CrookedKnight wrote: Yeah, there is no bad result from throwing Cap at somebody. Peacemaker and Star-Spangled Avenger give you a ton of free AP if the countdowns last, and the big downside of Sentinel of Liberty is the cost, so when it doesn't have one....
NorthernPolarity wrote: CrookedKnight wrote: Yeah, there is no bad result from throwing Cap at somebody. Peacemaker and Star-Spangled Avenger give you a ton of free AP if the countdowns last, and the big downside of Sentinel of Liberty is the cost, so when it doesn't have one.... What do you think of the following abilities: 13 black AP - deal 1.5k damage and cast Cap red. 13 black AP - deal 1.5k damage and cast Cap blue. 13 black AP - deal 1.5k damage and cast Cap yellow. Personally, I think the first ability is great, the second and third one are fine, but not exciting. I think the issue here is that you guys aren't looking at opportunity cost. Yes, casting a Cap spell for free is pretty sweet, but for 13 black AP you could be casting surgical strike or rage of the panther. A 33% to cast a great ability and a 66% of casting a meh one just isn't good enough for me to consider warping my team to this extent, especially when you consider how the only good abilities of Cap/Colossus are both red, making them a pretty meh duo to begin with. Not to mention that Colossus black is 13 ap, which means that you really need to prioritize the color in order to cast the ability in the first place. The only reason why you would even consider playing them together is because of the black synergy, and when the black synergy isn't even that good compared to the other blacks you could be casting, it just seems like too much work for too little effort. After all, why would you spend 13 black AP for a 33% at a great spell when you can spend 11 or 12 black AP at a 100% at a great spell?
Phantron wrote: NorthernPolarity wrote: CrookedKnight wrote: Yeah, there is no bad result from throwing Cap at somebody. Peacemaker and Star-Spangled Avenger give you a ton of free AP if the countdowns last, and the big downside of Sentinel of Liberty is the cost, so when it doesn't have one.... What do you think of the following abilities: 13 black AP - deal 1.5k damage and cast Cap red. 13 black AP - deal 1.5k damage and cast Cap blue. 13 black AP - deal 1.5k damage and cast Cap yellow. Personally, I think the first ability is great, the second and third one are fine, but not exciting. I think the issue here is that you guys aren't looking at opportunity cost. Yes, casting a Cap spell for free is pretty sweet, but for 13 black AP you could be casting surgical strike or rage of the panther. A 33% to cast a great ability and a 66% of casting a meh one just isn't good enough for me to consider warping my team to this extent, especially when you consider how the only good abilities of Cap/Colossus are both red, making them a pretty meh duo to begin with. Not to mention that Colossus black is 13 ap, which means that you really need to prioritize the color in order to cast the ability in the first place. The only reason why you would even consider playing them together is because of the black synergy, and when the black synergy isn't even that good compared to the other blacks you could be casting, it just seems like too much work for too little effort. After all, why would you spend 13 black AP for a 33% at a great spell when you can spend 11 or 12 black AP at a 100% at a great spell? Fastball Special is more like a consolation prize. It's not meant to be some kind of AP acceleration move that lets you cast stuff for cheap. Especially against X Force's game ending Surgical Strike, you really can't ignore black for too long and this just means that while defending against a move like Surgical Strike or Rage of the Panther you also have something to show for the effort if you happen to be running Colossus but not one of the 2 characters with a powerful black for whatever reason.
Highdark wrote: 19 Cost is a tie for the highest cost in the game right? On a 3* toon it should be game ending. Have him put down 10 placeable 200 2k value with massive overwrite potential and good placement could give large ap gain. Same ability, same cost, far less tinykitty
Phantron wrote: I think the yellow is intentionally too weak to make up for red being too strong. Generally speaking all the characters that can be considered remotely balanced tend to have one awesome, one average, and one bad ability and that sort of evens out. Even in the case of X Force you can argue Recovery is pretty bad in terms of in game impact (it's great for saving health packs but it sure won't do much in most games) to balance out his awesome ability (Surgical Strike).
NorthernPolarity wrote: Phantron wrote: I think the yellow is intentionally too weak to make up for red being too strong. Generally speaking all the characters that can be considered remotely balanced tend to have one awesome, one average, and one bad ability and that sort of evens out. Even in the case of X Force you can argue Recovery is pretty bad in terms of in game impact (it's great for saving health packs but it sure won't do much in most games) to balance out his awesome ability (Surgical Strike). I wouldn't give them that much credit. For example, in Doc Ock's case most of us think that black/blue are his two strong abilities and green seems situational / weak. Yet a developer interview (http://marvel.com/news/video_games/2336 ... st_doc_ock) shows that the dev thinks that green is his "power ability". This leads me to believe that somewhere out there, a Demiurge developer must have thought "Well, Cap's yellow is pretty expensive, but if they cast it then it nullifies all damage for the rest of the game so it's definitely costed appropriately!".
locked wrote: Yep, anyone that plays the game at all can say in the first minutes of playing that 19 yellow AP for a pure protect ability is an impossible task and must be reworked. I would use LC much more often if he actually had a usable 3rd ability.
Polares wrote: In the past BW green and IM40 blue where maybe viable but now they are too tinykitty expensive and developers should lower their cost, specially IM40's blue, being the most expensive ability in all the game for a meh effect (Deadpool's is far better for 14).
CrookedKnight wrote: Sniper Rifle is where it needs to be at L5, but it should be substantially cheaper at lower levels. The jump from that last cover is so huge that it might as well be a different power entirely, while the cost scales up as if it were an incremental improvement. I can't think of another character who so badly needs to be fully covered to be worth anything at all.
onimus wrote: IS there another ability with that huge of a flux in one cover? the only two abilities that I can think of right now that drastically alter the gameplay of an ability with one cover are Hulk's black from 4 to 5 and Patch's yellow from 4 to 5. But those are not as game changing as GSBW's.
Lerysh wrote: From now on character buffs from obsolete to useable power levels shall be known as getting X-Forced.
Ben Grimm wrote: onimus wrote: IS there another ability with that huge of a flux in one cover? the only two abilities that I can think of right now that drastically alter the gameplay of an ability with one cover are Hulk's black from 4 to 5 and Patch's yellow from 4 to 5. But those are not as game changing as GSBW's. Hood's yellow - while not quite as big a difference as GSBW - is like that, in that it's useless at 4 covers and pretty good at 5. Same goes for his black, which gains its Sentry synergy only at five covers.