DAZ0273 said: I suppose Archangel's anti-airbourne counter might be useful specifically against Vulture just to bring him down.
ThaRoadWarrior said: I used to hide behind my 0/0/1 Banner as a 3* player. If you could get him to transform, it was quite a meat shield at that time.
blankcanvas said: I agree with @Daredevil217 that Worthy Cap isn't broken. I find him relatively easy to dispose of. In many ways, similar to Bishop too as i have good counters. But I must stress that I am in no way near a 5* player and am firmly playing in 4* with no intention of ever leaving. I do concede that both these characters in 5* games are an anomaly and really should be removed from PVP games rather than nerfing them both into oblivion.
BoyWonder1914 said: I've been away from the game for a minute (again lol) so pardon my ignorance, but is Captain Hammertime Juggs or Worthy Cap? Because BRUH. I jumped into a Watch & Learn match against Clint/Worthy Cap without reading Cap's powers, and I lie to you not, the match was over after I made literally ONE move. There was a HFH deal I think a month ago now that featured 3 Shuri covers for $19.99, and needing precisely that to finish Okoye, I dropped that $20 like it was hot. The anniversary double iso finally allowed me to champ her, so I go into this PVP a freshly champed Taskmaster and brand-spanking new Thorkoye, thinking I'm all that and a bag of chips with my choices of dips and a soda. I select Cap and bring him to the front, thinking it's best to deal with the unknowns first. I make a match, and the board suddenly has 1-turn CDs popping up. They begin to resolve on the AIs turn, and I watch dumbfounded as Clint/Cap ability banners pop up on the screen one after another, and the red/blue ap reserves of the enemy team go up to ungodly levels. Realizing this isn't going to go well for me, I attempt to retreat. The button doesn't respond. I go, "Hmm, that's weird.....the game only doesn't let me do that when my entire team is about to die". My soul leaves my body as I watch my 50K health Thor just get pounded to oblivion, and I rage quit the app before I have to watch the rest of my team suffer the same fate. A great lesson in humility was learned this day.
T_REZ5000 said: BoyWonder1914 said: I've been away from the game for a minute (again lol) so pardon my ignorance, but is Captain Hammertime Juggs or Worthy Cap? Because BRUH. I jumped into a Watch & Learn match against Clint/Worthy Cap without reading Cap's powers, and I lie to you not, the match was over after I made literally ONE move. There was a HFH deal I think a month ago now that featured 3 Shuri covers for $19.99, and needing precisely that to finish Okoye, I dropped that $20 like it was hot. The anniversary double iso finally allowed me to champ her, so I go into this PVP a freshly champed Taskmaster and brand-spanking new Thorkoye, thinking I'm all that and a bag of chips with my choices of dips and a soda. I select Cap and bring him to the front, thinking it's best to deal with the unknowns first. I make a match, and the board suddenly has 1-turn CDs popping up. They begin to resolve on the AIs turn, and I watch dumbfounded as Clint/Cap ability banners pop up on the screen one after another, and the red/blue ap reserves of the enemy team go up to ungodly levels. Realizing this isn't going to go well for me, I attempt to retreat. The button doesn't respond. I go, "Hmm, that's weird.....the game only doesn't let me do that when my entire team is about to die". My soul leaves my body as I watch my 50K health Thor just get pounded to oblivion, and I rage quit the app before I have to watch the rest of my team suffer the same fate. A great lesson in humility was learned this day. LOL, this is almost exactly what happened to me when I came back to the game like 2 months ago. Gotta say I was quite surprised. But nowhere near as surprised as I am seeing the same people who were outraged at Gambit generating 3 purple and 3 red per turn defend a pair of characters that can passively generate 30 red and 30 blue in one turn.
wymtime said:Just don’t keep a combination of both powers which makes them defensive characters only placed out to deter players from attacking them.
sinnerjfl said: Counters do not work when a character is as broken as Bishop or Worthy Cap.Remember Gambit? Remember Archangel & CW Cap that were supposed to be counters to him?
sinnerjfl said: Counters do not work when a character is as broken as Bishop or Worthy Cap.Remember Gambit? Remember Archangel & CW Cap that were supposed to be counters to him? wymtime said: look at Thing, DP, Rouge. All have the passive if your team takes X damage Y occurs and none are broken because you can kill them first.
LLohm said: Since Worthy Cap and Bishop are allowing simple setups which can take down 550 5* with relative ease, does chasing 5* hard even make sense anymore or should people stop at just champed 5* status?
fight4thedream said: wymtime said:Just don’t keep a combination of both powers which makes them defensive characters only placed out to deter players from attacking them. Any good defensive character or team combination by definition should be a deterrent towards being attacked. The problem isn't the combination of their passive mechanics; it's simply there is a lack of proper counter solutions. And let's be clear here: these two characters are problematic for a specific subset of the player population. They are not a systemic problem. If the dev team were to introduce a new good 5* character with a passive that effectively either neutralized or punished the jump-in-front mechanic or stun ability it would effectively alleviate the frustration felt by those who find fighting against such characters "unenjoyable". Currently we have Silver Surfer with his stun immunity, but I will be the first to admit he is not the ideal solution. There are also other solutions with varying levels of success but no real "silver bullet" if that's what you are looking for.You mentioned Thing, DP and Rogue as examples of not being "broken". How much difficulty do you have facing them? Do you consider them to be an effective defensive deterrent? I don't. Rogue can be a bit tricky if you are not careful but usually the easiest solution is to simply stun her and take her out first if things get out of hand. But my point is that if the dev team simply introduced better solutions to the jump-in-front mechanic and/or stun ability then what need would there be for a nerf? None. Yes, the current state of the meta is frustrating for those that lack the means of dealing with the stun brothers but asking for nerf seems a bit short-sighted to me. It is my hope that dev team is working towards building a more diverse meta than the simple "One team to rule them all" that has traditionally been the meta we have lived under. And from my observations, we are moving towards this goal. Teams a player can effectively compete with at the highest tier of regular PvP play include:Hawkeye/Worthy CapJJ/BishopJJ/Prof XKitty/GrocketOkoye/ThorProf X/IcemanI even saw an old mate of mine hopping with a high level Beta/5* Carnage and asked him about it. He said that while slow, it was a good defensive deterrent and effective against Kitty/Grocket teams. Add a character with a great tool kit and a passive that counters Bishop and Worthy and you add another layer to that expanding meta.
HoundofShadow said: Isn't Scissor, Paper and Stone concept in many RPGs considered a strategy to create a balanced game?How do you define "balanced"?