bluewolf said: Is it too late to ask for no excessive buffs to people we’ll see in Challenge Nodes? Ex: Don’t make Goblin’s Glider cost 6AP.
WiDoW0042 said: This has probably been said 100 times already so here’s 101. Kitty by herself isn’t the problem. It’s the pairing with Grocket that is difficult to deal with. It would make more sense to perhaps drop the 7 strikes to 5 and boost Grocket’s green to compensate and not make that character useless. That said, I attacked a Hawkeye/C4p team with Gritty/ Bishop and that was the only turn I had. 1 turn and my who team down. There is no scenario I can think of where Gritty could take down a whole decent team where they get one move.
I fight CapHawk with Vulture/Sandman/G4mora, that way I can stun on 2 colors Vulture feeds. It's 100% dependent on getting vulture up quickly, and it's not overly fast, but it's reliable and those teams are generally worth good points.
I have A suggested buff or a power for a new character,
how about a passive power that gives you an extra turn or ability to stun a random opponent on your first attack
this could help to remedy the worthy cap problem,
that would have been a great power for someone speedy like quicksilver, or perhaps Loki who deceives his opponent
So you make 2 moves every turn? So a 5* character would give worthy a guaranteed 8 countdowns on his first turn. Or bishop a guaranteed 10 ap.
When you say stun randomly on your first attack, would that be active power or a match 3? And how would a random stun help with worthy? You would have a 1/3 chance it would not hit who you wanted (worthy or hawkeye). Vs bishop you would have a 2/3 chance of not hitting bishop.
Spoiler alert:
Trying to work around Worthy and/or Bishop's passives with another passive is, one would think, fertile design ground if that was a way the devs wanted to go about it.
They have not, despite Bishop being in the game for 15 months. Longer by far than the time before Gambit's final nerf, and probably just about anyone's nerf who was somehow OP or otherwise ubiquitous on defensive teams.
This is because an effective counter-passive would be even more broken really. Or maybe just hard to code/make work. Imagine that counter character.....would probably be just as OP on defense and lead to calls for "NERF OMEGA RED!' (or whoever) in short order.
There are only two effective ways to deal with Bishop/Worthy:
All right, dead horse beaten.
Now.....have you used the Broken Brothers in SCL10? Do you think they are good tools, and would you miss them if they were nerfed?
I have used bishop very little in scl 10. Mine is lvl 282. That is far too small vs a 650 5*. Their match damage is way to high and he pops too fast. Vs lvl 450 5*'s he is a terror that has to be considered before fighting him, and he is always a solid pick vs them.
I remember when cap worthy was released. The usual comment was that he isnt worthy. Look at the character now lol.
And the real problem with him is his combo with hawkeye. How many are asking for nerfing hawkeye?.
And now bishop is a problem if you have just one heavy hitter. If you have 2 or all he will die sooner or later. How many players bought his shards? What they would do if he was nerfed?.
Devise a team for fighting him instead of waiting for his nerf.
To be fair, Worthy was updated in the middle of his new release. At first he only made his CDs on yellow tiles; then they changed it so they appeared on any tile.
That made a huge difference.
Although it did take a little bit for players to figure out the Worthy/HE combo, which I still think was not envisioned by the devs when they designed him.
I don't think they are nerfing the Stunner brothers, they will always be with us until the servers shut down.