Phantron wrote: After playing against the Falcon you can basically think of him as duplicating any special tile generating ability for 9y (3*30% = 90%), except that he also doesn't actually use up the yellow APs. Another Judgment for 9 yellow AP is a pretty good deal, maybe even too good.
Shamusyeah wrote: Phantron wrote: After playing against the Falcon you can basically think of him as duplicating any special tile generating ability for 9y (3*30% = 90%), except that he also doesn't actually use up the yellow APs. Another Judgment for 9 yellow AP is a pretty good deal, maybe even too good. It's more than 90%. The percentage will compound. If we use a base of 100, then first it will be 130, then 169, then 220 for a total bonus of 120% after 3 yellow matches. I didnt use a calculator and it's late so forgive me if I've miscalculated.
Spoit wrote: Shamusyeah wrote: Phantron wrote: After playing against the Falcon you can basically think of him as duplicating any special tile generating ability for 9y (3*30% = 90%), except that he also doesn't actually use up the yellow APs. Another Judgment for 9 yellow AP is a pretty good deal, maybe even too good. It's more than 90%. The percentage will compound. If we use a base of 100, then first it will be 130, then 169, then 220 for a total bonus of 120% after 3 yellow matches. I didnt use a calculator and it's late so forgive me if I've miscalculated. OK, yeah, given that it's cumulative, phantron was right that he needed to be nerfed. (I still think he would have been fine at 70% if the buff could only be applied once per tile)
Saint Matthew wrote: It is pretty long but you do get to gaze longingly at that awesome goatee. This game needs more facial hair.
laoahpeh wrote: for a cost of 9y, you get a 120% boost on your tiles. but Punisher's judgment only takes 8g. so i say that his yellow is not overpowered. it only become OP if you can find a reasonable way to spend all that yellow.
sms4002 wrote: Emeryt wrote: From the Retribution Alliance thread: NoMistake wrote: Redwing 8 blue ap At level 1 Converts an enemy protect or strike tile in a 4 turn countdown tile that signals when redwing will return. At level 2 Redwing can change attack tiles. At level 3 Redwing strikes when the team has 5 Blue AP At level 4 Redwing can change countdown tiles At level 5 Redwing returns after only 3 turns. NoMistake wrote: Bird Strike 12 purple AP Level 1 Creates 9 Protect tiles with strength of 5 Level 2 Creates 11 Protect tiles with strength of 5. Level 3 Creates Strength 6 protect tiles Level 4 Creates 14 Protect tiles with strength of 6 Level 5 Creates 14 protect tiles with strength of 6. At max level .... Create 14 protect tiles with 51 strength for each tile. So he knows this how? I always thought no mistake was a cheater account...
Emeryt wrote: From the Retribution Alliance thread: NoMistake wrote: Redwing 8 blue ap At level 1 Converts an enemy protect or strike tile in a 4 turn countdown tile that signals when redwing will return. At level 2 Redwing can change attack tiles. At level 3 Redwing strikes when the team has 5 Blue AP At level 4 Redwing can change countdown tiles At level 5 Redwing returns after only 3 turns. NoMistake wrote: Bird Strike 12 purple AP Level 1 Creates 9 Protect tiles with strength of 5 Level 2 Creates 11 Protect tiles with strength of 5. Level 3 Creates Strength 6 protect tiles Level 4 Creates 14 Protect tiles with strength of 6 Level 5 Creates 14 protect tiles with strength of 6. At max level .... Create 14 protect tiles with 51 strength for each tile.
NoMistake wrote: Redwing 8 blue ap At level 1 Converts an enemy protect or strike tile in a 4 turn countdown tile that signals when redwing will return. At level 2 Redwing can change attack tiles. At level 3 Redwing strikes when the team has 5 Blue AP At level 4 Redwing can change countdown tiles At level 5 Redwing returns after only 3 turns.
NoMistake wrote: Bird Strike 12 purple AP Level 1 Creates 9 Protect tiles with strength of 5 Level 2 Creates 11 Protect tiles with strength of 5. Level 3 Creates Strength 6 protect tiles Level 4 Creates 14 Protect tiles with strength of 6 Level 5 Creates 14 protect tiles with strength of 6. At max level .... Create 14 protect tiles with 51 strength for each tile.
Justdangit wrote: This is just so stupidly design. There is no reason for a countdown tile here.
Riggy wrote: Justdangit wrote: This is just so stupidly design. There is no reason for a countdown tile here. On the contrary, there's a very good reason for the countdown. I believe the ability won't trigger again until Redwing returns. So the first time it triggers, Redwing swoops in and destroys a tile, then the countdown shows up and it won't trigger again while that countdown is on the board. Otherwise, once you have 8 blue AP, you'd be eating enemy tiles for free, 1 per turn. The way it's designed now, you have to have a threshold of 8 blue AP, but then you have 4 turns to spend it before you have to worry about reaching that threshold again. So it's not at all the same as having a tile that counts down and returns it. Personally, I find it to be a very well designed ability. It's nice to have a passive ability that can eat those hard-to-match tiles (like when Bullseye places a protect tile in the bottom corner and there's no other purple in that quadrant).
Justdangit wrote: Riggy wrote: Justdangit wrote: This is just so stupidly design. There is no reason for a countdown tile here. On the contrary, there's a very good reason for the countdown. I believe the ability won't trigger again until Redwing returns. So the first time it triggers, Redwing swoops in and destroys a tile, then the countdown shows up and it won't trigger again while that countdown is on the board. Otherwise, once you have 8 blue AP, you'd be eating enemy tiles for free, 1 per turn. The way it's designed now, you have to have a threshold of 8 blue AP, but then you have 4 turns to spend it before you have to worry about reaching that threshold again. So it's not at all the same as having a tile that counts down and returns it. Personally, I find it to be a very well designed ability. It's nice to have a passive ability that can eat those hard-to-match tiles (like when Bullseye places a protect tile in the bottom corner and there's no other purple in that quadrant). If you match that count down tile then you use it again next turn. if you read the rest of my post then you will see that is it actually quite stupid.
Justdangit wrote: There is no reason for a countdown tile here.
Justdangit wrote: If they want to keep the context of the skill, they could just made the skill an active that cost x ap and then return this same amount of ap when the count down finish
Justdangit wrote: if you read the rest of my post then you will see that is it actually quite stupid.