5* cap marvel - Powers discussion
jredd
Posts: 1,387 Chairperson of the Boards
at this point i realize this is probably going nowhere (except the suggestions forum) but can you maybe step out of your comfort zone and fix cap marvel before she leaves latests?! she's slow (really, does nothing) and she's boring. in 11 tries on the 5* node so far you know how may times i've used one of her abilities? 1 time. yes. 1!
here's an easy start. lower the cost of her abilities and get rid of the repeaters. that's it. how hard could that be???
here's an easy start. lower the cost of her abilities and get rid of the repeaters. that's it. how hard could that be???
Mod Edit: Changed title to reflect content.
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Comments
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I have to say, Danver5 is incredibly weak on defense. When she was on that god-mode boost I was able to take a lvl 550 out with my 452 Ghost Rider (who is similarly not super fast).0
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I don't totally hate Event Horizon but it does kind'a take an extremely long time to do anything.
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The repeaters are not that bad though are they? One is just there to accelerate her green, it's a free match of green every 3 turns. Otherwise her green is a 10 cost power with decent utility.
Her red can help gritty vs sabretooths boardshake as well. Anytime he takes out a strike with his boardshake you get 2 yellow.
She may not be tiptop tier but I feel she gets a bit too much disdain.2 -
Ina world without Gritty or Thorkoye she might have been ok.2
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I don't think she's bad per say. When boosted, her match damage is pretty wicked (as compared to older 5s at least.) Her green scales pretty well as well.
The real problem is that any 5 that comes with countdown tiles that doesn't fortify them is not useful in the current state of the game that seems to highly utilize board shake.0 -
pheregas said:I don't think she's bad per say. When boosted, her match damage is pretty wicked (as compared to older 5s at least.) Her green scales pretty well as well.
The real problem is that any 5 that comes with countdown tiles that doesn't fortify them is not useful in the current state of the game that seems to highly utilize board shake.0 -
The more characters that are added to the game, the harder it is to make new ones stand out.
Embracing power creep would work but the game design has already reached an upper bound there, based on the characters we have gotten over the past year or so.
I don't think CM is good because every power you use requires you to wait for something to happen (except sending someone airborne immediately, I suppose). It's not a fun design.
I also think it's folly to hope that the devs will rapidly rework anyone at this point in the game, where reworks are extremely rare and no one recent seems to be touched at all.
Maybe in a couple years they'll rework 5CM for her sequel.0 -
bluewolf said:The more characters that are added to the game, the harder it is to make new ones stand out.
Embracing power creep would work but the game design has already reached an upper bound there, based on the characters we have gotten over the past year or so.
I don't think CM is good because every power you use requires you to wait for something to happen (except sending someone airborne immediately, I suppose). It's not a fun design.
I also think it's folly to hope that the devs will rapidly rework anyone at this point in the game, where reworks are extremely rare and no one recent seems to be touched at all.
Maybe in a couple years they'll rework 5CM for her sequel.0 -
I forget her Green does something, but it is "good" to destroy your own specials.....which always feels wrong to me.
And the base dmg is not nearly good enough. My Thor does almost as much dmg, with a few more covers, to the entire team as she does to one person.0 -
Green should either count all special tiles as a condition on extra board destruction, not destroy your tiles (a la 5lord), or you get AP from the specials destroyed...
That and the red really needs to start off fortified...1 -
Her green is what we have been asking for now for 5 years, a goon ability, it generates it's own AP to fire itself or just for the team, green is fine, not too AP expensive, and i have seen it take down multiple opponents in 1 shot. Her yellow is like 5Caps, situationally very useful, but most useful as a team up (take someone out of play so they can't get damaged while you gather ap, it then heals them and has a nuke). The red is where i think it needs help. Do not make it a power change / Binary skill, please don't, Binary should be it's own thing when 6* comes out, but it needs to be something. Red is the skill we associate with single target damage, and she can shoot nyan cat out of her hands, so make that a plain old nuke with a little extra, a la Okoye.1
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I’m really struggling with making her work on a team. Everything takes forever to activate.
2 turns for the red repeater
3 turns to get 3 green and then 2 more turns for the row destroyer (which destroys your own special tiles btw)
2 turns for the yellow to heal and damage
None of the cds/repeaters are fortified so they get matched/destroyed more times than not. All her strikes are on red tiles, which are probably the most sought after color in the game. I’m forced to team her with Green Goblin just for the forts and I actually find myself using his yellow to make the CDs expire faster. Then I put her with coulson for further CD manipulation.
But shes still achingly slow.
And her green destroys your own special tiles with her most powerful attack. And for it to do more damage, you have to destroy MORE of your own tiles. And have I mentioned that no matter how many covers you have, the damage stays the same? Yeah. Isn’t that great?
And her red passive gives you yellow AP..... but her yellow takes 2 turns after activation for the heals/damage.
Its like..... you want her to be with a character that creates specials.... just to destroy them? so you want to put her with someone like Carnage or medusa or maybe grocket. But there absolutely no synergy with them because honestly..... when do you even want to destroy your own stuff?
i think she’s Wasp (Hope) bad. You have to base your entire team around her and the juice isn’t worth the squeeze. im in favor of completely overhauling her.
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Fortifying red would be good, but better would be to have it fire immediately and then have a countdown. Then you get one guaranteed result from firing the power. If you did this, it would be a reasonable nuke with the added bonus of having it possibly go off multiple times.
Having used her I agree--green is fine. If it appears on a green match I always match it away and bank 3 green immediately (which also protects it from the enemy matching it). But if there aren't green matches it gives a way to get green anyway. It's players call whether to have it at 5 covers and fire immediately or not with cover investment. I think that's fine.
I personally think there ought to be some sort of bonus for using Got your Six on Marvel herself, because losing the countdown on the repeaters makes that power hard to use as a self target. Maybe she heals the whole team, or does double damage. It could also be a passive: If Marvel is stunned or flying, her repeater effects continue to process (like JJs trap tiles still go off if she is stunned).1 -
While I appreciate that her design matches her MCU treatment (everything takes WAY too long to get going, even if the final product when she ultimately does show up is fine), she is just not viable. Nor is rescue.5*s are SO hard to cover, even nowadays, that the negative impact to the game of one or more truly awful 5*s sitting in latest tokens is much higher than for any other tier of play.It's just not acceptable for Demi to keeping on pushing out these tinykitty 5*s and letting them flounder for months/years before even attempting reworks.If we felt that sub-standard 5*s would be patched in timely manner, then we would all be so inclined to hoard.I would love to pull LTs right now to try and get GED covers (I have had absolutely awful luck for him and still only have 1 yellow cover). But I simply can't afford to risk getting more useless Carol covers. And I won't ever pull Carol/rescue/hela tokens because as much as I like and want hela, I really can't afford to waste resources on LTs that are 2/3 useless junk (unless the next 5* is even worse).1
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Gold_Dragon said:I’m really struggling with making her work on a team. Everything takes forever to activate.
2 turns for the red repeater
3 turns to get 3 green and then 2 more turns for the row destroyer (which destroys your own special tiles btw)
2 turns for the yellow to heal and damage
None of the cds/repeaters are fortified so they get matched/destroyed more times than not. All her strikes are on red tiles, which are probably the most sought after color in the game. I’m forced to team her with Green Goblin just for the forts and I actually find myself using his yellow to make the CDs expire faster. Then I put her with coulson for further CD manipulation.
But shes still achingly slow.
And her green destroys your own special tiles with her most powerful attack. And for it to do more damage, you have to destroy MORE of your own tiles. And have I mentioned that no matter how many covers you have, the damage stays the same? Yeah. Isn’t that great?
And her red passive gives you yellow AP..... but her yellow takes 2 turns after activation for the heals/damage.
Its like..... you want her to be with a character that creates specials.... just to destroy them? so you want to put her with someone like Carnage or medusa or maybe grocket. But there absolutely no synergy with them because honestly..... when do you even want to destroy your own stuff?
i think she’s Wasp (Hope) bad. You have to base your entire team around her and the juice isn’t worth the squeeze. im in favor of completely overhauling her.2 -
Personally I think it would be better if repeaters did their damage as soon as they are placed, and then again after the countdown.
You wait to get the right AP, then place the tile, then have to wait for it to count down and THEN you damage your opponent (assuming it was not matched)
You get the AP for an attack, you should get an attack, not the chance to get an attack in another two moves (or whatnot)4 -
Vhailorx said:While I appreciate that her design matches her MCU treatment (everything takes WAY too long to get going, even if the final product when she ultimately does show up is fine), she is just not viable. Nor is rescue.5*s are SO hard to cover, even nowadays, that the negative impact to the game of one or more truly awful 5*s sitting in latest tokens is much higher than for any other tier of play.It's just not acceptable for Demi to keeping on pushing out these tinykitty 5*s and letting them flounder for months/years before even attempting reworks.If we felt that sub-standard 5*s would be patched in timely manner, then we would all be so inclined to hoard.I would love to pull LTs right now to try and get GED covers (I have had absolutely awful luck for him and still only have 1 yellow cover). But I simply can't afford to risk getting more useless Carol covers. And I won't ever pull Carol/rescue/hela tokens because as much as I like and want hela, I really can't afford to waste resources on LTs that are 2/3 useless junk (unless the next 5* is even worse).
I keep opening tokens in hope of at least one or two more blacks, but I just pull Carol over and over. Sometimes I hate this game. And when Doom moves to classic he will be gone forever
And yeah, Carol is pretty bad, I have tried to use her in 5 teams but there is no other 5 she complements or works with. GG at least protects the repeater and dont overlap a lot in colors but that is basically it. And sure match damage is high when buffed, but what 5 doesn't have high match damage when buffed?
I think all her powers need a bit of help, this is again one of those cases where powers try to do too many things at once but nothing great ( her yellow heals, but not too much, sends someone airbone and does damage, but also not too much either).0 -
2 things number one reduce her green repeater to 2 and have to place on the board when the match starts like Gambit
red reduce the repeater to 1 or fire the power and place strike tiles before placing the repeater tile.1 -
Palookaville said:Personally I think it would be better if repeaters did their damage as soon as they are placed, and then again after the countdown.
You wait to get the right AP, then place the tile, then have to wait for it to count down and THEN you damage your opponent (assuming it was not matched)
You get the AP for an attack, you should get an attack, not the chance to get an attack in another two moves (or whatnot)0 -
Phew, so many differing opinions on poor 5* Carol...
Well, these are mine, after playing her almost every pvp since champing her (or at least trying), starting from 4* Gamora's Sworded Affairs, end of April.
She's definitely too slow for any serious pvp (800-900 pts and beyond), unless maybe when the featured character is very very good already and has synergy with her abilities (like Gamora is and does).
She's nowhere near Wasp levels of bad.
Red repeater is matched away without accomplishing anything too often for her to be reliable enough and build up her green for a stronger hit it is capable of.
Green is fine at 5 covers and if the board is relatively filled with friendly tiles. If they are too sparse it is more of a gamble, and it won't hit as hard as I feel it should considering all the time and effort it takes to get there.
Yellow is ok damage, but again delayed. What's worse though, it takes one of your characters out of the game for a couple of turns, suspending any beneficial passives they might have or pausing the CD or repeater based powers. Herself included.
Fixes I believe would help:
-fortifying red repeater
-yellow dealing damage initially
These two would make her a bit more playable for pvp.
-choosing the row she'll blow up / choosing where to place the (fortified?) CD
This would make her green much better. For the player anyway. On defense, AI wouldn't use it as well.
-reducing friendly repeaters by 1 or 2 when she returns from airborne
This would reduce the sting of using yellow on herself a little. Also could help other characters with repeaters, some of which could really use any help they could get.
-having something beneficial happen on matching the green repeater, like a few extra strike/special tiles for her
-destroying friendly strike tiles giving more AP, in one or both of her other strong colors (red and green)
These might make her more dangerous on defense / faster on offense.
She kinda works with JJ, for pure 5* duo. Make her 3/5/5 and use JJ's red.
Here's what I've seen playing her (with last month's pvp featured or 5*s I paired her with in parentheses):
She benefits from special tiles spammers for better green (4* Gamora and Ant-Man), from continual healing because she tanks too tinykitty much (5* Ock or Kamala), from stuns to protect her fragile repeaters (again Gamora or Strange) and from AP drain or blocking because she's slow and those can give more time (Archangel, Beard Cap). Also having a rainbow covered is good, as she's already slow as it is, without getting stuck matching 1 or 2 useless colors if the board so chooses.
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