EvilSonGoku wrote: Phantron wrote: I don't see how the red can do more than about 1000 damage and still be balanced. All you need is two successful reds to beat basically any red ability in the game, and it's just not that hard to deposit in a corner, and it can still remove any tile in the game too. Come on Phantron.... do you ever go anywhere without bringing the nerf bat with you? I'd love to see his red at max. I remember Heroic juggs spending 15 min in a fight as u red slapped goons for less than 500 damage at a time. Now Cap can be useful outside of pve. Frankly I prefer D3p going the power creep method.
Phantron wrote: I don't see how the red can do more than about 1000 damage and still be balanced. All you need is two successful reds to beat basically any red ability in the game, and it's just not that hard to deposit in a corner, and it can still remove any tile in the game too.
Clint wrote: Kamahl-FoK wrote: NorthernPolarity wrote: Kamahl-FoK wrote: Thor ~1800 for 8 red You are quoting level 230 damage, 141 Fathor red damage is 1168.
Kamahl-FoK wrote: NorthernPolarity wrote: Kamahl-FoK wrote: Thor ~1800 for 8 red
NorthernPolarity wrote: Kamahl-FoK wrote: Thor ~1800 for 8 red
Kamahl-FoK wrote: Thor ~1800 for 8 red
mechgouki wrote: And Daredevil doesn't sit around doing nothing, setting up traps to spring on someone. What's your point?
Phaserhawk wrote: Technically if you guys wanna try and get Cap nerfed, Punisher's Red actually does the most damage. Assuming you have a 15000 hp, his Red for 8AP can actually do 6000 dmg. Also IM40's red is only 2 AP more and it does 3559 and Patch's red for 14AP can do insane damage if the board's set up correctly. So while Cap's shield is strong it's not really that out of line, sure maybe you could take a couple hundred off, but that's really not going to make a difference. His red is suppose to hurt
Jazzhands wrote: Phaserhawk wrote: Technically if you guys wanna try and get Cap nerfed, Punisher's Red actually does the most damage. Assuming you have a 15000 hp, his Red for 8AP can actually do 6000 dmg. Also IM40's red is only 2 AP more and it does 3559 and Patch's red for 14AP can do insane damage if the board's set up correctly. So while Cap's shield is strong it's not really that out of line, sure maybe you could take a couple hundred off, but that's really not going to make a difference. His red is suppose to hurt IM40's red has a pretty big drawback. Cap's red gets him 10 more red.....
Frailezim wrote: Likely builds gents? I'd imagine a 3/5/5 is the way to go?
IceIX wrote: BTW, Rank 5 Yellow at 141 is 289 per Protect tile for a total of 1156 protected.
mjsko wrote: IceIX wrote: BTW, Rank 5 Yellow at 141 is 289 per Protect tile for a total of 1156 protected. Unfortunate that it's still 19 ap The skill isn't strong enough to make anyone prioritize yellow, and you never get to 19 yellow as a byproduct of match fours and fives. If you do, you're on a godlike cascading streak and won't need the protect tiles anyway.
mechgouki wrote: IceIX wrote: BTW, Rank 5 Yellow at 141 is 289 per Protect tile for a total of 1156 protected. Please tell me you won't be nerfing Mr Stars and Stripes?
gamar wrote: mjsko wrote: IceIX wrote: BTW, Rank 5 Yellow at 141 is 289 per Protect tile for a total of 1156 protected. Unfortunate that it's still 19 ap The skill isn't strong enough to make anyone prioritize yellow, and you never get to 19 yellow as a byproduct of match fours and fives. If you do, you're on a godlike cascading streak and won't need the protect tiles anyway. And whenever I HAVE used Cap and gotten to 19 AP, the enemy team is hurting enough that the free turn+cascade from placing the yellow tiles for a big match is more valuable than the protect tiles would be
Phaserhawk wrote: Pair Cap with Hood and those 19AP yellows come very quickly. You can get close to stealing 1 yellow per turn if make sure to leave enough on the board to trigger the Hood, so usually by turn 10 I can cast yellow. What casting yellow does (assuming you aren't cascading) is if you are in a tricky match, it buys you time to set up that really high AP skill that ends a game without fear of taking too much damage. And with the new blue, you can survive long enoug to get 19 yellow AP, I think people underestimate the power of new blue. while I am still going to be running 3/5/5 on the new Cap, having played all variatons of regular cap, 5/3/5 was my first, then 5/5/3, to 3/5/5 I can honestly say 5/3/5 has it's merits. It's defensive but solid, and now that new Cap's blue creates a protect tile, 5/3/5 is even more viable than before. I'm not saying it's the best build, but you need to have at least one of Cap's shield throw abilties maxed so you can target any tile, meaning there really is only 3 builds 3/5/5---Offesnive 5/3/5---Max Defensive 5/5/3---Hybrid Offensive/Defensive