**** Namora (Origin) ****
Comments
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Your numbers are essentially what I guesstimated in an earlier post. Very underwhelming and you need to fire her Green at least once just to destroy the protects to get the bonus damage from destroying them so in essence you need to fire it twice to get a benefit.
If it was match/destroy protects then at least you could generate some bonus damage that way while acquiring AP to fire her powers.
She's on par with Puck which is a shame because while every character can't be Polaris, none at this point should be Puck level.
KGB
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I do respect that weak characters feed good ones though - the old Magikarp to Gyardos trade off.
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Not seeing anything that excites me about the character…Art, powers, anything…though I’m sure someone out there is happy to have her in the game. Congrats to them.
but…
If she opens the door for Namorita leading into New Warriors affiliated characters, I’d be fine with that. Speedball could even have a New Warriors 3* and Thunderbolts 5*.
Ignore me, I’m just feeling nostalgic at the moment.
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Hey all!
Feedback received, and especially the theory crafting to show some additional perspectives. We originally balanced her abilities via consideration that you'd be build a board to take advantage of her Passives, and placing that at the baseline. We've decided that while it may make her a little more powerful at base, that we'd do a balancing pass with her base powers around an 'average' board of 8 basic Blue tiles (normally 8-10 tiles, but Special tiles are a thing) and zero Protect tiles destroyed. These changes will be going Live with her release.
Cut Once: Increased ability scaling by cover level, with ~10-20% base level damage increase
lv70: 417 - 1068 -> 500 - 1905
lv270: 912 - 2079 -> 974 - 3711
Originally, the ability scaling was kept a bit lower to account for the fact that it's designed to be used as a bit of a finisher for the AP refund. We took another look at more 'usual' use cases, and while we think it's still super useful and cheap in its niche, it won't really break anything to make it a more powerful general nuke. So we decided to raise that ability scaling while reducing the influence the additional AP refund has on its balance, opening up a bit more ability budget. This makes it a slightly overbalanced nuke at its AP cost, but since there are even bigger ones out there (that don't return AP), it's probably fine.No Obstacles: Approximately 100% increase across the board
lv70: 111 - 425 -> 222 - 850
lv270: 216 - 827 -> 433 - 1658
This ability was based around the idea that it's mostly going to be used against opponents that use Protect tiles. Which it would quickly start to gain overall power in doing so, but requires multiple casts, making it a slower proposition. In a longer match meta, and in the design concept of an ever ramping Namora, this made sense. But given current meta valuing speed, it's less likely that Namora is going to ramp to that point. So we've increased base damage to make this ability a more standard AoE ability, while leaving the Protect tile destruction buff as more of a 'bonus' than as a part of her design fantasy.Empire's Might: Unchanged
In testing, we found the combination of cheap cost to get the Traps out, combined with the ability for either team to match the Traps to get them to go off meant that the ability ended up a fairly cheap and constant source of damage as well as a fairly effective AP steal with bonus blue tile generation. We'll keep an eye on it, but in terms of Trap tile abilities, we think this one feels pretty good.13 -
It's really impressive how ready you are to rework based on feedback.
Of course it's easier pre-release, but still - I can't imagine Demiurge being so fast in going "hmm, maybe our ideas were wrong".
Kudos!
I remember a lot of threads where people pointed out why a lot of new releases were bad, and nothing ever came of it.4 -
Nice! I wasn't too fussed but I will likely try for a few covers now with this re-work.
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Thank you! Seriously, I'm also super impressed with how willing you guys are to take a second look.
New red sounds awesome and much better. And yeah, agreed on the traps looking fine as-is.
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@Bowgentle said:
It's really impressive how ready you are to rework based on feedback.
Of course it's easier pre-release, but still - I can't imagine Demiurge being so fast in going "hmm, maybe our ideas were wrong".
Kudos!
I remember a lot of threads where people pointed out why a lot of new releases were bad, and nothing ever came of it.No need to kick demi when they aren't even here. All things considered. They did a great job developing this game for the better part of a decade, even if they weren't perfect and perhaps had fewer resources devoted to the game near the end.
That said, BCS has certainly had an impressive first 6 months, showing a willingness to try new things, reverse course when necessary, and generally exceeding my (admittedly low) expectations.
I'm glad to see them revise namora so quickly when she was clearly about to launch as roster trash. Now she is just in the vast 4* middle class with ~100 friends (which brings its own challenges as discussed elsewhere on the forums).
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@Vhailorx said:
@Bowgentle said:
It's really impressive how ready you are to rework based on feedback.
Of course it's easier pre-release, but still - I can't imagine Demiurge being so fast in going "hmm, maybe our ideas were wrong".
Kudos!
I remember a lot of threads where people pointed out why a lot of new releases were bad, and nothing ever came of it.No need to kick demi when they aren't even here. All things considered. They did a great job developing this game for the better part of a decade, even if they weren't perfect and perhaps had fewer resources devoted to the game near the end.
That said, BCS has certainly had an impressive first 6 months, showing a willingness to try new things, reverse course when necessary, and generally exceeding my (admittedly low) expectations.
I'm glad to see them revise namora so quickly when she was clearly about to launch as roster trash. Now she is just in the vast 4* middle class with ~100 friends (which brings its own challenges as discussed elsewhere on the forums).
You have probably left yourself open for a "Demi were never even here..." joke...
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Great! It's wise men's trait to consider advices.
Namora and deathlok sure will make for a dangerous duo on 4* tier.0 -
Gotta say I'm not a big fan of the cover chosen on this one. I love swimsuit clad floating ladies as much as the next swimsuit clad floating lady loving guy but that cover is a bit tacky and seems miles away from the in game art. It is like something Playboy magazine would have looked at and said "Ew, too sleazy".
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@Bowgentle said:
It's really impressive how ready you are to rework based on feedback.
Of course it's easier pre-release, but still - I can't imagine Demiurge being so fast in going "hmm, maybe our ideas were wrong".
Kudos!
I remember a lot of threads where people pointed out why a lot of new releases were bad, and nothing ever came of it.Exactly this. I can only imagine how much more usable 5 star Magneto would be if all of the feedback about how underwhelming he obviously was had been listened to and adjustments been made.
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@BriMan2222 said:
@Bowgentle said:
It's really impressive how ready you are to rework based on feedback.
Of course it's easier pre-release, but still - I can't imagine Demiurge being so fast in going "hmm, maybe our ideas were wrong".
Kudos!
I remember a lot of threads where people pointed out why a lot of new releases were bad, and nothing ever came of it.Exactly this. I can only imagine how much more usable 5 star Magneto would be if all of the feedback about how underwhelming he obviously was had been listened to and adjustments been made.
It's much lower risk to pre-release tinker with the 130th odd member of the second rank than it is to do the same with the 40th (?) odd member of the premier endgame rank. I can sort of see why demi was cautious. But from a player perspective I have certainly enjoyed the pro-activity of BCS.
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Her trap tiles are placed randomly on red/green/purple and can be a combination of 2 or 3 colours.
If there's a blue trap tile, it won't add 6% to her ability.
I can't be sure about this observation but it seems like her trap tiles when matched, seems to have a high probability of converting basic tile that is near other blue tiles.
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@Vhailorx said:
It's much lower risk to pre-release tinker with the 130th odd member of the second rank than it is to do the same with the 40th (?) odd member of the premier endgame rank. I can sort of see what demin was cautious. But prom a player perspective I have certainly enjoyed the pro-activity of BCS.It's not like it was different for the likes of 4* Emma Frost and Talos, whose release threads were full of "oh no they bad please buff".
Having now played with Namora in Shield Training, I'm definitely glad for the buff. She plays well like this (without giving me any trouble on defense, either). I like her.
Shield Training also pairs her with Namor. And, that's another area where the buff helps: She's now a little bit more compatible with Namor than pre-buff. (Namor's main contribution to synergy with her is his purple making blue tiles, but before the buff, purple was Namora's only decent color. Now, she can fire red while he makes blue tiles for her with purple.) And it's great to see Namor's buff shining here, too!
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Namora’s shield training requiring First Avenger Cap really hangs a hat on my guy needing a booster shot of that super soldier serum. 11 red AP to do <8,000 damage? 10 Yellow to do…a bunch of flavor text with no mechanical information? I hope he is on the list lol.
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@ThaRoadWarrior said:
Namora’s shield training requiring First Avenger Cap really hangs a hat on my guy needing a booster shot of that super soldier serum. 11 red AP to do <8,000 damage? 10 Yellow to do…a bunch of flavor text with no mechanical information? I hope he is on the list lol.Yeah, he's pretty bad. He was my first champed 5*, so in the beginning I used him more often. Now only in instances like these when he's needed.
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@Dogface said:
@ThaRoadWarrior said:
Namora’s shield training requiring First Avenger Cap really hangs a hat on my guy needing a booster shot of that super soldier serum. 11 red AP to do <8,000 damage? 10 Yellow to do…a bunch of flavor text with no mechanical information? I hope he is on the list lol.Yeah, he's pretty bad. He was my first champed 5*, so in the beginning I used him more often. Now only in instances like these when he's needed.
He's just there to absorb some damage.
Namora + Valk did all the work for me and I never came close to firing any of his powers.
KGB
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All he needs is to have the same or bettee power of Nick Fury's yellow to become an instant top tier AoE counter team with Electro. Nick Fury's yellow stuns the target for 2 turns and creates 3 critical tiles, whereas this Cap stuns a random enemy for 2 turns and creates a bunch of stuffs.
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Did anyone else's Namora and Friends vault reset?
Sorry, will add to bugs forum.
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