Teams that win Turn 0

1246

Comments

  • obikenobi12
    obikenobi12 Posts: 39 Just Dropped In

    Chasm shuts down a lot of the beginning of the round support stuff. That's a good counter plus he drains opponents ap

  • Codex
    Codex Posts: 305 Mover and Shaker
    edited 29 June 2024, 13:31

    @obikenobi12 said:
    Chasm shuts down a lot of the beginning of the round support stuff. That's a good counter plus he drains opponents ap

    Wasn't this a given. This is what ppl were saying adding supports would kill the diversity of roster usage. I have not started yet, is it back to chasm pvp 24/7?

  • entrailbucket
    entrailbucket Posts: 5,857 Chairperson of the Boards

    @Codex said:

    @obikenobi12 said:
    Chasm shuts down a lot of the beginning of the round support stuff. That's a good counter plus he drains opponents ap

    Wasn't this a given. This was ppl were saying adding supports would kill the diversity of roster usage. I have not started yet, is it back to chasm pvp 24/7?

    Pretty funny that they went to all that trouble to nerf him, then gave him this significant buff.

    (Yes, I'm aware that he hasn't been "buffed," the character does the same thing. But introducing supports/free AP to PvP, when there's a character who completely shuts off all of the good supports, makes that character significantly more valuable than he was before supports were allowed. It's a buff.)

  • Pantera236
    Pantera236 Posts: 521 Critical Contributor

    I'm hearing Chasm doesn't shut down supports. Are you guys sure the supports just didn't fire?

  • entrailbucket
    entrailbucket Posts: 5,857 Chairperson of the Boards

    @Pantera236 said:
    I'm hearing Chasm doesn't shut down supports. Are you guys sure the supports just didn't fire?

    Meant to say this in my other post.

    Chasm does NOT shut down supports, free AP or otherwise. They all fire as normal.

  • ThaRoadWarrior
    ThaRoadWarrior Posts: 9,460 Chairperson of the Boards
    edited 1 July 2024, 13:17

    I've been trying out that 5* May/5* Kang/5* Emma with as much red as I can bring team, and it'll 1-shot opponents turn 0 up to about the 3rd clear in SCL10, and then you just do a big chunk of damage to them all and have to nibble the rest down. Still pretty fast, but i'm not sure it's worth the boost expense to use always if I'm not chasing placement. I'm not sure what Kang is bringing to the table, at first I thought he was supposed to prevent the AP drain but he doesn't. I've swapped him out for ascended rocket and get about the same results.

    For reference, my May is 3/5/5 level 461 with a 3 star reality stone (maybe not helping)
    Kang: 5/5/3 level 466 with a 4* Corvus Glaive for 3 more purple in the start of match hopper
    Emma: 5/5/3 level 466 with a 3* Krakoa

    Rocket: 3/5/5 level 456 wih a 3* Milano for the additional black. Welcome to the team strikes give an additional 7826 (total) damage to whatever is going on.

    Does something seem configured wrong, or is this just the expected performance? I don't have a lot of free red at start supports available, I'm wondering if that isn't part of the issue. I may try to swap that 3rd out of another mutant to maximize krakoa, but i think i may already be getting it's full 3 ap. Might be better to bring Darkveil for the free 3 yellow at battle start passive?

  • dianetics
    dianetics Posts: 1,649 Chairperson of the Boards

    @ThaRoadWarrior said:
    I've been trying out that 5* May/5* Kang/5* Emma with as much red as I can bring team, and it'll 1-shot opponents turn 0 up to about the 3rd clear in SCL10, and then you just do a big chunk of damage to them all and have to nibble the rest down. Still pretty fast, but i'm not sure it's worth the boost expense to use always if I'm not chasing placement. I'm not sure what Kang is bringing to the table, at first I thought he was supposed to prevent the AP drain but he doesn't. I've swapped him out for ascended rocket and get about the same results.

    For reference, my May is 3/5/5 level 461 with a 3 star reality stone (maybe not helping)
    Kang: 5/5/3 level 466 with a 4* Corvus Glaive for 3 more purple in the start of match hopper
    Emma: 5/5/3 level 466 with a 3* Krakoa

    Rocket: 3/5/5 level 456 wih a 3* Milano for the additional black. Welcome to the team strikes give an additional 7826 (total) damage to whatever is going on.

    Does something seem configured wrong, or is this just the expected performance? I don't have a lot of free red at start supports available, I'm wondering if that isn't part of the issue. I may try to swap that 3rd out of another mutant to maximize krakoa, but i think i may already be getting it's full 3 ap. Might be better to bring Darkveil for the free 3 yellow at battle start passive?

    For the nuke stuff you need to use Proxima not Corvus. If you have Proxima at 4* that is, since she proc's red. On May SP//DR isn't bad for extra AP at battle start.

  • ThaRoadWarrior
    ThaRoadWarrior Posts: 9,460 Chairperson of the Boards

    I only have a 3* proxima, so I figured adding AP in a random color would be better than nothing based on my read of the power description.

  • ArchusMonk
    ArchusMonk Posts: 207 Tile Toppler

    @ThaRoadWarrior said:
    I've been trying out that 5* May/5* Kang/5* Emma with as much red as I can bring team, and it'll 1-shot opponents turn 0 up to about the 3rd clear in SCL10, and then you just do a big chunk of damage to them all and have to nibble the rest down. Still pretty fast, but i'm not sure it's worth the boost expense to use always if I'm not chasing placement. I'm not sure what Kang is bringing to the table, at first I thought he was supposed to prevent the AP drain but he doesn't. I've swapped him out for ascended rocket and get about the same results.

    For reference, my May is 3/5/5 level 461 with a 3 star reality stone (maybe not helping)
    Kang: 5/5/3 level 466 with a 4* Corvus Glaive for 3 more purple in the start of match hopper
    Emma: 5/5/3 level 466 with a 3* Krakoa

    Rocket: 3/5/5 level 456 wih a 3* Milano for the additional black. Welcome to the team strikes give an additional 7826 (total) damage to whatever is going on.

    Does something seem configured wrong, or is this just the expected performance? I don't have a lot of free red at start supports available, I'm wondering if that isn't part of the issue. I may try to swap that 3rd out of another mutant to maximize krakoa, but i think i may already be getting it's full 3 ap. Might be better to bring Darkveil for the free 3 yellow at battle start passive?

    If you make Thanos your 3rd, he’ll often take out the last opponent that you almost killed. If it’s 5* Thanos, you can spend the 2 turns survivors are stunned to chase 2 more red matches so you can fire May’s red again once the stun wears off.

  • Zarqa
    Zarqa Posts: 341 Mover and Shaker

    Ascended IM40 with Arc Reactor equipped and Sanctum on May also works for me. For higher nodes, I fire IM’s yellow turn 0 and wait two turns for the kill. No need for boosts. (My Aunt May is 550).

    Especially helpful since my Krakoa and Arc Reactor are level 3 each, so I don’t get 6 red reliably. Once I level them up, then Thanos might be the better option over IM40.

  • Jinx
    Jinx Posts: 295 Mover and Shaker

    IM40 with Arc Reactor and Mister Sinister with Proxima. May with a yellow boost. Sinister would add defense and AP steal. Fire IM40 at the start and wait 2 turns.

  • obikenobi12
    obikenobi12 Posts: 39 Just Dropped In

    @entrailbucket said:

    @Pantera236 said:
    I'm hearing Chasm doesn't shut down supports. Are you guys sure the supports just didn't fire?

    Meant to say this in my other post.

    Chasm does NOT shut down supports, free AP or otherwise. They all fire as normal.

    It's been blocking the AP gain on my supports when I go against him. I'm using him against opponents with start of battle support abilities and it's been shutting them down to. He doesn't prevent supports from working at all, just seems like he only affects the at start of battle affects similar to how he counters characters start of battle effects like beta Ray Bill and his multiple protect tile placement

  • entrailbucket
    entrailbucket Posts: 5,857 Chairperson of the Boards

    @obikenobi12 said:

    @entrailbucket said:

    @Pantera236 said:
    I'm hearing Chasm doesn't shut down supports. Are you guys sure the supports just didn't fire?

    Meant to say this in my other post.

    Chasm does NOT shut down supports, free AP or otherwise. They all fire as normal.

    It's been blocking the AP gain on my supports when I go against him. I'm using him against opponents with start of battle support abilities and it's been shutting them down to. He doesn't prevent supports from working at all, just seems like he only affects the at start of battle affects similar to how he counters characters start of battle effects like beta Ray Bill and his multiple protect tile placement

    Are you sure? I saw banners for my supports fire at the start of battle against him, even though my team was stunned.

    Oh no...is he acting differently on offense vs on defense?

  • Pantera236
    Pantera236 Posts: 521 Critical Contributor

    @entrailbucket said:

    @obikenobi12 said:

    @entrailbucket said:

    @Pantera236 said:
    I'm hearing Chasm doesn't shut down supports. Are you guys sure the supports just didn't fire?

    Meant to say this in my other post.

    Chasm does NOT shut down supports, free AP or otherwise. They all fire as normal.

    It's been blocking the AP gain on my supports when I go against him. I'm using him against opponents with start of battle support abilities and it's been shutting them down to. He doesn't prevent supports from working at all, just seems like he only affects the at start of battle affects similar to how he counters characters start of battle effects like beta Ray Bill and his multiple protect tile placement

    Are you sure? I saw banners for my supports fire at the start of battle against him, even though my team was stunned.

    Oh no...is he acting differently on offense vs on defense?

    I think people are just forgetting that they only fire xx% of the time. I have 2 green and 2 purple supports that are at R5 and I'll use both of each on certain teams, so 2 supports that fire 80% of the time you'd think 1 would always fire right? Nope! Quite often both will not fire.

  • obikenobi12
    obikenobi12 Posts: 39 Just Dropped In
    edited 2 July 2024, 13:12

    @Pantera236 said:

    @entrailbucket said:

    @obikenobi12 said:

    @entrailbucket said:

    @Pantera236 said:
    I'm hearing Chasm doesn't shut down supports. Are you guys sure the supports just didn't fire?

    Meant to say this in my other post.

    Chasm does NOT shut down supports, free AP or otherwise. They all fire as normal.

    It's been blocking the AP gain on my supports when I go against him. I'm using him against opponents with start of battle support abilities and it's been shutting them down to. He doesn't prevent supports from working at all, just seems like he only affects the at start of battle affects similar to how he counters characters start of battle effects like beta Ray Bill and his multiple protect tile placement

    Are you sure? I saw banners for my supports fire at the start of battle against him, even though my team was stunned.

    Oh no...is he acting differently on offense vs on defense?

    I think people are just forgetting that they only fire xx% of the time. I have 2 green and 2 purple supports that are at R5 and I'll use both of each on certain teams, so 2 supports that fire 80% of the time you'd think 1 would always fire right? Nope! Quite often both will not fire.

    i just confirmed this. i guess i was just seeing the off chance when a % chance didn't proc and thought Chasm was preventing the trigger. I think the devs should allow Supports to be affected by Chasm's start of battle stun since the supported characters are stunned and they don't get to have any of their start of battle abilities able to trigger also. I think this would balance out some of the supports that people have issues with as there'd be a meta character that would hard counter that. I apologize if my comments caused anyone to use Chasm in hopes of stopping enemies start of battle supports. He's still a great character, but he ISN'T working as i thought he did. My bad

  • KGB
    KGB Posts: 3,247 Chairperson of the Boards
    edited 2 July 2024, 13:10

    @Pantera236 said:

    @entrailbucket said:

    @obikenobi12 said:

    @entrailbucket said:

    @Pantera236 said:
    I'm hearing Chasm doesn't shut down supports. Are you guys sure the supports just didn't fire?

    Meant to say this in my other post.

    Chasm does NOT shut down supports, free AP or otherwise. They all fire as normal.

    It's been blocking the AP gain on my supports when I go against him. I'm using him against opponents with start of battle support abilities and it's been shutting them down to. He doesn't prevent supports from working at all, just seems like he only affects the at start of battle affects similar to how he counters characters start of battle effects like beta Ray Bill and his multiple protect tile placement

    Are you sure? I saw banners for my supports fire at the start of battle against him, even though my team was stunned.

    Oh no...is he acting differently on offense vs on defense?

    I think people are just forgetting that they only fire xx% of the time. I have 2 green and 2 purple supports that are at R5 and I'll use both of each on certain teams, so 2 supports that fire 80% of the time you'd think 1 would always fire right? Nope! Quite often both will not fire.

    The chance of 2 80% supports not firing is 1/5*1/5 = 1/25 or 4%. I don't consider 4% quite often, but rather a rare event (ie in your initial clears in PvE we do 30 nodes so it should happen roughly once).

    KGB

  • JoeHandle
    JoeHandle Posts: 533 Critical Contributor

    @Zarqa said:

    @obikenobi12 said:

    I think the devs should allow Supports to be affected by Chasm's start of battle stun since the supported characters are stunned and they don't get to have any of their start of battle abilities able to trigger also. I think this would balance out some of the supports that people have issues with as there'd be a meta character that would hard counter that.

    Please no. Way too much power back to Chasm. It would make him the must have meta char again.

    Almost certainly something that was specifically avoided.

  • slidecage
    slidecage Posts: 3,456 Chairperson of the Boards

    @MgoBlue51 said:
    I've used 5aunt may with a random support that gives ap (yaro root right now), 5* Emma with 4*krakoa, and kang with proxima

    If all fire, you have 7 red ap and some random green ap

    You talking sim. May and Emma for pick 2 still best

    I say this they nerf aunt may I will never put another penny into the game . They need to nerf chi and mthor way before this

    Personally 🚫 one needs a nerf just find a way to beat it

    Unless I'm wrong
    May and Emma rock on offence but suck balls on defence

  • entrailbucket
    entrailbucket Posts: 5,857 Chairperson of the Boards

    There's a LOT more of these kinds of teams than I thought.

    In the last PvP I ran 672 1* Spidey/Juggernaut, with the purple infinity stone on Spidey, and free purple supports on the other characters. I got a whole pile of turn0 wins (against real, competitive 5* teams) from casting Spectacular Strategy turn0 and cascading into more purple and/or getting one of his powers for free.

    This is the sort of thing that's FAR too slow for competitive PvE players to use, but turns PvP fights into total non-games.

    I didn't really get attacked, but the AI would easily have been able to do the same thing on defense.