HoundofShadow said: They can design a good anti-iHulkoye character, but if the numbers are not what the players expect, it will still end up as a fail.
jp1 said: Why would anyone want expensive, low damage, slow, weak characters in the 5* tier? I’m not insulted at all for wanting the tier that takes years of dedication and/or hundreds (possibly) thousands of dollars to cover to be anything other than outstanding.I’m tired of watching the 4* tier pile up with great characters who I will mostly never use. The idea is to keep moving the carrot so we want to chase it. Not leave it a quarter mile down track so we want to stop racing altogether.
PiMacleod said: jp1 said: Why would anyone want expensive, low damage, slow, weak characters in the 5* tier? I’m not insulted at all for wanting the tier that takes years of dedication and/or hundreds (possibly) thousands of dollars to cover to be anything other than outstanding.I’m tired of watching the 4* tier pile up with great characters who I will mostly never use. The idea is to keep moving the carrot so we want to chase it. Not leave it a quarter mile down track so we want to stop racing altogether. Lololol...You state this like the issue is black or white, left or right... As if middle ground doesnt exist.We have power. Asking others to be just as effective isnt all that hard, even though some individuals will tell us otherwise.No one wants more expensive stuff, or weaker stuff. But how about make what the character is doing more useful?? Example: the new mags. We all agree he's a dud.But if his repeaters counted down while in mid-air...But if they came out fortified...But if his defense augment worked while he was mid-air...But maybe if he had a passive that worked off of his leadership, like "whenever you make a yellow match, reduce the countdown on 2 friendly repeaters by 1"...Just examples. This doesnt make him a damage machine, but would further improve his capabilities to be an anti-iHulk (keeping defense up for starters), or an anti-Polaris (removing tiles via repeaters).There are more ways to win than just straight damage. We have straight damage. We even have defense (BRBitty says hi). Now how about some more control options for more rock/paper/scissors effect... Anyone whos ever played CCGs knows what i mean.
jp1 said: The lazy part is how often they just rely on the old meta to cash in. Rather than shake things up and keep progressing. 4* releases show they clearly know what they are doing, and choices are being made at players expense in the 5* tier.Any 5 released should at least be better than the best 4. By virtue of value alone, never-mind balance.
ThaRoadWarrior said: I feel confident C4rol could stomp out Wa5p without much trouble, as could Vulture.
KGB said: ThaRoadWarrior said: I feel confident C4rol could stomp out Wa5p without much trouble, as could Vulture. Wasp averages match 1K damage per turn (avg 1800 from her primary colors and 200 from secondary = 2000/2). In 14 turns Carol (13994) will be dead from match damage.Carols Black deals 11674 (plus any strikes) and Wasp has 50K health so Carol needs to get Black off roughly 4x to kill Wasp. You think Carol gets Black off 4x in 14 or so turns?Vulture can go airborne so may be able to do it if you get a lot of Black to stay airborne but you'll need a lot of luck to manage it and it won't be easy to repeat and will take a long time to kill her.KGB