jgomes32 said: A bit late, but i think 5/5/3 works better. With the cascades from blue and damage from red you don't even need green (and Gwenpool's better this week). Airborne can also slow things down. For me definitely 5/5/3, but i case can be made for 4/5/4 or 3/5/5 which says something about how good her buff was. Very solid character now.
D4Ni13 said: jgomes32 said: A bit late, but i think 5/5/3 works better. With the cascades from blue and damage from red you don't even need green (and Gwenpool's better this week). Airborne can also slow things down. For me definitely 5/5/3, but i case can be made for 4/5/4 or 3/5/5 which says something about how good her buff was. Very solid character now. The difference between 4 & 5 covers in blue is just 541 damage. Totally not worth it. With 4-5-4 you lose that 541 damage in blue, and you win more turns and damage in green.
Dragon_Nexus said: Is her green broken or just poorly worded?Because it seems to suggest it'll knock an enemy airborne regardless, but if there are enough special tiles she'll go airborne instead.What I get is the enemy will go airborne *unless* there are enough special tiles, in which case the enemy is fine but Riri goes airborne.
mexus said: Is everyone happy with new Riri?Would you say she went from bottom tier to high tier? Low tier to top tier?She's my next champ. I have six extra covers and a few days of playing before I have all the ISO needed. I hope I'll get use of her also when unboosted. A solid red-generator does seem nice in (latest) 4* land. There's also a lack of good blue skills among the 4*s I have champed (Peggy and Iceman aside!) so it's really two flies in one smack.
DesertTortoise said: Dragon_Nexus said: Is her green broken or just poorly worded?Because it seems to suggest it'll knock an enemy airborne regardless, but if there are enough special tiles she'll go airborne instead.What I get is the enemy will go airborne *unless* there are enough special tiles, in which case the enemy is fine but Riri goes airborne. It's a bug, the intent is the damage is dealt and enemy goes airborne no matter what, Riri goes airborne after that conditionally. It should get fixed in a data push is what we were told. Edit: Discord tells me that this was fixed in today's data push.
Daredevil217 said: Is her not prioritizing special tiles with her Blue a bug too or working as intended?I would love her to suck in all the countdowns from goons and turn them into charged tiles lol.
Daredevil217 said: DesertTortoise said: Dragon_Nexus said: Is her green broken or just poorly worded?Because it seems to suggest it'll knock an enemy airborne regardless, but if there are enough special tiles she'll go airborne instead.What I get is the enemy will go airborne *unless* there are enough special tiles, in which case the enemy is fine but Riri goes airborne. It's a bug, the intent is the damage is dealt and enemy goes airborne no matter what, Riri goes airborne after that conditionally. It should get fixed in a data push is what we were told. Edit: Discord tells me that this was fixed in today's data push. Is her not prioritizing special tiles with her Blue a bug too or working as intended?I would love her to suck in all the countdowns from goons and turn them into charged tiles lol.
I'd love Blue to specifically target enemy specials, but that would make it overpowered for the cost.
Even if it only targeted basic tiles, you're getting 4 swaps and 4 (charged) red tiles. It doesn't take too much strategic thinking to wait for a red tile to sit in the ring around that central 4 so that you get an automatic match. That should be your standard usage, and that's basically paying 9 blue AP for 7 red AP + some damage. If you get some cascades during the tile swap part of the ability, then you've gained more AP than you spent.
My only hope is that they allow Red to target the front character if other remaining enemies are Airborne. This would not only create some more fantastic internal synergy (that is, when there are two enemies left, knock one airborne with Green so that you can do full damage to a single enemy) but it would also help pose a kind of soft counter for Vulture teams going forward.
mexus said: Jaedenkaal said: Or actually hit airborne enemies, for that matter. For the lower of the two listed values (it's a pretty strong ability as it is). Or maybe it could be a passive that makes Riri hit airborne enemies when she herself is also airborne.So many tweaks.
Jaedenkaal said: Or actually hit airborne enemies, for that matter. For the lower of the two listed values (it's a pretty strong ability as it is).
mexus said: DrDevilDinosaur said:My only hope is that they allow Red to target the front character if other remaining enemies are Airborne. Definitely this! Her green is at this state (sadly) quite useless with minimal damage and sending an enemy airborne is often more benefitting than punishing for the enemy. If it worked like you're suggesting it would not only be more fun to play Riri, it would also take her green from meh to yeh.
DrDevilDinosaur said:My only hope is that they allow Red to target the front character if other remaining enemies are Airborne.
My only hope is that they allow Red to target the front character if other remaining enemies are Airborne.
D4Ni13 said:Lets say The Thing/Collosus/Deadpool/Thanos are protecting a bigger but squishier threat. Take the protector out and gain acces to the target you want.
Jaedenkaal said: D4Ni13 said:Lets say The Thing/Collosus/Deadpool/Thanos are protecting a bigger but squishier threat. Take the protector out and gain acces to the target you want. You can do this with remote control gauntlets anyways. For other powers, sure.