What character(s) do you feel most need buffs/reworks?
Comments
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It's something of a nitpick, but since I started playing with his 3* version, I always wondered why Daken's Healing and Heat couldn't avoid the heat at 5 covers and why the strike tiles produced by his Pheromone Rage couldn't also add strike tiles on yellow tiles (I mean, he already makes two strike tiles instead of one, right?). I think that these changes would make he look less like a lazy version of his 2* counterpart. It's not exactly needed, but it would be cool to see this.0
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I think War Machine needs a lot of help - I never see him in the seasonal Sim, and the few times I've tried to field him the results have been dismal. I think it would help to make the red a passive - ditch the damage, the countdown, and just make it a chance to add attack tiles with each new tile, similar to the irritating Ultron sentries.
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Since I'm firmly in 5* tier play I'll focus solely on those.I'll try to make recommendations as simple as possible rather than rework skills entirely. Those skills that have reworks are often taken from existing mechanics in game and thus should be easy to add to the character.OVERALL REQUEST: MATCH DAMAGE 5* REWORKSome 5* characters are badly solely because of a gradual match damage power creep that's occurred over time. This is frankly a silly way to make a character feel bad to play and a lot of concerns would be fixed by simply streamlining match damage.Stick to a simple system:- Strong Match Character (725, 650, 550 for example at level 450)- Average Match Damage Character (700, 625, 525 for example at level 450)- Low Match Damage Character (675, 600, 500 for example at level 450)Note: All damage figures used below are assuming level 450 and 5 covers unless stated otherwise.***** BRUCE BANNER *****Black: 2000 Strength Fortified Attack Tiles. Enemy attacks are normal.Reason: The damage for this skill is low for the cost given the drawback. He's also a risky character who can match his own attacks and this feels bad so fortifying sounds like the solution. Thematically speaking the Hulk shouldn't be weakening himself by hulking up either so fortifying those tiles is a good way to showcase his increased power.Blue: Fewer than 8 Green Tiles up from 7 to add to its consistency.Green: 10,000 Damage AoE and matches now generate AP.Reason: This is the BIG change that should really make banner an interesting character. Having his free match generate AP is not all that different from how Thor generates AP at 50% health. I think its safe to say that this would no longer feel like power creep given the power level of some of the current day 5*'s.Match Damage Buff:Thor tier extra high match damage as Hulk. Low tier match damage as Banner.If this cannot be done for some reason then its best to just make him a high damage character at all times.***** PHOENIX ******Match Damage Buff:That is all. Phoenix would still be a good character if not for this crippling flaw. Her highest match damage is worth than Thor's tertiary match damage.If you really wanted to further buff her to make her feel more special than give her green a bit of a buff. Red and Purple are both perfectly fine.***** SILVER SURFER ******Blue: Reduce AP cost to 7.Black: Reduce AP cost to 10. Collapsing Black Hole damage is now dealt to enemy TEAM.Reason:Surfer is actually a well designed character post buff. He doesn't need a drastic change to be made more appealing. The blue feels kind of lame and so the cost reduction goes a long way to fixing that problem. Black is honestly a pretty great skill but its also slow and unreliable. So slow and unreliable that its not uncommon for matches to end before it collapses...as such I don't think we should be afraid to improve a skill like this despite its newly improved AP cost. A black hole collapsing is a big deal too so thematically it makes sense for this to be dealt to the entire enemy team.***** Old Man Logan ******Yellow: Combine both effects into a single skill active at all times.Active: 7AP Wolverine Deals 2800 + 1200 for each enemy AoE.Passive: Wolverine True heals for 1500 each turn for each other ally in the fight.Reason: In OML's current form he's slow but also has the potential to be VERY powerful. A major problem is his self healing falling behind new found match damage.Why not simply revert to pre-nerf levels then?Well this is a possible solution and I think players would be happy with it. I'm not sure D3 is crazy about the idea of an OML that can potentially 'live forever' being back in the game though so I'm presenting an option that can hopefully please all parties.My suggestion is to simply keep Logan's healing active at all times to 'improve' his healing while also adding some urgency to taking down OML rather than always saving him until the end. Admittedly, I'm concerned about keeping the AoE at 6AP cost with this change so I propose bumping it up only slightly to 7AP.***** DOCTOR OCTOPUS ******Black: Either deal damage upfront OR Fortify the tile.Reason: Good skill ruined by its unreliable nature. Either suggested change will make casting this feel better without completely removing the risk.Blue: Reduce cost to 6AP.Reason: Very cool skill idea ruined by a high AP cost. I feel like this was done out of fear because of AP cost reduction characters. If you feel this is truly a problem post buff then add a line that says "Cannot be reduced below 5AP" for example. The point is this should be a good skill on its own and not only because of who Doc is paired with.Green: Reduce costs: 9 / 6 / 3 - Fortify the Tile. If the tile is matched away at ANY time deal 5000 enemy team damage.Reason: For starters this skill is thematically AWESOME. I don't want to change the heart of the skill, simply improve it so people can hopefully enjoy it. Step 1 in making that happen is a significant AP cost reduction across the board and making the skill feel decent at all times.9AP to deal a mere 5000 damage to enemy team if matched prematurely is terrible value but its far better than the current NOTHING. The 20,000 damage if reduced to zero naturally (or by Captain Marvel would remain for clarity). Phases 2 and 3 are both fine as is even with the new AP costs being proposed. 11AP being returned for you Phase 2 15 green AP investment while dealing 5000 to the enemy team is FINE given the very slow speed and high cost to initially setup this skill.***** DOCTOR STRANGE ******Purple: Reduce cost to 5AP. (5 Covers now includes Countdown Tiles as well)Reason: Purple is his dump skill. No question. It is way over costed rather slow to boot when its on the board. If any skill needs a rework its this one. If we're buffing this in the easiest way possible then just Reduce AP to 5, accept that everyone will still run this as a dump skill and call it a day.If you want to make Purple a more enticing skill to players then I'd consider adding a bonus kicker to the skill of some kind while keeping the cost very low like above.Suggestion:4 Covers: If Eye of Agamotto has no tiles to remove it instead converts 1 random basic tile on the board into either a blue or yellow AP colored tile.5 Covers: If Eye of Agamotto has no tiles to remove it instead converts 2 random basic tile on the board into either a blue or yellow AP colored tiles.Increased Character Health:Reason: Strange having low health was a great idea initially but his low health has pushed him out of the game in terms of usefulness. Bumping him up to the health of a true healer while not having a way to heal would probably feel like a better balance. (Read: buff to 45,000 to 50,000 health range).***** STAR-LORD ******Yellow: Remove the 50% healing condition.Reason: This is a strong skill but the healing component is completely forgettable and difficult to play around in reality.Purple: Does both EffectsReason: Stealing random AP isn't nearly as strong as it sounds and in most situations you'll never get the most out of stealing strikes, attacks and protects. Combining the skill so that it flat out steals 4 special tiles and steals 8 AP makes it far more appealing for a non-damage skill.Note: If doing both is considered too powerful. Have Star-Lord create random attacks, strikes and protects up to a total of 4 for each one he couldn't steal.Green: 10,000 Enemy Team DamageAnother great skill that feels slightly weak for its cost. This doesn't need a massive damage boost but a slight one would be appreciated.***** ARCHANGEL ******Blue: Significant Active Power Damage Buff. 16,000 damage.This is a slow skill with a highly niche passive. The current version puts far too much weight on the value of the passive. I suggest treating the passive as a 'free' kicker and giving the 11AP cost skill the damage it deserve with the current stun.Black: Each tile deals 1500 damage every turn. Remove damage on removal.Reason: Taking a page from Dr Strange Blue with this one. The current skill is both pretty decent and strategic but also fairly underwhelming at times. The proposed change adds a more reliable damage component that could really add up if paired with someone who can fortify tiles. This change also removes the fact that waiting 5 turns for big damage is just far too slow in general.***** SPIDER-MAN - BACK IN BLACK ******Blue: Stun for 2 turns regardless of visible or invisible.Reason: This skill shouldn't feel so much weaker than Iceman's blue. The proposed change is probably still weaker than Iceman's blue but since we're factoring in invisibility there's a defensive factor involved. If nothing else, the power is now better in line with a 5* tier power level.Green: Reduce Cost to 10 APReason: 4 turn stun is fantastic but the cost was prohibitive. When you consider this skill is up against some heavy hitting AoE skills in 5* land I think the significant AP drop is justified to make it enticing.Purple: Now includes both Strikes and Attack Tiles.***** IRON MAN ******Red: Base Damage is 14,000 damage further boosted by 3000 per team ally.Reason: The synergy concept only works if the base form is already viable on its own. Currently Thor deals 12,000 for 9AP with a kicker that's easy to achieve. Therefore, Iron Man who has no form of AP generation should deal a little more base damage with the ability to further boost this through team synergy. I did nerf the team synergy bonus because I'm cautious about just how far you want to push a 9ap damage dealing skill and because of the change to his yellow skill.Yellow: Each tile pulses for 1500 damage every turn. These Countdown tiles count as Iron Man allies.Reason: Thematically speaking Iron Man is calling for help and his helpers should be contributing offensively and defensively at all times. The added damage per turn achieves this and helps make yellow a more appealing skill. More importantly IM is calling upon back-up...AKA ALLIES. What better way to open up internal character synergy than make these CD tiles contribute to the boosted red damage for as long as they remain on the board.***** GREEN GOBLIN ******Yellow: Reduce Cost to 5 AP.Add: (3-covers) Destroys 1 enemy Countdown Tile.Add: (4-covers) Destroys 2 enemy Countdown Tiles.Add: (5-covers) Destroys 3 enemy Countdown Tiles.Reason: With Gambit changing we need more 5* characters that can deal with Countdown tiles. I've made a change to Doctor Strange to help with them but Goblins Yellow seems like the perfect opportunity to make him a specialist in this regard. Goblins other two skills are already solid and this would give him instant appeal in PvE or as a counter play character.***** CAPTAIN AMERICA - INFINITY WAR ******Yellow: Passive: Captain America's presence Rallies his team boosting the power up to ____ attack, strike and protect tiles by ____ each turn. (The Number of tiles and amount boosted would increase at 3, 4 and 5 covers respectively)Reason: The new Cap is a cool character who is just missing that little added push to make him potentially viable. My suggestion will hopefully open him up as team player with various characters and gives him something else to do offensively. I didn't attach a number to the boost because frankly I don't know what number would feel balanced vs what would feel overpowered in 5* world.***** BLACK WIDOW ******Purple: Reduce Base Cost to 10AP. (Minimum cost still 7AP)Black: If any allies are below 40%Reasons: Widow is already borderline playable by the looks of it with 3 solid to good skills. She might even make a bit of a comeback post Gambit nerf. Her issue lies with being a slow character and one whose conditions can be hard to reach. My suggested changes are rather minor but will help her consistency in play. I will admit that the change from 20% to 40% could make her dangerously good with the like of DD and Thor but characters like Ghost Rider can deal far more damage with the same amount of black AP these days.
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babinro said:Since I'm firmly in 5* tier play I'll focus solely on those.I'll try to make recommendations as simple as possible rather than rework skills entirely. Those skills that have reworks are often taken from existing mechanics in game and thus should be easy to add to the character.OVERALL REQUEST: MATCH DAMAGE 5* REWORKSome 5* characters are badly solely because of a gradual match damage power creep that's occurred over time. This is frankly a silly way to make a character feel bad to play and a lot of concerns would be fixed by simply streamlining match damage.Stick to a simple system:- Strong Match Character (725, 650, 550 for example at level 450)- Average Match Damage Character (700, 625, 525 for example at level 450)- Low Match Damage Character (675, 600, 500 for example at level 450)Note: All damage figures used below are assuming level 450 and 5 covers unless stated otherwise.***** BRUCE BANNER *****Black: 2000 Strength Fortified Attack Tiles. Enemy attacks are normal.Reason: The damage for this skill is low for the cost given the drawback. He's also a risky character who can match his own attacks and this feels bad so fortifying sounds like the solution. Thematically speaking the Hulk shouldn't be weakening himself by hulking up either so fortifying those tiles is a good way to showcase his increased power.Blue: Fewer than 8 Green Tiles up from 7 to add to its consistency.Green: 10,000 Damage AoE and matches now generate AP.Reason: This is the BIG change that should really make banner an interesting character. Having his free match generate AP is not all that different from how Thor generates AP at 50% health. I think its safe to say that this would no longer feel like power creep given the power level of some of the current day 5*'s.Match Damage Buff:Thor tier extra high match damage as Hulk. Low tier match damage as Banner.If this cannot be done for some reason then its best to just make him a high damage character at all times.***** PHOENIX ******Match Damage Buff:That is all. Phoenix would still be a good character if not for this crippling flaw. Her highest match damage is worth than Thor's tertiary match damage.If you really wanted to further buff her to make her feel more special than give her green a bit of a buff. Red and Purple are both perfectly fine.***** SILVER SURFER ******Blue: Reduce AP cost to 7.Black: Reduce AP cost to 10. Collapsing Black Hole damage is now dealt to enemy TEAM.Reason:Surfer is actually a well designed character post buff. He doesn't need a drastic change to be made more appealing. The blue feels kind of lame and so the cost reduction goes a long way to fixing that problem. Black is honestly a pretty great skill but its also slow and unreliable. So slow and unreliable that its not uncommon for matches to end before it collapses...as such I don't think we should be afraid to improve a skill like this despite its newly improved AP cost. A black hole collapsing is a big deal too so thematically it makes sense for this to be dealt to the entire enemy team.***** Old Man Logan ******Yellow: Combine both effects into a single skill active at all times.Active: 7AP Wolverine Deals 2800 + 1200 for each enemy AoE.Passive: Wolverine True heals for 1500 each turn for each other ally in the fight.Reason: In OML's current form he's slow but also has the potential to be VERY powerful. A major problem is his self healing falling behind new found match damage.Why not simply revert to pre-nerf levels then?Well this is a possible solution and I think players would be happy with it. I'm not sure D3 is crazy about the idea of an OML that can potentially 'live forever' being back in the game though so I'm presenting an option that can hopefully please all parties.My suggestion is to simply keep Logan's healing active at all times to 'improve' his healing while also adding some urgency to taking down OML rather than always saving him until the end. Admittedly, I'm concerned about keeping the AoE at 6AP cost with this change so I propose bumping it up only slightly to 7AP.***** DOCTOR OCTOPUS ******Black: Either deal damage upfront OR Fortify the tile.Reason: Good skill ruined by its unreliable nature. Either suggested change will make casting this feel better without completely removing the risk.Blue: Reduce cost to 6AP.Reason: Very cool skill idea ruined by a high AP cost. I feel like this was done out of fear because of AP cost reduction characters. If you feel this is truly a problem post buff then add a line that says "Cannot be reduced below 5AP" for example. The point is this should be a good skill on its own and not only because of who Doc is paired with.Green: Reduce costs: 9 / 6 / 3 - Fortify the Tile. If the tile is matched away at ANY time deal 5000 enemy team damage.Reason: For starters this skill is thematically AWESOME. I don't want to change the heart of the skill, simply improve it so people can hopefully enjoy it. Step 1 in making that happen is a significant AP cost reduction across the board and making the skill feel decent at all times.9AP to deal a mere 5000 damage to enemy team if matched prematurely is terrible value but its far better than the current NOTHING. The 20,000 damage if reduced to zero naturally (or by Captain Marvel would remain for clarity). Phases 2 and 3 are both fine as is even with the new AP costs being proposed. 11AP being returned for you Phase 2 15 green AP investment while dealing 5000 to the enemy team is FINE given the very slow speed and high cost to initially setup this skill.***** DOCTOR STRANGE ******Purple: Reduce cost to 5AP. (5 Covers now includes Countdown Tiles as well)Reason: Purple is his dump skill. No question. It is way over costed rather slow to boot when its on the board. If any skill needs a rework its this one. If we're buffing this in the easiest way possible then just Reduce AP to 5, accept that everyone will still run this as a dump skill and call it a day.If you want to make Purple a more enticing skill to players then I'd consider adding a bonus kicker to the skill of some kind while keeping the cost very low like above.Suggestion:4 Covers: If Eye of Agamotto has no tiles to remove it instead converts 1 random basic tile on the board into either a blue or yellow AP colored tile.5 Covers: If Eye of Agamotto has no tiles to remove it instead converts 2 random basic tile on the board into either a blue or yellow AP colored tiles.Increased Character Health:Reason: Strange having low health was a great idea initially but his low health has pushed him out of the game in terms of usefulness. Bumping him up to the health of a true healer while not having a way to heal would probably feel like a better balance. (Read: buff to 45,000 to 50,000 health range).***** STAR-LORD ******Yellow: Remove the 50% healing condition.Reason: This is a strong skill but the healing component is completely forgettable and difficult to play around in reality.Purple: Does both EffectsReason: Stealing random AP isn't nearly as strong as it sounds and in most situations you'll never get the most out of stealing strikes, attacks and protects. Combining the skill so that it flat out steals 4 special tiles and steals 8 AP makes it far more appealing for a non-damage skill.Note: If doing both is considered too powerful. Have Star-Lord create random attacks, strikes and protects up to a total of 4 for each one he couldn't steal.Green: 10,000 Enemy Team DamageAnother great skill that feels slightly weak for its cost. This doesn't need a massive damage boost but a slight one would be appreciated.***** ARCHANGEL ******Blue: Significant Active Power Damage Buff. 16,000 damage.This is a slow skill with a highly niche passive. The current version puts far too much weight on the value of the passive. I suggest treating the passive as a 'free' kicker and giving the 11AP cost skill the damage it deserve with the current stun.Black: Each tile deals 1500 damage every turn. Remove damage on removal.Reason: Taking a page from Dr Strange Blue with this one. The current skill is both pretty decent and strategic but also fairly underwhelming at times. The proposed change adds a more reliable damage component that could really add up if paired with someone who can fortify tiles. This change also removes the fact that waiting 5 turns for big damage is just far too slow in general.***** SPIDER-MAN - BACK IN BLACK ******Blue: Stun for 2 turns regardless of visible or invisible.Reason: This skill shouldn't feel so much weaker than Iceman's blue. The proposed change is probably still weaker than Iceman's blue but since we're factoring in invisibility there's a defensive factor involved. If nothing else, the power is now better in line with a 5* tier power level.Green: Reduce Cost to 10 APReason: 4 turn stun is fantastic but the cost was prohibitive. When you consider this skill is up against some heavy hitting AoE skills in 5* land I think the significant AP drop is justified to make it enticing.Purple: Now includes both Strikes and Attack Tiles.***** IRON MAN ******Red: Base Damage is 14,000 damage further boosted by 3000 per team ally.Reason: The synergy concept only works if the base form is already viable on its own. Currently Thor deals 12,000 for 9AP with a kicker that's easy to achieve. Therefore, Iron Man who has no form of AP generation should deal a little more base damage with the ability to further boost this through team synergy. I did nerf the team synergy bonus because I'm cautious about just how far you want to push a 9ap damage dealing skill and because of the change to his yellow skill.Yellow: Each tile pulses for 1500 damage every turn. These Countdown tiles count as Iron Man allies.Reason: Thematically speaking Iron Man is calling for help and his helpers should be contributing offensively and defensively at all times. The added damage per turn achieves this and helps make yellow a more appealing skill. More importantly IM is calling upon back-up...AKA ALLIES. What better way to open up internal character synergy than make these CD tiles contribute to the boosted red damage for as long as they remain on the board.***** GREEN GOBLIN ******Yellow: Reduce Cost to 5 AP.Add: (3-covers) Destroys 1 enemy Countdown Tile.Add: (4-covers) Destroys 2 enemy Countdown Tiles.Add: (5-covers) Destroys 3 enemy Countdown Tiles.Reason: With Gambit changing we need more 5* characters that can deal with Countdown tiles. I've made a change to Doctor Strange to help with them but Goblins Yellow seems like the perfect opportunity to make him a specialist in this regard. Goblins other two skills are already solid and this would give him instant appeal in PvE or as a counter play character.***** CAPTAIN AMERICA - INFINITY WAR ******Yellow: Passive: Captain America's presence Rallies his team boosting the power up to ____ attack, strike and protect tiles by ____ each turn. (The Number of tiles and amount boosted would increase at 3, 4 and 5 covers respectively)Reason: The new Cap is a cool character who is just missing that little added push to make him potentially viable. My suggestion will hopefully open him up as team player with various characters and gives him something else to do offensively. I didn't attach a number to the boost because frankly I don't know what number would feel balanced vs what would feel overpowered in 5* world.***** BLACK WIDOW ******Purple: Reduce Base Cost to 10AP. (Minimum cost still 7AP)Black: If any allies are below 40%Reasons: Widow is already borderline playable by the looks of it with 3 solid to good skills. She might even make a bit of a comeback post Gambit nerf. Her issue lies with being a slow character and one whose conditions can be hard to reach. My suggested changes are rather minor but will help her consistency in play. I will admit that the change from 20% to 40% could make her dangerously good with the like of DD and Thor but characters like Ghost Rider can deal far more damage with the same amount of black AP these days.13
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@babinro awesome writeup, thanks !
I agree with @The rockett, if some small changes are applied to older characters, it will re-catalyze interest and excitement in them.
One of the other changes I heard for 5 Jean Grey (Phoenix) is to add an "In front" passive to one of her abilities... somewhat like Rogue, ro force opponents to face her, rather than just always leave her as last kill...
*As long as a friendly strike tile is on the board, Jean Grey remains in front" - this would accelerate her transition to Phoenix - where her green power truly shines, and she becomes a murder-machine.7 -
Kraven just needs to auto-create weak enemy specials and he’d be good. The trap tile should be a passive, and it should auto steal 1Ap until they match it, at which point it should make a bunch of weak enemy specials like how hawk3ye’s black does0
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broll said:I'm surprised how many people say Phoenix. I don't have her champed so I haven't used her much, but she usually surprises me by being stronger on defense then I give her credit for.
- Cascades from her best skills (purple) setting up her red and the red created Strike tiles being augmented from purples match 5s. The match 5 thing was reinforced by giving her the highest critical multiplier. This synergy was kept in check by adding a few dozen drawbacks:
- Low match damage. And I mean very very low. Outright unplayable low. It completely nullifies the entire point of trying to cascades unless you have someone tanking Red over her. Which is pretty much anyone.
- Her red has a significant drawback in opponent attack tile creation. Which nerfs her working with tile creators for fear of drawback, even though she has a tile buffing ability. You generate a lot of red and can't use her ability twice without matching away some buffed tiles.
- The strike tiles go on red tiles. Using her purple likely matches away those tiles
- Oh, and she lost her highest crit tile thing to Okoye. Who has the highest match damage, and cascade creation potential as well with Yellow.
- The Red damage is low and scales terribly
- Ressurection into AoE. This needs a partner alive to work, uses a CD and gives half health back.. but she has a low healthpool as a "healer". Ever since Thanos was released intentional letting her die to get a (now bad) AOE activated hasn't been viable.
Both due to his passive wiping out your team, and due to his purple preventing her resurrection tile from being created. Gambit also could wipe out her resurrection tile (but that required it to be lower than 5 and/or killing with an ability instead of match).
So:
Low healthpool
Lowest match damage
No longer highest crit
Green ability nerfed by meta, and weak
Red ability inherently poor, and outshined by meta
Purple best ability, but nerfed by above
#FixPhx
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Phoenix should have her match damage fixed, and she should come back instantly every match, no countdown. Yep, kill her twice every time. Fixed.2
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Phoenix could be really good but not OP if she, had higher match damage, didn't make incredibly strong attack tiles when using her ability, put strike tiles on a different color other than red even if it was random.0
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I'd like to see Archangel have a way to send enemies airborne. His passive is nice, but almost always useless. If his Blue and Green each sent a non-targeted enemy airborne for a turn, then suddenly their damage output is a lot more reasonable for their high costs.1
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Hobo - A little more punch to his black when it's at 3.Nightcrawler - His purple should tell us what the most common tile on the board is. If Lockjaw's blue can, this power can too.MEH - His purple should be a little cheaper.Bl4de - His tweak his black so it says "if Blade's team has 4 or more red AP create 6 red tiles".Yondu - Beefier strikes for his black.0
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PuceMoose said:I think War Machine needs a lot of help - I never see him in the seasonal Sim, and the few times I've tried to field him the results have been dismal. I think it would help to make the red a passive - ditch the damage, the countdown, and just make it a chance to add attack tiles with each new tile, similar to the irritating Ultron sentries.I really don't like the countdown aspect of War Machine's powers, especially for Gattling Gun, it just doesn't suit the power itself.0
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DAZ0273 said:PuceMoose said:I think War Machine needs a lot of help - I never see him in the seasonal Sim, and the few times I've tried to field him the results have been dismal. I think it would help to make the red a passive - ditch the damage, the countdown, and just make it a chance to add attack tiles with each new tile, similar to the irritating Ultron sentries.I really don't like the countdown aspect of War Machine's powers, especially for Gattling Gun, it just doesn't suit the power itself.1
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Rockwell75 said:Hobo - A little more punch to his black when it's at 3.Nightcrawler - His purple should tell us what the most common tile on the board is. If Lockjaw's blue can, this power can too.MEH - His purple should be a little cheaper.Bl4de - His tweak his black so it says "if Blade's team has 4 or more red AP create 6 red tiles".Yondu - Beefier strikes for his black.
Totally agree with Nightcrawler, that needs to be a thing.
MEH i would say needs to be cheaper, but the ability when paired with a 5 star can be devastating. I think his other abilities need to be tweaked and gamma bomb can remain untouched IMO2 -
As has been pointed out, Bruce Banner, really needs a re-work so people are really afraid of him changing into the hulk. This has been brought up numerous times. It's sad, because Banner is a pretty cool concept.
I would also like to surfer buffed. He's an awesome character, and the only one of his kind. It would be nice if he were more useful.0 -
I thought of a tweak I'd like to see for 5* Hulk. When he transforms, all of his match damage should be equal and it should all be minimum like 1000 per tile.
Since you get the extra match per turn, but lose out on the AP I feel like it should be offset by smashing.
For other characters, I agree with Lockjaw, who I want to love.
I saw Sentry mentioned and it made me wish we could get a 5* Sentry that transformed into the Void. I feel like that would be a fun addition to the game (and a potential boss event, a la Thanos).1 -
I wish Lockjaw had a way to create friendly specials for himself outside of summoning Crystal0
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Borstock said:DAZ0273 said:PuceMoose said:I think War Machine needs a lot of help - I never see him in the seasonal Sim, and the few times I've tried to field him the results have been dismal. I think it would help to make the red a passive - ditch the damage, the countdown, and just make it a chance to add attack tiles with each new tile, similar to the irritating Ultron sentries.I really don't like the countdown aspect of War Machine's powers, especially for Gattling Gun, it just doesn't suit the power itself.1
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broll said:I'm surprised how many people say Phoenix. I don't have her champed so I haven't used her much, but she usually surprises me by being stronger on defense then I give her credit for.
The only 5* that absolutely, definitively needs a buff is Banner. He's so bad it's hysterical.
Flaptain could use some help. Since repeater tiles came out he's been largely impossible to make a worthwhile team with.
3* Hulk is also horrendobad. His only useful power requires him to take damage, and gets harder to trigger the stronger he gets. Oof.
Ragnarok is also in the running, with the caveat that his PVE enemy version stays as-is.2 -
Jarvind said:
3* Hulk is also horrendobad. His only useful power requires him to take damage, and gets harder to trigger the stronger he gets. Oof.0
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