ThaRoadWarrior said: Ok, in the Daredevil lighting round I arranged it to have a full board of specials and a freshly stunned BRB, and you get the message that says “No status change, this power will have no effect” and it won’t allow it to be fired. So if you have a character already 3-turn stunned and nowhere for the specials to land, you are indeed prevented from firing the power, but if they have less than 3 turns or there is room, it can be fired. This is good and desirable behavior, otherwise you are just throwing 7 blue AP in the trash.
ThaRoadWarrior said: Who were you fighting against? Was it in the hydra stomper PVp?
Anon said: I say nerf every 4* until they're as bad as Talos.Then nerf Talos.
entrailbucket said: I've been thinking about the whole thing, and players always say they hate nerfs but love counter-play. The problem with counters is that if you're countering an overpowered character, an effective counter will also be overpowered. Like SW completely shuts down Hulk to the point where he's no longer usable, which I assume was her goal. She's effective at that, but the effect is too wide. She also shuts down every single other character in the game.They've been trying to give 4* players a Polaris counter for months and none of them have been effective at all because they're too weak. I understand why Polaris hasn't gotten her SW yet -- that character would immediately take over the game. But why not move to a different strategy entirely?What if a new character had a passive that said, "if Polaris is on the enemy team at the start of the match, kill her instantly." They could create one of these for all of the "problem" characters.This solves all the problems at once. The counter is 100% effective, but so narrow that you're not creating a different problem by introducing another overpowered character into the game.
ThaRoadWarrior said: Whenever that power is suggested, I would continue to propose that 5* Thanos's purple be a battle-start passive, either as a countdown,repeater, or unique infinity gauntlet tile like boss-thanos has that once cleared don't come back.
Daredevil217 said: entrailbucket said: I've been thinking about the whole thing, and players always say they hate nerfs but love counter-play. The problem with counters is that if you're countering an overpowered character, an effective counter will also be overpowered. Like SW completely shuts down Hulk to the point where he's no longer usable, which I assume was her goal. She's effective at that, but the effect is too wide. She also shuts down every single other character in the game.They've been trying to give 4* players a Polaris counter for months and none of them have been effective at all because they're too weak. I understand why Polaris hasn't gotten her SW yet -- that character would immediately take over the game. But why not move to a different strategy entirely?What if a new character had a passive that said, "if Polaris is on the enemy team at the start of the match, kill her instantly." They could create one of these for all of the "problem" characters.This solves all the problems at once. The counter is 100% effective, but so narrow that you're not creating a different problem by introducing another overpowered character into the game. I’m sorry, but this just isn’t true. BSSM hard counters Grocket and isn’t OP. Electro hard counters iHulk and isn’t OP. Morbius hard counters Polaris and isn’t OP. It is absolutely possible for a character to counter an OP character and not be broken themselves. The real problem is that If the character is weak on defense or slow on offense, you put yourself at risk playing the counter. So even your Polaris “insta-kill” character wouldn’t get played if the rest of the kit was slow or weak on defense. Because Morbius is as close to that as possible. The issue isn’t Polaris. It’s that the game is built on speed and defense (the latter in PVP only). You don’t have one or both, you likely don’t get played. You have one or both (and Polaris is blazing fast), you do get played. This is why 5* character boosts were the best thing to happen to the tier in a long time. Having a different “fastest” that is shaken up week by week is the best way to have an ever shifting meta and to incentivize those who skip mediocre 5* because they can rest on the 1-2 meta characters released each year.