*** Captain America (Super Soldier) ***
Comments
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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.
I don't play Hood much so it didn't come to mind.0 -
I've been liking the new Hawkeye, so I tried running Cap/Hood/Hawkeye a bunch of times. Then I ran Cap/Hood/X-Force a bunch of times. Both are fun teams.
Sentinel of Liberty may be 19 , but I find myself able to use it almost every match. Stiil, it's usually at a point where the match is decided. With Hawkeye tagging along. that means an extra Speed Shot. However, at least 4 or 5 times, I've had a game go bad with Cap as the last one standing. If he's gotten to shield-flinging, he's one of the few that can actually pull off a victory when it seems impossible.
The 5 cover is nice, but few have it because "target any tile" is so fantastically useful. Perhaps Cap should be tweaked slightly, swapping elements of covers 4 and 5 for red and blue. It would still be nice to lower the 19 cost, but I can live with it -- I'm reliably able to use the power.
[anchor=captainamerica3]Captain America (Steve Rogers)[/anchor] -- L4/5 Cover tweak
3 Star Rarity (Rare) - Gold character Discussion link. Wiki link.
At Max Level: HP: 8500 Tile damage: 79/70/61/11/12/13/3.0
Captain America courageously rushes to protect the team’s flank. Transforms 3 chosen basic tiles into Yellow Protect tiles, each with a strength of 24.
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Level 2 – Increases Protect Strength to 31.
Level 3 – Increases Protect Strength to 38. (Max 278)
Level 4 – Increases Protect Strength to 47.
Level 5 – Transform 4 tiles.
The Captain hurls his trusty shield into battle. Hits the target for 95 damage and transforms a chosen basic tile into a 3 turn Countdown tile that returns 8 Red AP.
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Level 2 – 209 damage. Returns 9
Level 3 – 323 damage. Can target Strike, Protect, Attack, and Web tiles.
Level 4 – 437 damage. Can target any tile.
Level 5 – 551 damage. Returns 10 .
Max Level: 4031 damage
Captain America gallantly launches his shield at the enemy. Stuns the target for 2 turns and transforms a chosen basic tile into a 3 turn Countdown tile that returns 8 Blue AP.
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Level 2 – Converts to a strength 17 Protect tile when activated. Returns 9
Level 3 - Can target strike. protect, attack, and web tiles. Protect strength increased to 27.
Level 4 - Can target any tile. Protect strength increased to 37.
Level 5 - Returns 10 . Protect strength increased to 48.
Max Level: 342 protect
For a 3/5/5 build, this guy is identical to the current Captain America. Target Any Tile has been moved to cover 4, though. A 5/4/4 build becomes more viable. I would likely go for that, especially if SoL was lowered to 14 or so.0 -
I like the idea of moving the "hit any target" to 4. Having it be both at 5 is just too restrictive.
An alternative, I think, is to buff yellow so that it can override any tiles at 5. That way no matter your build, you have two abilities that can overwrite countdown tiles (unless you go 4/4). The trade off will be, a second medium cost overwrite that's reusable vs a high cost mass overwrite that takes our 4 tiles.0 -
@Nonce - The AP return is too vital to his play style. 5 Red is still a must with those power shifts.
@Sandmaker - In the time it takes you to get 19 yellow I can get 12 blue, overwrite a tile, get 3 more blue, overwrite another tile, get 3 more blue, overwrite another tile. Even with 4 overwrites I don't see anyone taking that power to 5 covers, because the red and blue are fast enough in that department.
I was thinking about this and IW's invisibility tile. And then there is the damage ricochet that Cap is so good at. I would change the power to be a damage reflection while Cap is in front. Converts 1 yellow tile at random to a Block tile. While the Block tile is on the board if Captain America takes damage, it's reduced by X% and that damage is returned to the enemy team. I'm ok with a high cost defensive ability as long as it's damn near 100% effective, and that high cost is attainable in a standard PvP match.
Sentinel of Liberty - 14 AP
Captain America courageously rushes to protect the team's flank. Transforms one random yellow tile into a Block tile. While this tile is on the board if Captain America takes damage it's reduced and reflected back to the enemy team by 25%.
- Level 2: Reduce and reflect 35%
- Level 3: Reduce and reflect 50%
- Level 4: Reduce and reflect 75%
- Level 5: Reduce and reflect 95%
Maybe put some maximum damage caps if you have to for balance, to encourage actually leveling him up. Although he does have to be able to take colors for this to be effective. I think this power fits Cap's play style pretty well. Slow and methodical. You get 14 yellow you basically shut down the damage and start putting it back on the enemy team, so long as you keep taking Cap's colors. Does not protect against AoE to the team which his shield usually can't.0 -
onimus wrote: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.
19 AP for a single target burst is epically bad.
But 19 AP for a team burst is strong and ends a lot of games.
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.
MnMags purple goes from 10 ap to 9 ap.
3* Spidey's blue goes from horrible to "pretty bad" at 5.0 -
Or, alternative to an additional special tile, how about a damage return passive?
Sentinel of Liberty - Passive
Captain America courageously rushes to protect the team's flank. While you have at least 5 AP whenever Captain America takes damage that damage is reduced by X, and X damage is returned to the enemy team.
- Level 2: X+10%
- Level 3: X+30%
- Level 4: X+50%
- Level 5: Captain America also produces a Yellow tile of Strength Y when you match yellow.
I'm thinking level 4 is 200 damage for level 166, basically reflecting match damage while you have 5 AP. Also more level dependent than the previous power. I threw level 5 in as an afterthought, making him basically Spidey on steroids for yellow, I'm thinking STR 90+ here. It could easily be X+100% damage reflect tho, getting it up to the 400ish range.0 -
To speed things up, how about borrowing from Psylocke the reducing cost as more tiles are out mechanic?
Captain America courageously rushes to protect the team’s flank. Transforms 2 chosen basic tiles into Yellow Protect tiles with a strength of 24, up to a limit of 3 tiles. Costs 1 less for each Yellow Protect tile in play (min cost 7).
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Level 2 – Increases Protect Strength to 31.
Level 3 – Increases Protect Strength to 38. (Max 278)
Level 4 – Increases Protect Strength to 47. Can target friendly Special tiles.
Level 5 – Limit increased to 4 tiles.
Added the friendly tile targeting for some extra synergy with Falcon.0 -
Kolence wrote:To speed things up, how about borrowing from Psylocke the reducing cost as more tiles are out mechanic?
Captain America courageously rushes to protect the team’s flank. Transforms 2 chosen basic tiles into Yellow Protect tiles with a strength of 24, up to a limit of 3 tiles. Costs 1 less for each Yellow Protect tile in play (min cost 7).
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Level 2 – Increases Protect Strength to 31.
Level 3 – Increases Protect Strength to 38. (Max 278)
Level 4 – Increases Protect Strength to 47. Can target friendly Special tiles.
Level 5 – Limit increased to 4 tiles.
Added the friendly tile targeting for some extra synergy with Falcon.0 -
I read these last few thoughts of changing his yellow and I had two thoughts. What if you left it the same and it had an added effect of automatically returning his "thrown" shields? OR change it to a passive that when making a yellow match places a 1 CD tile. The tile would generate 1 / 1 and a protect tile. It could even scale depending on if it was a 3/4/5 match.0
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LavishDragoon wrote:I read these last few thoughts of changing his yellow and I had two thoughts. What if you left it the same and it had an added effect of automatically returning his "thrown" shields? OR change it to a passive that when making a yellow match places a 1 CD tile. The tile would generate 1 / 1 and a protect tile. It could even scale depending on if it was a 3/4/5 match.
Then it would still never get used because it's 19 AP. The biggest problem with his yellow skill is its cost.0 -
Ben Grimm wrote:LavishDragoon wrote:I read these last few thoughts of changing his yellow and I had two thoughts. What if you left it the same and it had an added effect of automatically returning his "thrown" shields? OR change it to a passive that when making a yellow match places a 1 CD tile. The tile would generate 1 / 1 and a protect tile. It could even scale depending on if it was a 3/4/5 match.
Then it would still never get used because it's 19 AP. The biggest problem with his yellow skill is its cost.
The skill itself is alright it's just far too expensive to ever use.0 -
Kolence wrote:To speed things up, how about borrowing from Psylocke the reducing cost as more tiles are out mechanic?
Captain America courageously rushes to protect the team’s flank. Transforms 2 chosen basic tiles into Yellow Protect tiles with a strength of 24, up to a limit of 3 tiles. Costs 1 less for each Yellow Protect tile in play (min cost 7).
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Level 2 – Increases Protect Strength to 31.
Level 3 – Increases Protect Strength to 38. (Max 278)
Level 4 – Increases Protect Strength to 47. Can target friendly Special tiles.
Level 5 – Limit increased to 4 tiles.
Added the friendly tile targeting for some extra synergy with Falcon.
This is great except, creates 2 with a max of 3 is awkward. I know you just borrowed from Psylocke but still. I'd have it create 1 stronger one with the limit of 3 and cost reduction and create 2 with a max of 4 at 5 covers.
The synergy with Falcon is overkill because you will already have falcon's shields out at that point, and there may be too many yellow shields to even cast it.0 -
Lerysh wrote:
This is great except, creates 2 with a max of 3 is awkward. I know you just borrowed from Psylocke but still. I'd have it create 1 stronger one with the limit of 3 and cost reduction and create 2 with a max of 4 at 5 covers.
The synergy with Falcon is overkill because you will already have falcon's shields out at that point, and there may be too many yellow shields to even cast it.
Well, that part about Falcon and friendly tiles was exactly so Cap could just overwrite the weaker Falcon's yellow shields. But after some more thinking it really is an overkill, if nothing else because overwriting Redwing CD too.
Anyway, the important part is reducing the cost and getting it fired sooner.
Now you need 19 AP for 3 tiles. With a tweak like this, you'd get 2 tiles for 10 AP and third tile for 8 or second and third for 9 AP if one tile gets destroyed. That's 18-19 AP for 3 tiles. But if there is enough yellow, you could place 1st tile to stay and use 2nd for a match-3. Then you need two more match-3s (as long as the 1st tile survives) to cast 2nd and 3rd tile. In this favorable case 3 tiles cost you 16 AP. So not only you get to cast it sooner and overall a bit cheaper than it is now, you also remain protected from match damage even when one tile is matched, because you get two tiles per casting. So more reliable protection than blue shield, but no overwriting enemy tiles. Also more tactical freedom when you can spend those 19 AP in two separate steps.0 -
Cap is my first 3* starter. I currently have him on lvl 104 and had to spend HP to level his red from 3 to 5 as I wanted to use him asap and at red lvl 5 I can one shot supports which is awesome.
I am actually very happy to have my first 3* be Cap instead of a weaker 3*. I am also a big fan of his costume. I've noticed people say he pairs well with characters like Hood or Falcon. I think he'd be fantastic with Hood but how would you guys rate his versatility?
Can he slot into most teams and still be very good?
Will he work well with Psylocke? She was my first 3* ever with a black cover and it was amazing stuff. She now holds a special place in my heart, not to mention she is an X-Man. Off topic: release Cyclops already! A 2* MN and a 3* Phoenix force costume/Jim Lee costume. I now have 4 covers for her I believe. 4-5.
Should I invest any ISO at this time? I am still working on Cap and Hulk. They aren't at current max yet.
Many thanks.0 -
inEden wrote:Cap is my first 3* starter. I currently have him on lvl 104 and had to spend HP to level his red from 3 to 5 as I wanted to use him asap and at red lvl 5 I can one shot supports which is awesome.
I am actually very happy to have my first 3* be Cap instead of a weaker 3*. I am also a big fan of his costume. I've noticed people say he pairs well with characters like Hood or Falcon. I think he'd be fantastic with Hood but how would you guys rate his versatility?
Can he slot into most teams and still be very good?
Will he work well with Psylocke? She was my first 3* ever with a black cover and it was amazing stuff. She now holds a special place in my heart, not to mention she is an X-Man. Off topic: release Cyclops already! A 2* MN and a 3* Phoenix force costume/Jim Lee costume. I now have 4 covers for her I believe. 4-5.
Should I invest any ISO at this time? I am still working on Cap and Hulk. They aren't at current max yet.
Many thanks.
I think he plays great with Hood. Hood helps speed his AP along and intimidation can really help with the countdowns - I especially like intimidation with his blue because you can keep the stunlock going without the stunned character getting a chance to go. I even like him with IM40 (at 1-2 yellow covers) since that's another way to speed up red/blue.0 -
inEden wrote:Cap is my first 3* starter. I currently have him on lvl 104 and had to spend HP to level his red from 3 to 5 as I wanted to use him asap and at red lvl 5 I can one shot supports which is awesome.
I am actually very happy to have my first 3* be Cap instead of a weaker 3*. I am also a big fan of his costume. I've noticed people say he pairs well with characters like Hood or Falcon. I think he'd be fantastic with Hood but how would you guys rate his versatility?
Can he slot into most teams and still be very good?
Will he work well with Psylocke? She was my first 3* ever with a black cover and it was amazing stuff. She now holds a special place in my heart, not to mention she is an X-Man. Off topic: release Cyclops already! A 2* MN and a 3* Phoenix force costume/Jim Lee costume. I now have 4 covers for her I believe. 4-5.
Should I invest any ISO at this time? I am still working on Cap and Hulk. They aren't at current max yet.
Many thanks.
Cap is a pretty simple character. He throws out shields for massive damage over time, and occasionally stuns people. He isn't very versatile: his red is pretty much the only reason you would want him on the team, which means that he doesn't work well with pretty much every other character in the game that has a good red. He also wants to be the focal point of your team: you need to get red out EARLY if you want to cast it multiple times, so this means that you need to be prioritizing red over pretty much everything. That being said, if you build around him (Hood), then he can singlehandedly win you the game: red just deals so much repeatable damage over the course of multiple turns that it's more AP effect than pretty much anything in the game. You pay the iron price for this for being forced to match red early, and not having any other good red characters on the team.
He's not the best at slotting well into other teams since he only has 1 good ability (and 1 average one): him + psylocke for instance is pretty bad since the 2 heroes only cover 3 real colors (red/blue/black). He's actually terrible with Falcon: his defense tiles don't need to be boosted by falcon's inspiration since they're already strong. Him + Hulk is terrible since he doesn't have any abilities that can be fueled by anger.
But, if he's currently your only 3*, then he'll be amazing for you since his red is strictly better than pretty much every single 2* character. He'll be a mainstay in your roster until you move onto more powerful guys, and even with a full roster, he's probably the best PvE character in the game right now. OBW also helps fuel red, so thats nice as well.
TLDR: he's great for a transitioning roster, dump all your iso into him and never look back (especially if your alternatives are Psylocke / Hulk... yuck.).0 -
In the 2* transition phase, Steve Rogers pairs up pretty well with Thor.0
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I would say that Cap A. is a fantastic counter for Hulk, Cap M, Bullseye, Daken, and anyone with an annoying passive. Once you get his Blue charged up, you can keep those pesky passives from being a pain while you crush them under your foot.0
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That's interesting. If a character is stunned, their passives don't activate? For example Hulk or Daken's strike tiles?
Also Cap not playing well with Hulk is a bummer. I dumped 20 levels worth of ISO into Hulk last night (had an excellent night farming iso with one of the events finishing as well). I figured Hulk's Green is decent as I found it can reset the board somewhat when I need more reds for Cap. I can always try to pair Cap, Hulk and Ares as a fun team to bum rush people.
My current team is Cap, Hulk and OBW/A. Wolverine/ Ares/ C Storm.
I actually have 2/0/5 Hood that I haven't leveled yet. I am reluctant to use him as I don't have any blues for the guy but his black should go excellent with Cap. In MPQ, Strike team Cap is my favorite character so I am stoked that he's my main.
I really want 3* Daken though. Just having no luck with pulling covers for him.
Lastly, what is a good team with Cap and Hood? I'm not sure about Cap tanking so I am guessing a tank to go with them? I guess my first proper 3* team would be Cap, Hood and the third one I'll need your suggestions.
Thanks ladies and fellas.0 -
inEden wrote:That's interesting. If a character is stunned, their passives don't activate? For example Hulk or Daken's strike tiles?
Also Cap not playing well with Hulk is a bummer. I dumped 20 levels worth of ISO into Hulk last night (had an excellent night farming iso with one of the events finishing as well). I figured Hulk's Green is decent as I found it can reset the board somewhat when I need more reds for Cap. I can always try to pair Cap, Hulk and Ares as a fun team to bum rush people.
My current team is Cap, Hulk and OBW/A. Wolverine/ Ares/ C Storm.
I actually have 2/0/5 Hood that I haven't leveled yet. I am reluctant to use him as I don't have any blues for the guy but his black should go excellent with Cap. In MPQ, Strike team Cap is my favorite character so I am stoked that he's my main.
I really want 3* Daken though. Just having no luck with pulling covers for him.
Lastly, what is a good team with Cap and Hood? I'm not sure about Cap tanking so I am guessing a tank to go with them? I guess my first proper 3* team would be Cap, Hood and the third one I'll need your suggestions.
Thanks ladies and fellas.
Black Panther to tank yellow & blue for Cap & all colors for Hood
Iron Man 40 with only 1 or 2 yellow covers to feed blue & red AP, you can also use Hood's intimidation to speed up recharge timers.
LThor pairs well and benefits from Hood's AP drain
Colossus mostly tanking for Hood and can throw Cap with Fastball Special0
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