What character(s) do you feel most need buffs/reworks?

135

Comments

  • DAZ0273
    DAZ0273 Posts: 10,283 Chairperson of the Boards
    3* Hulk is quite bad. What makes him tragically funny is that you can use his best power to defeat him in his own PvP just by bringing along C4rol and letting him anger himself (and his team) to death thanks to C4rol's energy manipulation. Maybe instead of generating green tiles, Hulk should get a countdown tile once he takes a certain level of damage which when resolving deals a massive amount of damage. This replicates him getting angrier until he finally cuts loose and also if you match it then it is like you have calmed him down a bit.
  • Jonny1Punch
    Jonny1Punch Posts: 436 Mover and Shaker
    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* REWORK
    Some 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 Effects
    Reason:  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 Damage
    Another 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 AP
    Reason: 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.


    Absolutely epic & amazing 5* buff ideas here Babinro! This would definitely be the fresh injection of life and balance the 5* tier so desperately needs alongside the long overdue gambit nerf. Very well done. I particularly love the Silver surfer,Iron man,BSS & Banner changes. I believe Phoenix is in the most desperate need of a stronger buff to her red and green along with the overall match damage hike as well though. Thank you for taking the time to do that.

    If any Devs/Brigby are reading Babinro's post please consider implementing ALL of them and it will go a long way to improve the game, restore balance and fun to the 5* tier & most importantly be seen as a massive act of goodwill towards the players.

    All one has to do is look at the base level powers, health and match damage of a level 450 Phoenix vs a level 450 Okoye or Thor to see just how outdated and useless the new power creeped 5s have made the classics obsolete.

    #Fixphoenix #Buffclassics #Babinroisjustagenius

  • Jarvis_Jackrabbit
    Jarvis_Jackrabbit Posts: 78 Match Maker
    jackstar0 said:
    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).
    Marvel just launched a new Sentry series written by Jeff Lemire. I read the first issue last night and was surprised by how interestingly it was set up.
  • purplemur
    purplemur Posts: 454 Mover and Shaker
    Buffs:
    -Matchdamage: just pull your numbers up to meet the new 5* meta. Find your lowest three each season and bring them in line with the average of the 3latest. See also Health Points, Regeneration rates
    -Over-Priced Powers! Take a look at some of the bad rates out there and either raise damage or lower costs. 
    -I would like to see "Family" designations be expanded and included in more ways, like boosted Inhumans week,S6, Avengers, etc. 
    -Banner is an easy fix. It's been laid out so many times by so many people.  ramp the match dam, generate ap with matches, make black conditionally cheaper blah blah. To crazy limits, numbers that should make you fear the Hulk!
    -The spider verse in general needs to rethink it's webs and re-valuate their worth. Probably color shift at least one of gwen/miles. Fix the restrictions on spidey sense support. more webs, more webs, more webs! webs everywhere!
    -Kraven is unfairly badmouthed(that purple though!) but still pretty weak. too expensive, too many downsides, and not nearly enough damage. His traps should stack and be cheaper for each trap on the board.
    Reworks:
    -Cap'n Marv3l,Deadpool, Thing, Valkyrie, Hulks have backward progression on their damage threshold before triggering. They become worse the higher level the character. I can't even get Things yellow to fire on a boost week. It should be easier for Thing to protect an ally, Easier for Valkyrie to collect a bounty, A pissed off hulk still gets madder when puny humans with guns shoot him, etc.  It's backwards: they should get lower the higher the level.
    -Cra-ahem- Flaptain = When your 3* variant is better than your 4* you have a fail on your hands. needs to remove two turns ,gain the bullseye/spidey shield passive attached to his yellow on yellow so the shields at least somewhat repopulate.
    -I would love to see 2* Bullseye generate strikes instead of protect tiles. I know we fight him all the time but maybe by mixing up his powers and revamping them it will feel like new stank?
    -Give Yelena Bologna a 3rd power. How about something like: black/purple passive mana generation that steals 2 ap every turn, but your teammates can't use abilities of the same color.

  • therightwaye
    therightwaye Posts: 459 Mover and Shaker
    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* REWORK
    Some 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 Effects
    Reason:  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 Damage
    Another 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 AP
    Reason: 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.

    @brigby please send these ideas to the Dev team.  This is an amazing write up by @babinro.  This is why many people have been asking for a “players counsel” or something like that because their are many many ideas people have to make other characters on par with the new releases.  Yes we know that buffing old characters does not increase revenue but if you would do 3-5* a time and run a special  vault with them in it, I bet you would see CPs used for this vault to help newer players cover these older characters. 
    This is a great list. I don't completely agree with it, but I'd love to see some upgrades. 

    My other thoughts:
    Banner - Hulk shouldn't have health. Lets have the Hulk that can't be beat. Hulk comes out, place a CD tile fortified. When it expires, Hulk goes away. Add Hulk auto match clears row/column and does extra damage. Maybe if Hulk takes X more damage then add one to CD tile.
    As for Banner, give him a reason to have those enemy attack tiles. Like Banner takes secondary damage (like from attack tiles) he generates green AP.

    BSSM - He's nearly perfect. I'd keep 1 turn stun and instead add another passive. When BSSM is invisible, gain 1 green AP if he's invisible at end of turn. And 1 extra for green matches.

    Phoenix - I don't care about her match damage personally. I care that there is limited range on getting Phoenix out and that her Strike tiles disappear. Two changes: 1. Purple should fortify 1-3 strike tiles. 2. She should be in front of the group if enemy attack tiles are out. This will make her stronger and just more fun. 


  • Ptahhotep
    Ptahhotep Posts: 430 Mover and Shaker
    With Phoenix I would suggest that she should be treated in the same way as an airborne character is if they are the last remaining opponent. The match continues until her countdown tile is destroyed or she comes back and has to be dealt with.
  • Dormammu
    Dormammu Posts: 3,531 Chairperson of the Boards
    3-stars
       Hulk: People say 5-star Banner is bad, this guy is literally broken. As he increases in level, the less effective he becomes because it takes more and more damage to trigger his black passive. That means his red, which is unfathomably complicated and bad, becomes less and less useful. Let's not forget his green either, which hits about as hard as a declawed kitten.

       Vision: He's a real stinker and needs a passive mechanic to bring him up front, or to passively increase his match damage when his blue or yellow countdowns are out. If he can't tank two or three of his colors he's pretty much useless... which makes him pretty much useless all the time.

    4-stars
       X-23: She suffers from the same problem (though to a lesser degree) as Vision, plus her purple may be the most poorly designed power in the game this side of Winter Soldier's blue. It costs a bunch of AP, so by the time you get enough all the purple has been cleaned off the board except one unmatchable tile in the corner, which is exactly where the trap tile goes to fizzle out and die.

       Winter Soldier: I already mentioned how bad his blue is. Let's talk about his red. Seriously? You're going to charge me 12AP(!) to do the same amount of damage (at 3 ranks) 2-star Wolverine can do with his red? On a flimsy 3-turn countdown tile? That's laughably, historically, and shamefully bad. But what about his purple? Okay, for 8AP you do 1.4k damage (at 5 ranks). LOL. This sad loser is a bad 3-star, with four stars on his cover.

    5-stars
       The 5-stars have already been covered to death in this thread. With only two of them champed I don't have a right to an opinion here.
  • ThaRoadWarrior
    ThaRoadWarrior Posts: 9,456 Chairperson of the Boards
    Dormammu said:
    4-stars
       X-23: She suffers from the same problem (though to a lesser degree) as Vision, plus her purple may be the most poorly designed power in the game this side of Winter Soldier's blue. It costs a bunch of AP, so by the time you get enough all the purple has been cleaned off the board except one unmatchable tile in the corner, which is exactly where the trap tile goes to fizzle out and die.

    Her purple used to be much better before the nerf to trap tiles went into effect and you could target it with a match-4. That turned out to be a stealth nerf to a whole class of character. 
  • Dormammu
    Dormammu Posts: 3,531 Chairperson of the Boards
    Well, at least she used to be good.
  • ThaRoadWarrior
    ThaRoadWarrior Posts: 9,456 Chairperson of the Boards
    edited July 2018
    I don't know about empirically good, just saying that one power used to be easier to trigger lol. Also Dar3devil's red was a pretty significant victim of the change to trap tiles.
  • randomhero1090
    randomhero1090 Posts: 396 Mover and Shaker
    All these Hulks...  but are they really usable?

    3Pun...  A slight buff to his green would be nice.  Level 3 = 2 tiles.  Level 4 = 3 tiles.  Level 5 = 5 tiles.  Make his green AVOID friendly tiles.  Good with eveything else.



  • Waddles_Pines
    Waddles_Pines Posts: 1,229 Chairperson of the Boards
    All these Hulks...  but are they really usable?

    3Pun...  A slight buff to his green would be nice.  Level 3 = 2 tiles.  Level 4 = 3 tiles.  Level 5 = 5 tiles.  Make his green AVOID friendly tiles.  Good with eveything else.



    Or make it targetable, I mean the Punisher is supposed to be an expert marksman, isn't he?
  • whitecat31
    whitecat31 Posts: 579 Critical Contributor
    edited July 2018
    Since we are talking about reworks,  I want to talk about reworking 5 star Wasp. Instead of being quick and deadly like the four star version, she is slow and bad, and counter productive with her own abilities limiting what she can do.  I have her champed and I only use her for match damage in the PVE because she is boosted. Otherwise, she is bottom tier.  I don't like using her in PVP because there are plenty of non boosted 5 stars that are just better.  People have told me they ignore her and take her down last when they face my PVP teams, even though she is currently boosted. Think about that, for a bit. Even boosted nobody fears her. 

    Wasp rework suggestions, let's up the utility and make her at least feared.

    Blue Ability.  'Sting operation'.   Where is the sting, if it is named sting operation?   
    Leave the cost at 6 blue.
    Drop the horrible random mini AP steal, that appears to be overrated in somebodies metrics and make her useful, or keep it for all I care. 
    Add a random stun 1 enemy for 1 turn for the first two blue covers.  At three blue covers have her target an an enemy and stun them for one turn.  At four blue covers have her stun a targeted enemy for two turns and a random enemy for one turn. At five blue covers have her stun the opposing team for 1 turn and a targeted enemy for two turns.  
    Have her create a 1 turn countdown tile that produces 1 locked swarm tile for every  blue cover of her you have in the ability.  That way they don't get destroyed so easily.   The quick countdown tiles also limits her stun ability becoming a lock down ability and could encourage somebody to actually use "Call the Swarm" to be able to use the stun ability again.

    Yellow Ability.  'Shrink tactics'. Lower the cost from 10 to 7 and allow her to cast it on herself if needed.  (Seriously guys, she can shrink to hide herself, it is like one of her big deals.)  If she is the last character that yellow ability is dead weight.  
    Again, the excess call the swarm tiles prevent this from being a lock down ability. Fear of her casting invisibility on herself or others for 3 to 4 turns still might encourage others to actually respect her enough to target her first.


    Black Ability. Pain Index. Lower the cost to 9 black and make this true healing. She is a five star and one of the founding members of the avengers give her some respect.


    'Call the swarm'.   First off, when this passive is active,  please code it to have it show up on the tiles the actual damage ,so she will properly tank the color and people can see what her actual damage is with the various swarm tiles out.

    That 12 cost is huge for 'Call the Swarm' for the minimal damage done.  Please do the damage calculations on this and you will find that this is less damage compared to the actual match damage she may be doing over time, with a decent amount of swarm tiles out.  
    So please allow it to collect AP of the destroyed tiles, to make it worthwhile. If not that, you could possibly make it do team damage against the opposing team and/or double the damage done.  Remember, the defensive AI, will obviously cast this ability, when given the chance. 



     


  • huktonfonix
    huktonfonix Posts: 214 Tile Toppler
    Gambit.
  • randomhero1090
    randomhero1090 Posts: 396 Mover and Shaker
    All these Hulks...  but are they really usable?

    3Pun...  A slight buff to his green would be nice.  Level 3 = 2 tiles.  Level 4 = 3 tiles.  Level 5 = 5 tiles.  Make his green AVOID friendly tiles.  Good with eveything else.



    Or make it targetable, I mean the Punisher is supposed to be an expert marksman, isn't he?
    Great point. 

    His red red is still real nice against monster health covers. 
  • randomhero1090
    randomhero1090 Posts: 396 Mover and Shaker
    Dormammu said:
    3Pun is just old. Really old. One of the first 3-stars to be released after launch, he was once considered (in his current form) to be absolutely fearsome and an automatic skip in PvP (pre-skip tax era). Power creep is a real thing and poor Punisher is proof. He needs the damage doubled on his green and black abilities.

    But he's still the only guy who can take down Galactus with one bullet from a 9mm handgun.
    With so many 4s, many of the 3s need a lift.  Old becomes new 😀
  • ThaRoadWarrior
    ThaRoadWarrior Posts: 9,456 Chairperson of the Boards
    edited July 2018
    I've been using Thing while he's been boosted, and I have to say that the numbers he's putting down while boosted are probably the numbers he'd be putting down base if he were released to day. For instance:

    Here are 2 similarly priced powers with a damage and 2-turn stun component - one is much better than the other in practice
    Sandman's Sand Blast (5 covers): costs 9Ap, stuns target for 2 turns and does 3551 damage to the enemy team
    Thing's It's Clobberin' Time (5 covers): costs 10ap, does 4959 single target damage with a 2-turn stun

    Here are 2 board shaker damage powers. One is appreciably superior to the other
    Rogue: Sugah, you're goin' down (5 covers): 12ap deals 6609 damage and destroys a chose 3x3 block of tiles, dealing damage and generating AP
    Thing: Yancy Street Special (5 covers): 12Ap, deals 6190 damage and destroys a 4X4 block of tiles, destroyed tiles don't do damage or accrue AP

    The actual numbers on some of these are just pulled from my roster. my Thing is lvl 272, and Rogue is lvl 285, so your mileage may vary on what you see. I think the point remains valid though.
  • Alex502
    Alex502 Posts: 183 Tile Toppler
    I also think that Kingpin blows, his rework did such terrible things to his effectiveness for a player to use. Also, I really wish that Psylocke's powers were just slightly different. First rebalance her damage between powers, then make it so that her red drops in cost based on how many attack tiles are on the board instead, then make her black cost less depending on the strike tiles on the board. That way as she fires one, the next gets cheaper, firing that cheapens the opposite power, etc etc. Her blue is stanky, though.

    Follow up: I think Quake blows compared to her potential. Super underwhelming. And does ANYONE actually use Hulkbuster?