@entrailbucket said: @Blackstone said: @turbomoose said: 3* Kang reminds me of when gambit ended before getting nerfed I wonder if this 3* will get the same treatment, just beat Okoye at 184k health by sending her away Counter argument: that okoye could easily get that win back with little effort. Sure, except the retal is likely to be worth between 1 and 10 points. Most players won't want to get that win back.
@entrailbucket said:
@Blackstone said: @turbomoose said: 3* Kang reminds me of when gambit ended before getting nerfed I wonder if this 3* will get the same treatment, just beat Okoye at 184k health by sending her away Counter argument: that okoye could easily get that win back with little effort.
@Blackstone said:
@turbomoose said: 3* Kang reminds me of when gambit ended before getting nerfed I wonder if this 3* will get the same treatment, just beat Okoye at 184k health by sending her away
@turbomoose said: 3* Kang reminds me of when gambit ended before getting nerfed
I wonder if this 3* will get the same treatment, just beat Okoye at 184k health by sending her away
Counter argument: that okoye could easily get that win back with little effort.
Sure, except the retal is likely to be worth between 1 and 10 points. Most players won't want to get that win back.
If the retal is only worth 1-10 points, they're not doing very well with that team.
I mean, most 3* players don't generally put up crazy PvP scores? Don't people complain about losing -75s to underleveled "cheesy" Shang-Chi teams?
Haven't seen anyone mention this yet -- 3* Kang appears to have about twice as much health as any other 3*. When he's boosted it gets well over 100k with him at high level. Not sure if that's intentional but it's weird
Yeah they're going crazy with 3* health levels. Arcade was beefy too.
IM40, Sentry, and Kang can do things in the node of DDQ.
@Bowgentle said: Yeah they're going crazy with 3* health levels. Arcade was beefy too.
Yep, although it looks like Kang goes way past that. At 266, Arcade has 26,000 health, which is quite a bit higher than the next highest guy (Thanos, at 19,000).
Doing some quick back-of-the-envelope math, it looks like Kang is going to end up around 40-50,000.
Here is my experience with him in PvP at level 185
I am still in 4* land so I was able to I try the following teammates to various degrees of success:
Sidenote: 4* Starlord against Goons sounds interesting
I saw a recommendation that a reasonable nerf would be you could send 2 characters away but had to kill the last. I have no clue what this change would do. The blue ap battery is pretty good on its own.
Well I've just easily beat a team of BRB,kitty and polaris with a 3* team
I thought being able to punch up was a good thing?
@entrailbucket said: I thought being able to punch up was a good thing?
I'm not complaining 😁
Yeah I don’t particularly care either. Good kill, hopefully you aren’t targeted too hard on retaliation. I await the nerf threads, though they never appeared for Shang-Chi.
Someone should try 3* Kang, 3* Scarlet Witch and 2* Magneto against 5*. Kang's crazy high health and match damage should let lower tier teammates stay alive for long enough to win.
@Sp1d3r said: @entrailbucket said: I thought being able to punch up was a good thing? I'm not complaining 😁
@Sp1d3r said:
What did Hawkguy do on that team? Oh wait. Enemy tiles. Got it.
Yeah, blue has the most (and best) AP batteries in the game. I get why this ability had to be blue, because you can't have this thing AND a really strong stun on the same team, but it means that there's a ton of battery infrastructure to support it.
@entrailbucket said: Yeah, blue has the most (and best) AP batteries in the game. I get why this ability had to be blue, because you can't have this thing AND a really strong stun on the same team, but it means that there's a ton of battery infrastructure to support it.
True, but it could had been on another color with an added drawback
"Kang sends targeted enemy away. This results in the remaining enemies to push back. When at least enemy is away, enemies are immune to stun"
Immune to stun is not even a drawback when you can send Away and win the game.
Immune to Away characters coming in the next couple of months.
@Punisher5784 said: @entrailbucket said: Yeah, blue has the most (and best) AP batteries in the game. I get why this ability had to be blue, because you can't have this thing AND a really strong stun on the same team, but it means that there's a ton of battery infrastructure to support it. True, but it could had been on another color with an added drawback "Kang sends targeted enemy away. This results in the remaining enemies to push back. When at least enemy is away, enemies are immune to stun"
@Punisher5784 said:
That's a pretty good workaround! I think that's the sort of thing they're going to have to start doing if they want to keep pushing the power level like this. They haven't really done anything like that before though.
Are you talking about old or new devs?
I tried using the 3* because my 5* has one cover. And wow. Never thought I’d clear this fast with two 3*s.
Blue Man Group:
5* Hawkeye (R5 Peni) 3* IM40 (R5 Korg) 3* Kang
Boosts: None
Peni is an 80% chance for 6 yellow. If it doesn’t proc, Korg is 70% for 3 yellow, so I need to make a single yellow match.
Hawkeye protects the CDs if they survive turn 1. Once they expire the match is over. Yikes.