DayvBang wrote: That's already a pretty solid skill -- adding match-5 board control and creating another skill that can directly fuel its own reuse in a predictable way was obviously an oversight.
DayvBang wrote: Anybody that blew the entirety of their stockpiled resources on him purely because of this effect did so because they were hoping to get in early on an effect they had to know on some level was going to get nerfed.
mega ghost wrote: You know, what one or two employees can uncover while testing something over the course of what I imagine is anywhere from a few days to a few weeks, is a far cry from what can get uncovered in a 24-hour period by tens of thousands of players. Due to the nature of hot fixes, it's also likely that a brief window of user-testing is intentional. It's not as if they released something that broke the game due to poor coding. They put effort into rebalancing a character, and sometimes balance takes a little back and forth. It's also very possible that they were 100% aware of what the updated Star-Lord could do with his purple countdowns, but did not expect that this utility would outweigh his other abilities and so significantly shape our playing style with him. They wanted him to play as a more useful character that paired well with a variety of other characters, versus give him a single feature that caused everyone to feel obligated to pair him with Professor X, thereby once again limiting the rosters we see in PvP or play with ourselves. If you'll recall, it was the lack of roster variety that helped push them into making these rebalances in the first place. If you want everything to be flawless right from the get-go, then you need to expect one of two sacrifices: infinitely fewer characters released at a cadence of one every few months, or increased pushes to get us to spend money, because additional QA staff will cost them.
wymtime wrote: The board shake winfinity combos are more sustainable in the long run.
Smudge wrote: So... there's this... From the 3* Thor character page:Call The Storm - Green 14 Thor summons a violent storm to smite the enemy. The rage of the heavens rains down on the battlefield, dealing 236 damage to the target and 118 damage to other enemies. Level 2: 330 damage to target. 165 damage to other enemies. Level 3: 424 damage to target. 212 damage to other enemies. Level 4: 520 damage to target. 260 damage to other enemies. Level 5: 614 damage to target. 307 damage to other enemies.Max Level: 4518 damage to target. 2259 damage to other enemies. From the new Star-Lord stats:Sleight of Hand 10 Peter pulls the old switcheroo and swaps one of his enemy's possessions with a little surprise. He turns selected tiles into 3-turn Purple Countdown tile which deal 83 damage to the enemy team plus additional 157 damage to the target. Level 2: Countdown tile deals 296 damage, plus 148 damage to the entire team. Level 3: Can select Countdown tiles. Creates 2 3-turn Countdown tiles that deal 148 damage to the enemy team plus an additional 296 damage to the target. Level 4: Creates 2 2-turn Countdown tiles that deal 277 damage to the enemy team plus an additional 517 damage to the target. Level 5: Creates 3 2-turn Countdown tiles that deal 277 damage to the enemy team plus an additional 517 damage to the target.Max Level: Level 3: Creates 3-turn purple countdown tiles that deal 288 damage to enemy team plus and additional 578 damage to target. Level 4: Creates 2 2-turn Countdown tiles that deal 540 damage to the enemy team plus an additional 1011 damage to the target. Level 5: Creates 3 2-turn Countdown tiles that deal 650 damage to the enemy team plus an additional 1011 damage to the target. Granted, the infinite move possibility did need to be removed, but if you're going to do that, you need to address just how weak purple really is. At max level 3* Thor outruns max level Star-Lord's team damage by 309 per character (total of 618), and Star-Lord's single-target damage is only 465 higher than Thor's. This is a net deficit of 153 damage points between Thor and Star-Lord in the 3* character's favor. They're on completely different rarity/tiers! Yes, the ability to overwrite 3 special tiles for 4 fewer AP tips the scales a little in Star-Lord's favor overall, but green acceleration is every bit as much of a thing as purple acceleration, if not better (see KK + IM40). Not to mention... this is assuming all of Star-Lord's CDs even manage to finish. We all know how likely that is. Yes, I absolutely see the value in having Star-Lord's purple to ramp up the damage to his red, but with the damage as pathetic as it is, I don't know why you'd ever want to build him as 5/x/x and only use it as an accelerant to his red damage. Aside from the fact that you have to let his CDs finish, you also need to remember to select the target you want damaged the most before those CDs finish counting down. I'm still excited for the change and am working on champing him since I have him at 13 covers with one waiting, but this purple is so much more underwhelming now.
Pylgrim wrote: Smudge wrote: So... there's this... From the 3* Thor character page:Call The Storm - Green 14 Thor summons a violent storm to smite the enemy. The rage of the heavens rains down on the battlefield, dealing 236 damage to the target and 118 damage to other enemies. Level 2: 330 damage to target. 165 damage to other enemies. Level 3: 424 damage to target. 212 damage to other enemies. Level 4: 520 damage to target. 260 damage to other enemies. Level 5: 614 damage to target. 307 damage to other enemies.Max Level: 4518 damage to target. 2259 damage to other enemies. From the new Star-Lord stats:Sleight of Hand 10 Peter pulls the old switcheroo and swaps one of his enemy's possessions with a little surprise. He turns selected tiles into 3-turn Purple Countdown tile which deal 83 damage to the enemy team plus additional 157 damage to the target. Level 2: Countdown tile deals 296 damage, plus 148 damage to the entire team. Level 3: Can select Countdown tiles. Creates 2 3-turn Countdown tiles that deal 148 damage to the enemy team plus an additional 296 damage to the target. Level 4: Creates 2 2-turn Countdown tiles that deal 277 damage to the enemy team plus an additional 517 damage to the target. Level 5: Creates 3 2-turn Countdown tiles that deal 277 damage to the enemy team plus an additional 517 damage to the target.Max Level: Level 3: Creates 3-turn purple countdown tiles that deal 288 damage to enemy team plus and additional 578 damage to target. Level 4: Creates 2 2-turn Countdown tiles that deal 540 damage to the enemy team plus an additional 1011 damage to the target. Level 5: Creates 3 2-turn Countdown tiles that deal 650 damage to the enemy team plus an additional 1011 damage to the target. Granted, the infinite move possibility did need to be removed, but if you're going to do that, you need to address just how weak purple really is. At max level 3* Thor outruns max level Star-Lord's team damage by 309 per character (total of 618), and Star-Lord's single-target damage is only 465 higher than Thor's. This is a net deficit of 153 damage points between Thor and Star-Lord in the 3* character's favor. They're on completely different rarity/tiers! Yes, the ability to overwrite 3 special tiles for 4 fewer AP tips the scales a little in Star-Lord's favor overall, but green acceleration is every bit as much of a thing as purple acceleration, if not better (see KK + IM40). Not to mention... this is assuming all of Star-Lord's CDs even manage to finish. We all know how likely that is. Yes, I absolutely see the value in having Star-Lord's purple to ramp up the damage to his red, but with the damage as pathetic as it is, I don't know why you'd ever want to build him as 5/x/x and only use it as an accelerant to his red damage. Aside from the fact that you have to let his CDs finish, you also need to remember to select the target you want damaged the most before those CDs finish counting down. I'm still excited for the change and am working on champing him since I have him at 13 covers with one waiting, but this purple is so much more underwhelming now. Call the Storm 4518/14= 322.7 damage per ap to target 2259/14= 161.4 damage per ap to other 2 enemies Sleight of Hand 4983/8= 630.5 damage per ap to target 1950/8= 243.7 damage per ap to other 2 enemies Additionally, SoH disables enemy special tiles, benefits thrice from strike tiles and powers up his red and Drax's black.
Smudge wrote: Pylgrim wrote: Smudge wrote: So... there's this... From the 3* Thor character page:Call The Storm - Green 14 Thor summons a violent storm to smite the enemy. The rage of the heavens rains down on the battlefield, dealing 236 damage to the target and 118 damage to other enemies. Level 2: 330 damage to target. 165 damage to other enemies. Level 3: 424 damage to target. 212 damage to other enemies. Level 4: 520 damage to target. 260 damage to other enemies. Level 5: 614 damage to target. 307 damage to other enemies.Max Level: 4518 damage to target. 2259 damage to other enemies. From the new Star-Lord stats:Sleight of Hand 10 Peter pulls the old switcheroo and swaps one of his enemy's possessions with a little surprise. He turns selected tiles into 3-turn Purple Countdown tile which deal 83 damage to the enemy team plus additional 157 damage to the target. Level 2: Countdown tile deals 296 damage, plus 148 damage to the entire team. Level 3: Can select Countdown tiles. Creates 2 3-turn Countdown tiles that deal 148 damage to the enemy team plus an additional 296 damage to the target. Level 4: Creates 2 2-turn Countdown tiles that deal 277 damage to the enemy team plus an additional 517 damage to the target. Level 5: Creates 3 2-turn Countdown tiles that deal 277 damage to the enemy team plus an additional 517 damage to the target.Max Level: Level 3: Creates 3-turn purple countdown tiles that deal 288 damage to enemy team plus and additional 578 damage to target. Level 4: Creates 2 2-turn Countdown tiles that deal 540 damage to the enemy team plus an additional 1011 damage to the target. Level 5: Creates 3 2-turn Countdown tiles that deal 650 damage to the enemy team plus an additional 1011 damage to the target. Granted, the infinite move possibility did need to be removed, but if you're going to do that, you need to address just how weak purple really is. At max level 3* Thor outruns max level Star-Lord's team damage by 309 per character (total of 618), and Star-Lord's single-target damage is only 465 higher than Thor's. This is a net deficit of 153 damage points between Thor and Star-Lord in the 3* character's favor. They're on completely different rarity/tiers! Yes, the ability to overwrite 3 special tiles for 4 fewer AP tips the scales a little in Star-Lord's favor overall, but green acceleration is every bit as much of a thing as purple acceleration, if not better (see KK + IM40). Not to mention... this is assuming all of Star-Lord's CDs even manage to finish. We all know how likely that is. Yes, I absolutely see the value in having Star-Lord's purple to ramp up the damage to his red, but with the damage as pathetic as it is, I don't know why you'd ever want to build him as 5/x/x and only use it as an accelerant to his red damage. Aside from the fact that you have to let his CDs finish, you also need to remember to select the target you want damaged the most before those CDs finish counting down. I'm still excited for the change and am working on champing him since I have him at 13 covers with one waiting, but this purple is so much more underwhelming now. Call the Storm 4518/14= 322.7 damage per ap to target 2259/14= 161.4 damage per ap to other 2 enemies Sleight of Hand 4983/8= 630.5 damage per ap to target 1950/8= 243.7 damage per ap to other 2 enemies Additionally, SoH disables enemy special tiles, benefits thrice from strike tiles and powers up his red and Drax's black. Fair enough, but your numbers are off on damage/AP because it's a cost of 10, not 8. Yes, it's still the better skill all things considered, even refactoring damage/AP to 10 (498.3 single, 195 others). I'm just pointing out that green is far easier to accelerate, and Thor's damage output is still nearly equivalent or better. Edit: This also only considers the fact that all 3 CD tiles survive. They may be 2 turn CDs, but how often do all 3 Recharge tiles survive unless you've done serious board control of yellow (and even then mine get eaten by match-4s)? I'm not denying that SoH is better than CtS. Just that it's underwhelming compared to the recent power creep.
Pylgrim wrote: Smudge wrote: Pylgrim wrote: Smudge wrote: So... there's this... From the 3* Thor character page:Call The Storm - Green 14 Thor summons a violent storm to smite the enemy. The rage of the heavens rains down on the battlefield, dealing 236 damage to the target and 118 damage to other enemies. Level 2: 330 damage to target. 165 damage to other enemies. Level 3: 424 damage to target. 212 damage to other enemies. Level 4: 520 damage to target. 260 damage to other enemies. Level 5: 614 damage to target. 307 damage to other enemies.Max Level: 4518 damage to target. 2259 damage to other enemies. From the new Star-Lord stats:Sleight of Hand 10 Peter pulls the old switcheroo and swaps one of his enemy's possessions with a little surprise. He turns selected tiles into 3-turn Purple Countdown tile which deal 83 damage to the enemy team plus additional 157 damage to the target. Level 2: Countdown tile deals 296 damage, plus 148 damage to the entire team. Level 3: Can select Countdown tiles. Creates 2 3-turn Countdown tiles that deal 148 damage to the enemy team plus an additional 296 damage to the target. Level 4: Creates 2 2-turn Countdown tiles that deal 277 damage to the enemy team plus an additional 517 damage to the target. Level 5: Creates 3 2-turn Countdown tiles that deal 277 damage to the enemy team plus an additional 517 damage to the target.Max Level: Level 3: Creates 3-turn purple countdown tiles that deal 288 damage to enemy team plus and additional 578 damage to target. Level 4: Creates 2 2-turn Countdown tiles that deal 540 damage to the enemy team plus an additional 1011 damage to the target. Level 5: Creates 3 2-turn Countdown tiles that deal 650 damage to the enemy team plus an additional 1011 damage to the target. Granted, the infinite move possibility did need to be removed, but if you're going to do that, you need to address just how weak purple really is. At max level 3* Thor outruns max level Star-Lord's team damage by 309 per character (total of 618), and Star-Lord's single-target damage is only 465 higher than Thor's. This is a net deficit of 153 damage points between Thor and Star-Lord in the 3* character's favor. They're on completely different rarity/tiers! Yes, the ability to overwrite 3 special tiles for 4 fewer AP tips the scales a little in Star-Lord's favor overall, but green acceleration is every bit as much of a thing as purple acceleration, if not better (see KK + IM40). Not to mention... this is assuming all of Star-Lord's CDs even manage to finish. We all know how likely that is. Yes, I absolutely see the value in having Star-Lord's purple to ramp up the damage to his red, but with the damage as pathetic as it is, I don't know why you'd ever want to build him as 5/x/x and only use it as an accelerant to his red damage. Aside from the fact that you have to let his CDs finish, you also need to remember to select the target you want damaged the most before those CDs finish counting down. I'm still excited for the change and am working on champing him since I have him at 13 covers with one waiting, but this purple is so much more underwhelming now. Call the Storm 4518/14= 322.7 damage per ap to target 2259/14= 161.4 damage per ap to other 2 enemies Sleight of Hand 4983/8= 630.5 damage per ap to target 1950/8= 243.7 damage per ap to other 2 enemies Additionally, SoH disables enemy special tiles, benefits thrice from strike tiles and powers up his red and Drax's black. Fair enough, but your numbers are off on damage/AP because it's a cost of 10, not 8. Yes, it's still the better skill all things considered, even refactoring damage/AP to 10 (498.3 single, 195 others). I'm just pointing out that green is far easier to accelerate, and Thor's damage output is still nearly equivalent or better. Edit: This also only considers the fact that all 3 CD tiles survive. They may be 2 turn CDs, but how often do all 3 Recharge tiles survive unless you've done serious board control of yellow (and even then mine get eaten by match-4s)? I'm not denying that SoH is better than CtS. Just that it's underwhelming compared to the recent power creep. The thing is that this is your theoretical conclusion. I've been playing with him for days now. I know that 70% times I've cast that power it cost me 8 because his yellow cd was out. Also, since I can place the cd tiles wherever I want, including TU tiles, the likelihood of them surviving the 2 turns is higher than most other cd abilities. He's good, legit. I'd definitely would take him over an LThor boosted to 290 or so.