monsieurmojo said: 6,500 is comparable Unibeam Optic Blast, and 12k is better than Full Blast. A bit expensive, to be sure, but that's a pretty big hit.
Thanos said: I'm pretty sure they just nerfed Venom. His green still sucks even with a slight damage boost, his black is still tinykitty and you now have to give the enemy 3 protect tiles before it'll do the same damage as before. Maybe Demiurge should let a different employee take a crack at Venom, maybe try the janitor, he can't do much worse.
Pongie said: monsieurmojo said: 6,500 is comparable Unibeam Optic Blast, and 12k is better than Full Blast. A bit expensive, to be sure, but that's a pretty big hit. Fixed it for you
@Brigby
Just wondering if you can get some confirmation on Venom at rank 5 - the description shows that it sets the strength of enemy protect tiles to 1 (rather than reducing by a % like the other ranks). How does this interact with tile strength buffs?
For example,
enemy 4* Falcon drop some protect tiles - Venom sets them to strength 1
enemy Falcon starts matching blue to improve the strength - does Venom's passive keep them at 1 (at least while he is active) or does it only effect them at the time of creation?
Based off existing mechanics, I would assume that the tiles are buffed, but still only effectively strength 1 while Venom is active, however the wording of the ability at rank 5 is slightly different to what we have had before, so it would be nice to check.
DrDevilDinosaur said: @Brigby Just wondering if you can get some confirmation on Venom at rank 5 - the description shows that it sets the strength of enemy protect tiles to 1 (rather than reducing by a % like the other ranks). How does this interact with tile strength buffs?For example,enemy 4* Falcon drop some protect tiles - Venom sets them to strength 1enemy Falcon starts matching blue to improve the strength - does Venom's passive keep them at 1 (at least while he is active) or does it only effect them at the time of creation?Based off existing mechanics, I would assume that the tiles are buffed, but still only effectively strength 1 while Venom is active, however the wording of the ability at rank 5 is slightly different to what we have had before, so it would be nice to check.
notamutant said: I am pretty sure this change to Venom's yellow was a nerf. You need incredibly specific teams to ever get full value out of it. You need around 3-4 enemy protect tiles just to equal the pre-"buff" damage of his yellow. His green damage increase is negligible. Definitely a neutral change at best.Spider-Man is better now, but I don't see the condition being all that useful. Useless on offense (no one is going to intentionally get their own teammate killed to make a 3 star hit harder), and rarely going to go off on defense.
Jaedenkaal said: notamutant said: I am pretty sure this change to Venom's yellow was a nerf. You need incredibly specific teams to ever get full value out of it. You need around 3-4 enemy protect tiles just to equal the pre-"buff" damage of his yellow. His green damage increase is negligible. Definitely a neutral change at best.Spider-Man is better now, but I don't see the condition being all that useful. Useless on offense (no one is going to intentionally get their own teammate killed to make a 3 star hit harder), and rarely going to go off on defense. I think that's a little harsh. With the passive Yellow effect it won't be that hard to get a couple of tiny enemy protect tiles pretty much all of the time, so the green will often be cheaper than before, in addition to doing more damage. And it's really less than 3 Protect tiles before the Yellow does as much damage as before (I think. more than 5500 but less than 6500, surely) and again, 2-3 enemy protect tiles shouldnt be that hard. The AI wont try to match them away. And anything above that is better, and that's assuming the other team doesn't make Protect tiles for itself.
Agreed.
The Black and Yellow have some good synergy between them - let's not forget Black passive also increases Venom's match damage by as much as 75% at Rank 5 (fwiw, this brings a match of three green tiles to ~446 damage, which is just shy of the 451 damage threshold for the passive portion of the Yellow).
Jarvind said: That said, I think it's fair to say that most of the suggestions for how to change him were something to the effect of "give him a damage ability," "replace his tinykitty heal with something useful," or some combination of the two. Given that, you'd be hard pressed to convince me that the devs didn't deliver damn-near-exactly what people have been asking for since literally the day I joined, which is 800-something days ago now.If those same people are just now realizing that the suggestion was shortsighted or have suddenly changed their minds on how he should play, I have a hard time sympathizing with that.What a lot of folks don't realize is that the devs don't owe you anything. If you pay for VIP or buy HP, you got exactly what you paid for - there's no clause stating that if you support the game, the devs are also obligated to tailor new or existing characters to your liking. Would I be happier if they made Spider-Man the best 3* around? Sure, absolutely. He's by far my favorite Marvel character. Buff his 5* version too while we're at it, because he kind of blows too. But I also understand that D3/Demi/Infinite/Whoever Else is a business, and the goal of a business is to make money. The reality is that virtually nobody's spending habits would be changed by altering 3* Spider-Man, regardless of the quality of said change, so the monetary incentive to dramatically improve him is pretty minimal. As a result, a change that makes him better at all, even superficially so, is pretty much fine in my book.
Jaedenkaal said: Warbringa said: Yeah it depends on the damage for 3* Spidey. Already his bonus damage is just worse than Cage since it only kicks in if you have defeated allies. That is hands down inferior to Cages, which is allies still alive. A scenario you encounter much more often than having downed allies. At least in my experience, I rarely ever have a character go down, albeit they may get very close. Yeah the condition isn't stellar, as you say, but as we haven't seen the numbers yet, it's possible that it does ~6000 damage base at 166, plus bonus damage with downed allies, which would be a very reasonable 500 damage per AP, on par with Magnetized Projectiles, Righteous Uppercut, and A Little Off the Top. Even at 5000 damage base it would be in the same range as Optic Blasts or Colossal Punch, which are still pretty serviceable.
Warbringa said: Yeah it depends on the damage for 3* Spidey. Already his bonus damage is just worse than Cage since it only kicks in if you have defeated allies. That is hands down inferior to Cages, which is allies still alive. A scenario you encounter much more often than having downed allies. At least in my experience, I rarely ever have a character go down, albeit they may get very close.
notamutant said:His yellow did around 6600 before. And any condition is worse. That is the problem with conditional powers, you can't always get boosted characters that provide that condition. Being realistic here, most characters are only useful boosted (except rare exceptions like Medusa, Carol, and Peggy). If boosted, you will need to do 900+ damage to the enemy to activate his passive.