sinnerjfl said: Sm0keyJ0e said: TranscendGod said:You asked how Kitty is OP. I can explain how she's OP at lower levels compared to other 5* characters with similar levels and coverage. A Kitty in the 300s has a passive that increases special tiles at an incredibly quick rate compared to any other character (often 200-300+ per turn for up to 5 tiles). This is enough to take down an unboosted full health 4* in a few turns without using a single ability. Is this primarily due to her interaction with Rocket? Are there other Kitty/[toon] teams that are difficult to fight? It seems that Rocket's mechanic of throwing out 7 strikes to start the match is the issue as she begins to buff immediately before you even make your next move. I'm just trying to figure out if the problem is Kitty or Rocket. Would as many people be running low level Kitty's if they had to build up a few turns to actually get specials to start buffing. Rocket is 100% the problem. Kitty on her own is too slow, even worse if she's underleveled.
Sm0keyJ0e said: TranscendGod said:You asked how Kitty is OP. I can explain how she's OP at lower levels compared to other 5* characters with similar levels and coverage. A Kitty in the 300s has a passive that increases special tiles at an incredibly quick rate compared to any other character (often 200-300+ per turn for up to 5 tiles). This is enough to take down an unboosted full health 4* in a few turns without using a single ability. Is this primarily due to her interaction with Rocket? Are there other Kitty/[toon] teams that are difficult to fight? It seems that Rocket's mechanic of throwing out 7 strikes to start the match is the issue as she begins to buff immediately before you even make your next move. I'm just trying to figure out if the problem is Kitty or Rocket. Would as many people be running low level Kitty's if they had to build up a few turns to actually get specials to start buffing.
TranscendGod said:You asked how Kitty is OP. I can explain how she's OP at lower levels compared to other 5* characters with similar levels and coverage. A Kitty in the 300s has a passive that increases special tiles at an incredibly quick rate compared to any other character (often 200-300+ per turn for up to 5 tiles). This is enough to take down an unboosted full health 4* in a few turns without using a single ability.
tiomono said: sinnerjfl said: Sm0keyJ0e said: TranscendGod said:You asked how Kitty is OP. I can explain how she's OP at lower levels compared to other 5* characters with similar levels and coverage. A Kitty in the 300s has a passive that increases special tiles at an incredibly quick rate compared to any other character (often 200-300+ per turn for up to 5 tiles). This is enough to take down an unboosted full health 4* in a few turns without using a single ability. Is this primarily due to her interaction with Rocket? Are there other Kitty/[toon] teams that are difficult to fight? It seems that Rocket's mechanic of throwing out 7 strikes to start the match is the issue as she begins to buff immediately before you even make your next move. I'm just trying to figure out if the problem is Kitty or Rocket. Would as many people be running low level Kitty's if they had to build up a few turns to actually get specials to start buffing. Rocket is 100% the problem. Kitty on her own is too slow, even worse if she's underleveled. But in lower tiers with few covers she is still a force.On a team with no other character making specials she is way too slow and is a pushover. She is only a threat on teams with special spammers.
HoundofShadow said: I think this can be summarised as 5* players can't steamroll 4* players or lower in PvPs anymore because Bishop is like a road spike that punctured the wheels of their 5* vehicles, which slow them down or even derail them. Therefore, Bishop should be nerfed in such a way that 5* players can continue to mow down lower * players smoothly and continuously.However, Bishop is like an armoured car, especially for 4* players and below, that protects them from many kinds of attacks. Can these two differences be resolved? Or must it be made into a rule that whenever the devs design a new 4* release, they must made sure that 5* players can continue to steamroll all 4* characters and below, no matter how good they are?
TranscendGod said: Before Kitty, the 4* meta was fantastic. It was the most diverse meta in the history of MPQ. R&G, Gamora, Medusa teams had become much less prevalent due to the emergence of effective counters and other well designed, powerful characters. [...]Of course, if we ever get 5*s that passively generate special tiles they might sing a different tune.
TranscendGod said: Oh I remember when that team was dominant. About a year before Kitty's release that team started to become much less popular over time. Partly due to highly effective counters and strong characters being released. But also due to many players with those characters transitioning to the 5* tier. I actually used to specifically target those medusa teams because the counters were so fast and fun. But it is much harder to find these days.Anyhow, I agree with the many people who would rather have weak characters improved (and specifically designed to be counters to the most problematic characters). For example:Make weak 5s like Wasp and Bruce Banner immune to stun, have far greater match damage than a typical 5, and improve their actives considerably (without great passives, they're unlikely to become top tier). When a new 5 is released and clearly underpowered, make them immune to stun so it's more accessible to newer players. Improve silver surfer's match damage and abilities so he's less of a liability to use against bishop.Then you could have a more interesting 5* meta. Highly effective anti-bishop teams that are countered by the usual top tier passive characters. Top tier passive characters countered by bishop teams. And Bishop teams countered by anti-bishop teams.
Sm0keyJ0e said: After reading several of the posts of 4* players and listening to (reading?) their experiences on Discord, I will acknowledge that Kitty is a problem. If the devs thought a low-covered OML was a problem, hopefully they will see a similar trend in the metrics with Kitty and address.But Bishop is absolutely broken for 5* players. There is no counter and trying to create one will cause other issues. He needs to be fixed.
tiomono said: Sm0keyJ0e said: After reading several of the posts of 4* players and listening to (reading?) their experiences on Discord, I will acknowledge that Kitty is a problem. If the devs thought a low-covered OML was a problem, hopefully they will see a similar trend in the metrics with Kitty and address.But Bishop is absolutely broken for 5* players. There is no counter and trying to create one will cause other issues. He needs to be fixed. But kitty and Logan are still not the same. Kitty sucks healthpacks for both sides. Logan pretty much made healthpacks irrelevant for people using him at low covers.
Rod5 said: Ultimately, like I say if you remove base match damage from his passive threshold then he will still work against Kitty but not as pure Kryptonite to EVERY SINGLE 5* CHARACTER IN THE GAME.
ThaRoadWarrior said: Banner Hulk is 100% dead in the face of Kitty, particularly coupled with Hela who is probably hilarious with Kitty if you don't need to go to work on turn 1 via rocket. She'll eat his cd every time before he can transform. Hela will take a huge chomp as soon as he has the green, which is what his other banner move does. His other move puts down a pair of attacks for her to buff, and another pair for her to eat. Sad really; an artificial health pool would be pretty viable against her nonsense if he could get it to happen. But now he is hard-countered by multiple 5s...Wa5p being based on immune specials could be made to do...some kind of thing I guess. She is pretty awful.
ThaRoadWarrior said: Buff Kraven before nerfing Kitty. If he were tuned such that he could outpace kitty up to some reasonable build, it solves the problem for the lower tiers
DAZ0273 said: tiomono said: Sm0keyJ0e said: After reading several of the posts of 4* players and listening to (reading?) their experiences on Discord, I will acknowledge that Kitty is a problem. If the devs thought a low-covered OML was a problem, hopefully they will see a similar trend in the metrics with Kitty and address.But Bishop is absolutely broken for 5* players. There is no counter and trying to create one will cause other issues. He needs to be fixed. But kitty and Logan are still not the same. Kitty sucks healthpacks for both sides. Logan pretty much made healthpacks irrelevant for people using him at low covers.Sorry but I haven't seen health pack use ever stated as a reason for OML's nerf by the Dev's regardless whether it is true or not. OML 1 cover yellow was used at multiple tiers far beyond what apparently the Dev's intended. 1 cover Kitty yellow fits this condition exactly, possibly even more so.For the last time I don't want a nerf but really, the data is probably there for the Dev's if they cared to bother looking.