**** Anti-Venom (Eddie Brock) ****
Comments
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I’m not sure I would be using anti-venom’s black and red if he was on a team with apocalypse.2
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Rhipf said:I am REALLY getting tired of all these normally stunable characters gaining stun resistance for certain node of various events. I find it especially strange to add an anti-stun ability to a character in one or two nodes of their introduction event. If you don't want us to be able to stun a character then add that to their normal abilities otherwise lay off with adding unstunable abilities for one or two nodes only.The same can be said for temporary abilities blocking a character from going airborne.Why? I mean it's just used for training nodes in intro events where there is no or next to no consequence for losing (you get loaners if you want).If it bothers you so much, just think of the temporary ability as the character having a support that grants stun / airborne immunityKGB0
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Today I ran Anti-Venom with Cardusa in that final wave node, just because I felt like it. I knew (pretty much) that the healing wouldn't trigger Abs passive but why not?
Anyway so there I was, AV all healed up (my 370s tanking most colors) and I had enough red to fire his thing. Seemed better than Carnage's red at the time. No web tiles on the board.
Guess what happened?
NOTHING.
No healing (full health, yo!). No dmg from passive. No web tiles destroyed. Just burned the AP for NOTHING.
Sorry, he's just not very good and I sure as shootin' won't be running him with Apocalypse and using AV's powers.....3 -
bluewolf said:
Sorry, he's just not very good and I sure as shootin' won't be running him with Apocalypse and using AV's powers.....
And I must correct if AV heals more he damages more.
So adding strike tiles and a champed apoc he can do some good things party healing with black.
Dealing 30k damage aprox.0 -
Right now the only use I can see for him is as a self-healing tank in 4* land. Even with just burst healing that would still be useful when playing above your roster weight. But even then he is only useful if he significantly tankier than existing options. Is his healing better than, say, c&D's passive healing? Or Jugg's 90% DR? I am a little skeptical.
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Well, if they ever bring feeders back (big if), he’s almost definitely going to
be Carnage’s feeder, so there is that.0 -
KGB said:Rhipf said:I am REALLY getting tired of all these normally stunable characters gaining stun resistance for certain node of various events. I find it especially strange to add an anti-stun ability to a character in one or two nodes of their introduction event. If you don't want us to be able to stun a character then add that to their normal abilities otherwise lay off with adding unstunable abilities for one or two nodes only.The same can be said for temporary abilities blocking a character from going airborne.Why? I mean it's just used for training nodes in intro events where there is no or next to no consequence for losing (you get loaners if you want).If it bothers you so much, just think of the temporary ability as the character having a support that grants stun / airborne immunityKGB1
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KGB said:Why? I mean it's just used for training nodes in intro events where there is no or next to no consequence for losing (you get loaners if you want).If it bothers you so much, just think of the temporary ability as the character having a support that grants stun / airborne immunityKGBIf it was limited to just the introduction events it wouldn't be such a big deal but this seems to creep into unexpected places.It is also a bit strange in an introduction event that is designed to introduce you to the skill set of a new character to add extra abilities to the character that it wouldn't have in everyday use.If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events.0
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Rhipf said:KGB said:Why? I mean it's just used for training nodes in intro events where there is no or next to no consequence for losing (you get loaners if you want).If it bothers you so much, just think of the temporary ability as the character having a support that grants stun / airborne immunityKGBIf it was limited to just the introduction events it wouldn't be such a big deal but this seems to creep into unexpected places.It is also a bit strange in an introduction event that is designed to introduce you to the skill set of a new character to add extra abilities to the character that it wouldn't have in everyday use.If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events.
Stun is a mechanic designed around 3v3 fights, and isn't balanced for 1v1 fights, so they make solo characters like that stun immune so that 1v1 fights actually have a reason to exist.2 -
OJSP said:Rhipf said:If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events.
I mean everyone has a Soul Stone by now, right?4 -
OJSP said:bluewolf said:OJSP said:Rhipf said:If there actually was a support that added stun/airborne immunity I guess I wouldn't have as much of a problem with adding this ability to characters just for events.
I mean everyone has a Soul Stone by now, right?Although to be fair there is only a 10% chance that the character will become immune to stun and I assume it is only during the 3 turn countdown (unlike the full fight immunity they like to add to opponents).If the 1vs1 fights are so imbalanced that you need to add a stun immunity then limit the fights to only characters that don't have a stun ability and you won't have to artificially add stun immunity to a character that doesn't usually have such abilities.P.S. I didn't realize the Soul Stone had even a temporary stun immunity.0 -
I think a decent buff to Anit-Venom would be to make it so any excess healing he does still deals damage. For example, if his black power heals for 1000 health, and one of his allies has only lost 500 health, it would still deal the full 1000 damage. Maybe an even better buff would be any healing past 100% of an ally's health deals 150% damage or 200% damage. This wouldn't make him top tier by any means but I certainly think it would make him more fun.1
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