Star-Lord Update Screens

2

Comments

  • kirk justice
    kirk justice Posts: 60 Match Maker
    Really like these changes. Great support from yellow and red does pretty great damage for 6 if yellow is out along with some more countdowns. Glad they kept the countdown tile theme even though most people agree that countdowns are some of the weakest abilities in game. A theme for a character makes them more fun for me personally (my favorite character ingame is moonknight and his theme is randomness). Definitely won't be a PVP powerhouse, but can definitely see him being great in PVE. Now I only have to wait a few years before I get all 13 of his covers icon_lol.gif
  • Magic
    Magic Posts: 1,199 Chairperson of the Boards
    I would like 2 changes. His yellow should give black at 5 covers and i would increse the countdown limit in y and r by 1. Not sure i won't regret championing him but at least in pve he will be good.
  • Pylgrim
    Pylgrim Posts: 2,328 Chairperson of the Boards
    GurlBYE wrote:
    Venom 6595 for 9 yellow.

    I could go on but...

    Star-Lord now deals up to 9.5k damage for 8 red (6 if his yellow was triggered). Hell, at 6, he only needs 2 cd tiles to be more efficient than Venom.
    Moon Knight does 12K to a random enemy and a controlled 8K

    For 12 AP with Star-Lord, you only need 3 cd tiles out to deal more damage than Moon Knight to a controlled target.
  • Jexman
    Jexman Posts: 165 Tile Toppler
    I'm happy that I champed him last week. 5 in yellow seems right, no? (though I agree giving black would be a good change). otherwise I'm not sure how to respec.
  • Polares
    Polares Posts: 2,643 Chairperson of the Boards
    I think 3/5/5 is probably the way to go. He looks like a good partner for GG when buffed but probably his new BFF is going to be Antman. Antman's yellow is just 7 and adds 5 countdown tiles, so with 7 yellow and 8 red you do some serious damage for cheap, and they are almost rainbow (they just lack black which is the color that yellow doesnt produce).

    Considering that the AI usually fires more than one power at the same time yellow can be specially deadly, with two or three of these countdowns in the board.

    I like it more now, not great, but at least he can be used now.
  • Berserk_Al
    Berserk_Al Posts: 411 Mover and Shaker
    Works well with Cho, and they cover all colors. Let's add Invisible Woman (will she be buffed soon?) to have actives in all colors.
    Surely everybody's dream team.
  • CrookedKnight
    CrookedKnight Posts: 2,579 Chairperson of the Boards
    If I wasn't looking down the barrel of a serious ISO bottleneck (12/13 covers for Punisher, Nova and Peggy after Frank's PvP progression next week) I'd be strongly considering champing him. Yellow has real potential in longer fights and purple->red (or the Ant-Man combo) is a solid one-two.
  • Kjempen
    Kjempen Posts: 117 Tile Toppler
    I didn't know that Star-Lord was so OP that he was in need of a nerf?

    Ok, if possible to spec him at 5/5/5 then I guess this rework is OK but I can only imagine how underwhelming he will become once you spec him with 3 covers in any of his powers.
  • Omega Red
    Omega Red Posts: 366 Mover and Shaker
    Don't like. When you play a good game it's not unusual at all to win without having the enemy fire a single power. Yellow might not trigger at all unless you're playing against someone with cheap powers but even so, yellow only helps you catch up. In actual game situation you'll never want to let the AI draw first blood just so you can have cheaper powers. Red sounds nice but it depends on purple which costs more so the combo is not that good.

    I see no use for him other than goon-node specialist.
  • Punisher5784
    Punisher5784 Posts: 3,845 Chairperson of the Boards
    Omega Red wrote:
    Don't like. When you play a good game it's not unusual at all to win without having the enemy fire a single power. Yellow might not trigger at all unless you're playing against someone with cheap powers but even so, yellow only helps you catch up. In actual game situation you'll never want to let the AI draw first blood just so you can have cheaper powers. Red sounds nice but it depends on purple which costs more so the combo is not that good.

    I see no use for him other than goon-node specialist.

    Agreed. I'll likely use him against Goons. I think he could be good in Survival Wave nodes too.

    I cannot wait for the Simulator or Gauntlet match of SL with goons feeding him red and purple.. should be interesting icon_rolleyes.gif
  • So, still bottom-tier?
  • Stax the Foyer
    Stax the Foyer Posts: 941 Critical Contributor
    I'm excited for the rework, and glad I champed him recently

    I'm a sucker for large amounts of countdown tiles, and the resultant gentle board shake, which is why I have a soft spot for Loki and Modern Hawkeye. He won't be a PvP star, but few 4*s are. He'll be a very solid PvE performer, and that's worth something.

    The knock on his powers being reactionary is a fair one, but there are a lot of cheap powers on the PvE side that you can't (or shouldn't) do much to deny. I don't mind eating a Daken blue, or a Gravity Shift, and I rarely make it through those fights totally clean due to the colors I usually chase. In fact, eating one strategically could be a valid strategy if you're sitting on a pile of AP. I'll have to play to see how it works out in practice, but I think this is one of the more intriguing skillsets to play around with that I've seen in a while.
  • cyineedsn
    cyineedsn Posts: 361 Mover and Shaker
    PVE is still a good...half of the game here? And of that, a good 50% of PVE is obnoxious countdown spam from thugs, ninjas, muscle, mafia dons, and symbiotes. And then another 40% are dark avengers spamming their 5-8 ap abilities left and right. What's wrong with having another PVE support/specialist option?

    I'm personally looking forward to seeing his passive trigger aloooot when I'm slogging through level 300+ daken/venom/ares/rags/moonstone with a combined 60-70k hp.
  • Dayv
    Dayv Posts: 4,449 Chairperson of the Boards
    Pylgrim wrote:
    I wish you guys posted the Before stats and the New stats. I hate this new screen shot approach. Show us the changes.

    Before, his red dealt 7k damage IFFFFFFF the tile survived for 3 turns.... which happened like a third of times? After, his red can deal up to 9.5k damage, immediately.

    Before, his purple dealt 5k damage to the target and 1.4k to the team, overwriting a tile. After, he deals up to 4.5k to the target and 1.5k to the team, overwriting 3 tiles.

    Won't even bother describing how his yellow is better now than before.

    It's an improvement in every sense.
    My initial read was negative, but you've pretty much nailed it. It seems bad to me only because he's a character I only use when boosted, if even then. I'm used to him when his purple and red are actually really powerful. Overall, this is a huge improvement without raising him to IM40 and Peggy levels of being run way outside of his tier for the AP shenanigans. Maybe. He might join them.
  • fmftint
    fmftint Posts: 3,653 Chairperson of the Boards
    I just don't like the high 6 CD best case scenario, enemy fire ability you get 1 yellow CD, enemy fires second ability you get second yellow CD, you use purple placing 3 CDs, you now have 5 CDs.
    Use red short of maximum or wait another turn and hope the enemy fires another ability giving you the 6th CD while also hoping they don't match any CDs off
  • Dayv
    Dayv Posts: 4,449 Chairperson of the Boards
    fmftint wrote:
    I just don't like the high 6 CD best case scenario, enemy fire ability you get 1 yellow CD, enemy fires second ability you get second yellow CD, you use purple placing 3 CDs, you now have 5 CDs.
    Use red short of maximum or wait another turn and hope the enemy fires another ability giving you the 6th CD while also hoping they don't match any CDs off
    That's the kind of strategic decision that makes this game better than just Bejeweled with superhero pictures, IMO.
  • DrDevilDinosaur
    DrDevilDinosaur Posts: 436 Mover and Shaker
    fmftint wrote:
    I just don't like the high 6 CD best case scenario, enemy fire ability you get 1 yellow CD, enemy fires second ability you get second yellow CD, you use purple placing 3 CDs, you now have 5 CDs.
    Use red short of maximum or wait another turn and hope the enemy fires another ability giving you the 6th CD while also hoping they don't match any CDs off

    Star Lord + Kingpin new meta inc
  • DFiPL
    DFiPL Posts: 2,405 Chairperson of the Boards
    After using the 3/5/5 build in my ISO-8 grind, I think he's going to be a go-to for me against goon-only nodes.

    Yeah, the matches are longer, but I don't play for placement much, and his goon control means I basically never have to use health packs unless there's a board mover in play.
  • Quest34
    Quest34 Posts: 48 Just Dropped In
    Just tried him and think he could be really good in pve.

    One big complaint, they need to eliminate his yellow animation immediately. It goes off everytime he places a tile and everytime a tile expires. This effectively eliminates any usefulness of him in pve if you play for alittle speed in pve especially in goon nodes.
  • puppychow
    puppychow Posts: 1,453
    DFiPL wrote:
    After using the 3/5/5 build in my ISO-8 grind, I think he's going to be a go-to for me against goon-only nodes.

    Yeah, the matches are longer, but I don't play for placement much, and his goon control means I basically never have to use health packs unless there's a board mover in play.

    If we're talking teams to bring in versus goon nodes and you're building around SL, I would recommend QuickSilver (bk to match CDs when u lack pinks to overwrite, gr dmg) plus CapA (outlet for bl and yel ap, more goon control!). And golly, that's a rainbow team! icon_cool.gificon_mrgreen.gif