all.0 -
Mr_Sinister wrote:Where's Annihilus? I've looked over the others and trying to imagine how they'd play out. Once I get Annihilus I'll def give feedback on all.
Sorry for the wait, here's what comes to my mind when playing Annihilus
Annhilus (The Living Death):
Cosmic Control Rod - 10 AP: Annihilus takes control over matter and energy. Select a row of tiles to destroy. Deal 4000 damage but does not gain AP on destroyed normal tiles. If you have 15 or more red AP, select 3 row of tiles to destroy and deal 8000 damage but does not gain AP on destroyed normal tiles.
Swarm of Fear - 12 AP: Annihilus overwhelms his enemies with projects of their worst nightmares. Create 4 Countdown tiles. Once per turn, each Countdown tile deals 700 damage to the enemy team.
Lord of the Negative Zone - 0 AP (Passive): Annihilus rules over his realm with an iron fist. Whenever friendly or enemy special tiles are destroyed or matched by Annihilus, each tile's destruction drains the enemy AP based on color. (i.e. 1 red Protect tile, 1 yellow Strike tile, 1 green Attack tile, 1 purple Countdown tile -> Enemy lose 1 red, 1 yellow, 1 green, 1 purple AP)
Annihilus pretty much relishes in tile destruction because that's who he is as the Living Death. For references:
His Red is Cyclops' red on steroids plus Hulkbuster's bonus damage from stacking red along. The "does not gain AP" rules are there to prevent it from being too OP, but I figured what if I gain bonus from destroying special tiles only? Annihilus is true to his character by causing as much havoc as possible on the battlefield, and he doesn't care about anybody else but himself.
His Green acts like a combination of Lazy Thor, Human Torch, and Squirrel Girl's green abilities. The Countdown Tiles deal damage each turn, but they stay until they're destroyed or matched, and they deal damage to the enemy team.
His Black passive is similar to Doctor Octopus' black passive with a touch of She-Hulk's AP drain, but it's upgraded to include the benefits of both enemies and friendly tiles being destroyed or matched.0 -
GundamY wrote:Mr_Sinister wrote:Where's Annihilus? I've looked over the others and trying to imagine how they'd play out. Once I get Annihilus I'll def give feedback on all.
Sorry for the wait, here's what comes to my mind when playing Annihilus
Annhilus (The Living Death):
Cosmic Control Rod - 10 AP: Annihilus takes control over matter and energy. Select a row of tiles to destroy. Deal 4000 damage but does not gain AP on destroyed normal tiles. If you have 15 or more red AP, select 3 row of tiles to destroy and deal 8000 damage but does not gain AP on destroyed normal tiles.
Swarm of Fear - 12 AP: Annihilus overwhelms his enemies with projects of their worst nightmares. Create 4 Countdown tiles. Once per turn, each Countdown tile deals 700 damage to the enemy team.
Lord of the Negative Zone - 0 AP (Passive): Annihilus rules over his realm with an iron fist. Whenever friendly or enemy special tiles are destroyed or matched by Annihilus, each tile's destruction drains the enemy AP based on color. (i.e. 1 red Protect tile, 1 yellow Strike tile, 1 green Attack tile, 1 purple Countdown tile -> Enemy lose 1 red, 1 yellow, 1 green, 1 purple AP)
Annihilus pretty much relishes in tile destruction because that's who he is as the Living Death. For references:
His Red is Cyclops' red on steroids plus Hulkbuster's bonus damage from stacking red along. The "does not gain AP" rules are there to prevent it from being too OP, but I figured what if I gain bonus from destroying special tiles only? Annihilus is true to his character by causing as much havoc as possible on the battlefield, and he doesn't care about anybody else but himself.
His Green acts like a combination of Lazy Thor, Human Torch, and Squirrel Girl's green abilities. The Countdown Tiles deal damage each turn, but they stay until they're destroyed or matched, and they deal damage to the enemy team.
His Blue passive is similar to Doctor Octopus' black passive with The Hood's blue passive AP drain combined, but it's upgraded to include the benefits of both enemies and friendly tiles being destroyed or matched.0 -
GundamY wrote:GundamY wrote:Mr_Sinister wrote:Where's Annihilus? I've looked over the others and trying to imagine how they'd play out. Once I get Annihilus I'll def give feedback on all.
Sorry for the wait, here's what comes to my mind when playing Annihilus
Annhilus (The Living Death):
Cosmic Control Rod - 10 AP: Annihilus takes control over matter and energy. Select a row of tiles to destroy. Deal 4000 damage but does not gain AP on destroyed normal tiles. If you have 15 or more red AP, select 3 row of tiles to destroy and deal 8000 damage but does not gain AP on destroyed normal tiles.
Swarm of Fear - 12 AP: Annihilus overwhelms his enemies with projects of their worst nightmares. Create 4 Countdown tiles. Once per turn, each Countdown tile deals 700 damage to the enemy team.
Lord of the Negative Zone - 0 AP (Passive): Annihilus rules over his realm with an iron fist. Whenever friendly or enemy special tiles are destroyed or matched by Annihilus, each tile's destruction drains the enemy AP based on color. (i.e. 1 red Protect tile, 1 yellow Strike tile, 1 green Attack tile, 1 purple Countdown tile -> Enemy lose 1 red, 1 yellow, 1 green, 1 purple AP)
Annihilus pretty much relishes in tile destruction because that's who he is as the Living Death. For references:
His Red is Cyclops' red on steroids plus Hulkbuster's bonus damage from stacking red along. The "does not gain AP" rules are there to prevent it from being too OP, but I figured what if I gain bonus from destroying special tiles only? Annihilus is true to his character by causing as much havoc as possible on the battlefield, and he doesn't care about anybody else but himself.
His Green acts like a combination of Lazy Thor, Human Torch, and Squirrel Girl's green abilities. The Countdown Tiles deal damage each turn, but they stay until they're destroyed or matched, and they deal damage to the enemy team.
His Blue passive is similar to Doctor Octopus' black passive with The Hood's blue passive AP drain combined, but it's upgraded to include the benefits of both enemies and friendly tiles being destroyed or matched.
I like Annihilus. He seems like a finisher, a character that lurks in the background just waiting to smash the enemy when it'll suck the most (RHulk is that)
Mole man is a little confusing. What advantage is gained by reversing the tile drops? And it says he creates strength tiles for 400 when he destroys tiles, but what is meant by destroy?
I'll tackle the last two in the am.0 -
GundamY wrote:Ooh ooh! I got another one! Since MPQ is seriously lacking in bad guys, I was thinking of adding another character from Spiderman's rogue gallery. Here he is:
Tombstone (Lonnie Lincoln)
Protection Racket - 8 AP: Tombstone extorts his victims and coerce them into paying him for "protection", or they will suffer the consequences. Create 3 enemy Protect tiles with 50 strength each.
(Passive): During the enemy team's turn, they must pay Tombstone 1 Green AP to maintain their Protect tiles or else take 300 damage (unaffected by Protect tiles) for each enemy Protect Tile on the board.
Max Level: Create 3 enemy Protect tiles with 100 strength each.
(Passive): During the enemy team's turn, they must pay Tombstone 4 Green AP to maintain their Protect tiles or else take 600 damage (unaffected by Protect tiles) for each enemy Protect Tile on the board.
Guilty Bruising - 14 AP: Tombstone's harasses his underlings to pay their dues or feel his fists on their faces. Deal 2000 damage and destroy 12 non-Protect tiles on the board (does not gain AP).
Max Level: Deal 6000 damage and destroy all non-Protect tiles on the board (does not gain AP).
Hostile Takeover (Passive) - 0 AP: Tombstone shows no remorse for anyone buried six feet underground. If Tombstone downs an enemy, convert all present enemy Protect tiles on the board into normal tiles and gain 1 yellow and 1 green AP for each Protect tile converted.
Max Level: If Tombstone downs an enemy, convert all present enemy Protect tiles on the board into normal tiles and gain 3 yellow and 3 green AP for each Protect tile converted.
Now I know this is similar to Eddie Brock's Venom with the abilities color scheme and the Protect tiles screwing over the enemy team, but I envision Tombstone being the mob boss who will intimidate you into accepting his "protection", or suffer the consequences. What do you think?
I need some feedback on how to make Tombstone viable since I don't know character balance that well. "Hostile Takeover" is difficult to execute, but if you can pull it off Bullseye style, the reward is sooooo good!
So does the enemy get the choice of paying the ap or taking damage?
I think there is a good idea here but needs some tuning. I would look to decrease the protection tile strength with more covers, not increase them. Tombstone is an underhanded guy and a classic mob tactic is offering big help and providing little while still expecting full payment. So essentially the other team ends up paying for no actual benefit, which totally fits.
I'd also have his green power target protect tiles. His first power provides them, and they don't do anything which is underhanded, and his green takes them away, which is dirty and triggers his passive.
I think it's an interesting character and like where you went thematically.
Edit: another thought occurred to me. Hostile takeover would have change a bit. If you down an enemy, you gain AP for every protect tile on the board but they remain, they don't convert. This makes his green ability the protect tile remover, which seems counter productive, but it helps against characters that reinforce special tiles or spam protect tiles like Sam Wilson. It allows tombstone to pretty much dictate protection.0 -
I like Annihilus. He seems like a finisher, a character that lurks in the background just waiting to smash the enemy when it'll suck the most (RHulk is that)
Mole man is a little confusing. What advantage is gained by reversing the tile drops? And it says he creates strength tiles for 400 when he destroys tiles, but what is meant by destroy?
I'll tackle the last two in the am.
Allow me to elaborate on Mole Man's abilities. The green destroys a row of tiles like Cyclops' red, except you can control which row to destroy. After that, Attack tiles are created from falling tiles just like the Ultron Sentries drones. Now the reason why I have a cheap black abilities tile that cause tiles to fall upside down is because if you can create rows of Attack tiles from below and above the board, you pretty much sandwich the enemy with Attack tiles.
Let me give you a picture of how it looks like when you use Mole Man's abilities in conjunction using black, green, and then the yellow passive triggered:
Before
After destroying 3 rows
24 Attack Tiles having 400 strength in each tile = 9600 damage
Now I know you think this could be impractical because She-Hulk could destroy the bottom tiles with her red, but when you can manipulate the direction of the tiles falling on the board, you can pretty much stack up Attack tiles from bottom to top.
In other words, Mole Man's play style is meant to be disorienting because others underestimate him for being a bottom feeder. But he'll be dangerous when you don't deal with him striking you from below. Ideally, the maximum level allows Mole Man to shake the board with Attack Tiles by having tiles fall from the bottom, left, and right. It's risky since RNG doesn't allow you to have full control over what kind of color you want the tiles to fall, but you can at least confuse your opponent by manipulating the direction of where the tile falls on the board.
EDITED: Plus, if you remember the Boss Level of Ultron, he constantly create Bomb Tiles that will explode if any one of them reaches the bottom. With Mole Man's Black ability, he can reverse the direction of falling tiles, meaning you don't have to worry about taking damage from the Bomb Tiles. I know this sounds super situational, but hey, that's one of the main advantages I can think of right now.0 -
GundamY wrote:I like Annihilus. He seems like a finisher, a character that lurks in the background just waiting to smash the enemy when it'll suck the most (RHulk is that)
Mole man is a little confusing. What advantage is gained by reversing the tile drops? And it says he creates strength tiles for 400 when he destroys tiles, but what is meant by destroy?
I'll tackle the last two in the am.
Allow me to elaborate on Mole Man's abilities. The green destroys a row of tiles like Cyclops' red, except you can control which row to destroy. After that, Attack tiles are created from falling tiles just like the Ultron Sentries drones. Now the reason why I have a cheap black abilities tile that cause tiles to fall upside down is because if you can create rows of Attack tiles from below and above the board, you pretty much sandwich the enemy with Attack tiles.
Let me give you a picture of how it looks like when you use Mole Man's abilities in conjunction using black, green, and then the yellow passive triggered:
Before
After destroying 3 rows
24 Attack Tiles having 400 strength in each tile = 9600 damage
Now I know you think this could be impractical because She-Hulk could destroy the bottom tiles with her red, but when you can manipulate the direction of the tiles falling on the board, you can pretty much stack up Attack tiles from bottom to top.
In other words, Mole Man's play style is meant to be disorienting because others underestimate him for being a bottom feeder. But he'll be dangerous when you don't deal with him striking you from below. Ideally, the maximum level allows Mole Man to shake the board with Attack Tiles by having tiles fall from the bottom, left, and right. It's risky since RNG doesn't allow you to have full control over what kind of color you want the tiles to fall, but you can at least confuse your opponent by manipulating the direction of where the tile falls on the board.
EDITED: Plus, if you remember the Boss Level of Ultron, he constantly create Bomb Tiles that will explode if any one of them reaches the bottom. With Mole Man's Black ability, he can reverse the direction of falling tiles, meaning you don't have to worry about taking damage from the Bomb Tiles. I know this sounds super situational, but hey, that's one of the main advantages I can think of right now.
That is one crazy concept! I'd play it. We need more characters with less straightforward play styles.0 -
Polaris (Lorna Dane)
Geomagnetic Link - 12 AP: Polaris draws her strength from the planet's electromagnetic field. Destroy all enemy special tiles on the board (Does not gain AP). For every enemy tile destroyed, fortify 1 friendly special tile.
Iron Extraction - 10 AP: Polaris makes the enemies bleed with the minerals forcibly yanked out of their bodies dry. If the enemy has 50% or less health, convert all tiles with Polaris' icon into either red, blue, or yellow tiles of your choice on the board. Otherwise, deal 4000 damage plus 500 extra damage for each purple tile on the board.
Magnetic Flight - 11 AP: Polaris defies gravity and rides the Earth's magnetic field. Become airborne for 3 turns. (Passive) While airborne, Polaris generates 5 random Team-Up tiles once per turn.
I designed Polaris to have the highest compatibility with 3 Star Magneto. Granted, Magneto is still solid character to fight with your team. But what happens when his abilities are boosted further with his daughter?
Her powerset as I envisioned is a combination of Loki's color scheme/tile manipulations, 4 Star Cyclops' bonus damage from Team-Up Tiles, and Green Goblin's fortifying tiles with a touch of HP conditions like Drax and Gamora's icon bonus stack.
Geomagnetic Link will help reinforce Magneto's protect tiles and helps overwrite enemy special tiles. So that's self-explanatory.
Iron Extraction can be quite an overkill, but once the enemies are below 50% health, Polaris can't really damage them, so she'll need somebody to deliver the killing blow on her behalf. And what better way to do so than her father Magneto? (or anybody with a red, blue, and yellow color scheme for that matter)
Magnetic Flight gives her the advantage to be safe from enemy attacks while she sets up Team-Up Tiles. That way, Magneto can deal extra damage with his Polarizing Force and reuse it when there's more stocked up on the board. Alternatively, characters such as Storm, Black Panther, or 4 Star Cyclops can take advantage of the Team-Up tiles getting stocked up easily.
Polaris is quite a squishy character. Low HP like Loki or Jean Grey, so she'll need to find a way to get airborne, and fast. Because the moment she's on the ground, she's wide open for attacks. I also made her AP cost higher because they're quite OP, and Magneto's already has plenty of low cost AP to tinker around.0 -
GundamY wrote:Polaris (Lorna Dane)
Geomagnetic Link - 12 AP: Polaris draws her strength from the planet's electromagnetic field. Destroy all enemy special tiles on the board (Does not gain AP). For every enemy tile destroyed, fortify 1 friendly special tile.
Iron Extraction - 10 AP: Polaris makes the enemies bleed with the minerals forcibly yanked out of their bodies dry. If the enemy has 50% or less health, convert all tiles with Polaris' icon into either red, blue, or yellow tiles of your choice on the board. Otherwise, deal 4000 damage plus 500 extra damage for each purple tile on the board.
Magnetic Flight - 11 AP: Polaris defies gravity and rides the Earth's magnetic field. Become airborne for 3 turns. (Passive) While airborne, Polaris generates 5 random Team-Up tiles once per turn.
I designed Polaris to have the highest compatibility with 3 Star Magneto. Granted, Magneto is still solid character to fight with your team. But what happens when his abilities are boosted further with his daughter?
Her powerset as I envisioned is a combination of Loki's color scheme/tile manipulations, 4 Star Cyclops' bonus damage from Team-Up Tiles, and Green Goblin's fortifying tiles with a touch of HP conditions like Drax and Gamora's icon bonus stack.
Geomagnetic Link will help reinforce Magneto's protect tiles and helps overwrite enemy special tiles. So that's self-explanatory.
Iron Extraction can be quite an overkill, but once the enemies are below 50% health, Polaris can't really damage them, so she'll need somebody to deliver the killing blow on her behalf. And what better way to do so than her father Magneto? (or anybody with a red, blue, and yellow color scheme for that matter)
Magnetic Flight gives her the advantage to be safe from enemy attacks while she sets up Team-Up Tiles. That way, Magneto can deal extra damage with his Polarizing Force and reuse it when there's more stocked up on the board. Alternatively, characters such as Storm, Black Panther, or 4 Star Cyclops can take advantage of the Team-Up tiles getting stocked up easily.
Polaris is quite a squishy character. Low HP like Loki or Jean Grey, so she'll need to find a way to get airborne, and fast. Because the moment she's on the ground, she's wide open for attacks. I also made her AP cost higher because they're quite OP, and Magneto's already has plenty of low cost AP to tinker around.
I like the powers but a could things standout that i feel would make her an albatross on a PvP team. First, her color scheme makes acceleration really really hard. second, they are very high cost and with how PvP is in regards to speed being key, it would risky bringing her with the idea of getting a few of her powers off before a faster team demolished us. She'd need a battery but choosing one basically eliminates the other colors without a deluge falling by chance.0
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