Bugpop wrote: You can select which countdown timers to increase. if you have 5/5 yellow you MUST select two countdown timers.
famousfoxking wrote: Bugpop wrote: You can select which countdown timers to increase. if you have 5/5 yellow you MUST select two countdown timers. If there are two on the board. If there is only one countdown timer on the board, you can select that one and the power will work (it just gives you a dialog telling you to select a cd, rather than the dialog with two check boxes). I actually think Bag-man is a lot of fun to play against goons. Against enemy heroes, he's really not. Ultimately, I'd like to see his purple and blue made a little less expensive, and some secondary effect added to his yellow (like Antigravity Device has a secondary healing effect).
Bugpop wrote: Recent change? When the conditions for a power are not met, you are unable to use it. I had verified this myself.
Budget Player Cadet wrote: I'd really like to see more powers that deal with swapping tiles, or making multiple moves. Something like... Switcheroo (3 Purple) Level 1: Swap any two adjacent tiles. If one is a standard tile, one is transformed into a web tile. Level 2: Swap any two pairs of adjacent tiles, costs 6AP (zero or one web tile per pair) Level 3: Swap any two pairs of adjacent tiles, deals a small amount of additional damage per match if this leads to a match. Level 4: Swap any three pairs of adjacent tiles. Costs 9AP. Level 5: All tile damage this turn is doubled. (That is, damage from matching or shattering tiles). Allows swapping of diagonally adjacent tiles. The idea being on the multiple swaps that they all go off at the same time, so you can set up nice extended strings, deal with some pesky special tile, or otherwise. And for 9AP, the level 5 effect can be very potent (we might want to reduce it to all match damage instead of tile damage). You could also maybe tie it to web tiles, or make it so that any cascades don't go off until you make a match for the turn.
Or maybe some kind of extended power denial. For example: Snarky Remark (5 Yellow) Spiderman distracts and infuriates his pursuers, throwing them off their game. Level 1: During the next turn, enemy cannot use active powers. If you have 3 or more web tiles, enemy team cannot use active powers. Level 2: Lasts 2 turns, costs 7 AP, reduces needed web tiles to 2. Level 3: During the next two turns, enemy tiles also do not count down Level 4: Last 3 turns, costs 9 AP, reduces needed web tiles to 1. Level 5: Also negates passive abilities, attack tiles, strike tiles, and protect tiles. (Note that the level 3 is different from simply adding 2/3 because you can use a power like intimidate to activate them anyways.) Or maybe something slightly more dickish: Level 5: enemies also cannot gain AP for the next 3 turns Food for thought.
ihearthawthats wrote: Bagman is actually pretty good. He literally was a key component to some of my top pve placements.
The other choices you mentioned are good and may be enough to win, but imo bagman is better. You compared 1 skill to 1 skill. Bagman has 3 skills dedicated to stopping CDs. His blue can arguably be better than obws blue in an all henchie mission. Heal is irrelevant vs an all hench team. Then he has both purple and yellow on top of it Obw and mags are better in mixed hench/villian missions, but imo bagman is the best in pure henchie missions (for 2-stars).
WorldRunner wrote:
Budget Player Cadet wrote: ihearthawthats wrote: Bagman is actually pretty good. He literally was a key component to some of my top pve placements. Vids or GTFO. The other choices you mentioned are good and may be enough to win, but imo bagman is better. You compared 1 skill to 1 skill. Bagman has 3 skills dedicated to stopping CDs. His blue can arguably be better than obws blue in an all henchie mission. Heal is irrelevant vs an all hench team. Then he has both purple and yellow on top of it Obw and mags are better in mixed hench/villian missions, but imo bagman is the best in pure henchie missions (for 2-stars). Well, compared to C.Mags obviously he isn't (because, well, C.Mags is C.Mags, top char in the game for a reason), but honestly? At this point, good luck placing well off of just goons. They aren't giving us as many pure-goon missions; definitely not enough to succeed on alone in a PvE. That's a pretty tiny niche to inhabit - especially given that at least two other characters inhabit that niche almost as well and are actually good at other things - such as the other missions in PvE. He's like a character in Street Fighter who is a hard counter to Zangief and loses every other matchup. We have characters that hard counter 'Gief already; he's not a top tier and you're just better off learning Sagat or Fei Long or one of the multitude of characters that's a soft counter for 'Gief and good against most of the rest of the cast as well. TL;DR: Even if Bagman is the ultimate goon-killer, he's still not worth a roster slot because OBW does it almost as well while fulfilling numerous other roles, and C.Mags does it better while just all-around being top tier, and all-goon fights are rare anyways.
LoreNYC wrote: Budget Player Cadet wrote: Even if Bagman is the ultimate goon-killer, he's still not worth a roster slot because OBW does it almost as well while fulfilling numerous other roles, and C.Mags does it better while just all-around being top tier, and all-goon fights are rare anyways. And on this topic, I would love for there to be some characters that are good specifically in pve for pve even if they suck in pvp. Would probably allow for some new mechanics with that in mind
Budget Player Cadet wrote: Even if Bagman is the ultimate goon-killer, he's still not worth a roster slot because OBW does it almost as well while fulfilling numerous other roles, and C.Mags does it better while just all-around being top tier, and all-goon fights are rare anyways.
Katai wrote: Seriously, if you reduce all his skills to 1 AP, he still wouldn't be any good.