New Character - Sam Wilson (Brave New World) 5*

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Comments

  • fight4thedream
    fight4thedream GLOBAL_MODERATORS Posts: 1,991 Chairperson of the Boards

    @entrailbucket

    For clears, 5* Aunt May/5* Emma/3* Ascended Thanos with Krakoa support on Emma, and TU generating AP supports and Red AP boosts are good for clears and low health enemies on grind.

    Otherwise, Kang/Deathlok/Darkveil are my go-to for higher health challenge enemies which typically gets the job done in 3-4 turns. (with the notable exception of boss characters like Ultron & Gorgon)

  • dianetics
    dianetics Posts: 1,676 Chairperson of the Boards
    edited 9 February 2025, 07:26

    Turns 1-3 with Col5/4Jugg5/4M'Baku5 - 3May4 - 3Namor with the right supports.
    With boosts its practically guaranteed.

  • entrailbucket
    entrailbucket Posts: 6,199 Chairperson of the Boards

    @ThisisClemFandango said:
    Hey everyone

    Could one of you take the time to explain his blue please, I have the following questions

    1. Huh?
    2. What's it supposed to do
    3. Is it doing it now
    4. Is it broken
    5. Going by this are they laying the groundwork for Sam to not be able to use the shield properly in the movie, like he throws it and that's the last we see of it or does he like need to run and get it from someone's backyard?

    Eh. If you throw it at the tile next to whatever thing you want to blow up, it'll generally blow up that thing. Then it does a bunch more random stuff, or doesn't, depending on how the D3 janitor who controls RNG is feeling that day.

    It's relatively cheap and (roughly) targetable annoyance removal, I'll take it.

  • ThisisClemFandango
    ThisisClemFandango Posts: 886 Critical Contributor

    "It does a bunch more random stuff"
    This needs to be the power description

  • KGB
    KGB Posts: 3,374 Chairperson of the Boards

    @entrailbucket said:

    @ThisisClemFandango said:
    Hey everyone

    Could one of you take the time to explain his blue please, I have the following questions

    1. Huh?
    2. What's it supposed to do
    3. Is it doing it now
    4. Is it broken
    5. Going by this are they laying the groundwork for Sam to not be able to use the shield properly in the movie, like he throws it and that's the last we see of it or does he like need to run and get it from someone's backyard?

    Eh. If you throw it at the tile next to whatever thing you want to blow up, it'll generally blow up that thing. Then it does a bunch more random stuff, or doesn't, depending on how the D3 janitor who controls RNG is feeling that day.

    That works for me WAY less than 50% of the time. I've tried many times placing next to something I want to remove and it instead removes other stuff. It's a very annoying power because of that.

    KGB

  • trenchdigger
    trenchdigger Posts: 177 Tile Toppler

    I have been using him a lot, and generally don't fire the blue as its a complete liability and more than likely to blow up your own strike and protect. I would estimate about 50% it hits the tile you place it next to and actually want to destroy.
    Having said that I don't think it is a problem having one weaker power as both other powers are great and I'm having great fun using him.

  • entrailbucket
    entrailbucket Posts: 6,199 Chairperson of the Boards

    @trenchdigger said:
    I have been using him a lot, and generally don't fire the blue as its a complete liability and more than likely to blow up your own strike and protect. I would estimate about 50% it hits the tile you place it next to and actually want to destroy.
    Having said that I don't think it is a problem having one weaker power as both other powers are great and I'm having great fun using him.

    Yeah, his yellow passive is a permanent buff too -- I saw someone asked about that earlier.

  • Painmonger
    Painmonger Posts: 173 Tile Toppler

    It's worth mentioning the blue will absolutely skip tiles while doing it's thing. It doesn't just go horizontal/vertical until it finds the first applicable tile. I've watched it start on the top half of the board & destroy a strike on the bottom row, with 3 other strikes between. It is possible it took 3 lefts to make a right, though.

  • Blackstone
    Blackstone Posts: 613 Critical Contributor

    @entrailbucket said:

    @Blackstone said:

    @entrailbucket said:
    The Polaris version might be better...

    https://streamable.com/rpbz4g

    So Sam allows for certain combos that can be maximized with the right supports, etc.

    Cool.

    I'm having fun with him thus far...

    But I don't find the videos in this thread as concerning as some others seem to.

    Three turns seems quick... If there weren't 1 turn teams out there.

    Maybe the plan is to have several quick kill teams and that's how we get diversity in characters used.

    Also... leapfrog is tiny kitty ****... So I fully endorse this completely reasonable AOE, strike generating, damage increasing, work of art.

    Is there an unboosted team that can turn0 the challenge node?

    I'm actually asking -- I have no idea what the PvE people are doing.

    I don't know about unboosted teams, and I only PVP casually...

    ... But I have had several instances of jumping into a match and just watching as the enemy cascades into destroying me on it's first turn.

    As for PVE... I've recently returned from an extended break so I'm still catching up on the changes, I'm assuming others have responded by now and would know better than I.

  • LavaManLee
    LavaManLee Posts: 1,507 Chairperson of the Boards

    @Blackstone said:

    @entrailbucket said:

    @Blackstone said:

    @entrailbucket said:
    The Polaris version might be better...

    https://streamable.com/rpbz4g

    So Sam allows for certain combos that can be maximized with the right supports, etc.

    Cool.

    I'm having fun with him thus far...

    But I don't find the videos in this thread as concerning as some others seem to.

    Three turns seems quick... If there weren't 1 turn teams out there.

    Maybe the plan is to have several quick kill teams and that's how we get diversity in characters used.

    Also... leapfrog is tiny kitty ****... So I fully endorse this completely reasonable AOE, strike generating, damage increasing, work of art.

    Is there an unboosted team that can turn0 the challenge node?

    I'm actually asking -- I have no idea what the PvE people are doing.

    I don't know about unboosted teams, and I only PVP casually...

    ... But I have had several instances of jumping into a match and just watching as the enemy cascades into destroying me on it's first turn.

    As for PVE... I've recently returned from an extended break so I'm still catching up on the changes, I'm assuming others have responded by now and would know better than I.

    For pick three PVE, 550 Aunt May (any + AP support) / 450+ Emma (with Krakoa support) / 3* Ascended to 5* 550 Thanos (any +AP support). Depending on the node, add AP as a boost. They take care of 90%+ of the nodes on Turn 0 (well Turn 1 really as you do have to fire Aunt May's power but you don't have to make a match).

    For pick two PVE, same thing without Thanos. Just add the AP support to the required third. Sometimes, if the third is a mutant, you need to match a red to fire it but that usually doesn't take long.

    For high wave nodes, I go Gorr/Omega/Okoye. They are better over long term and, obviously, never Turn 0.

  • bluewolf
    bluewolf Posts: 5,933 Chairperson of the Boards

    The blue would theoretically be randomly choosing whether to go down a row or column each time you place it and which direction it starts in would impact things. So if you put it in the middle of the board and wanted it to go to the right, let's say, you have a 25% chance it starts in the right direction. If you put it in a corner it's 50%.

    What we don't really know is if it starts in a direction and hits the end, does it bounce back? does it turn? Presumably it randomly turns? It seems to stop when it travels down a row or column with none of the mentioned tiles from my observation since it will sometimes hit, say, zero TUs.

    All this randomness, however, probably helps keep it at 6 ap. If you level him up a bit the dmg is pretty good if the board gets lots of stuff in it (especially since the power also includes some board shake and taking things out). I have a champed one, boosted to 576 his blue does at least 23510 and an additional 7053 per tile hit.

  • entrailbucket
    entrailbucket Posts: 6,199 Chairperson of the Boards

    @LavaManLee said:

    @Blackstone said:

    @entrailbucket said:

    @Blackstone said:

    @entrailbucket said:
    The Polaris version might be better...

    https://streamable.com/rpbz4g

    So Sam allows for certain combos that can be maximized with the right supports, etc.

    Cool.

    I'm having fun with him thus far...

    But I don't find the videos in this thread as concerning as some others seem to.

    Three turns seems quick... If there weren't 1 turn teams out there.

    Maybe the plan is to have several quick kill teams and that's how we get diversity in characters used.

    Also... leapfrog is tiny kitty ****... So I fully endorse this completely reasonable AOE, strike generating, damage increasing, work of art.

    Is there an unboosted team that can turn0 the challenge node?

    I'm actually asking -- I have no idea what the PvE people are doing.

    I don't know about unboosted teams, and I only PVP casually...

    ... But I have had several instances of jumping into a match and just watching as the enemy cascades into destroying me on it's first turn.

    As for PVE... I've recently returned from an extended break so I'm still catching up on the changes, I'm assuming others have responded by now and would know better than I.

    For pick three PVE, 550 Aunt May (any + AP support) / 450+ Emma (with Krakoa support) / 3* Ascended to 5* 550 Thanos (any +AP support). Depending on the node, add AP as a boost. They take care of 90%+ of the nodes on Turn 0 (well Turn 1 really as you do have to fire Aunt May's power but you don't have to make a match).

    For pick two PVE, same thing without Thanos. Just add the AP support to the required third. Sometimes, if the third is a mutant, you need to match a red to fire it but that usually doesn't take long.

    For high wave nodes, I go Gorr/Omega/Okoye. They are better over long term and, obviously, never Turn 0.

    Can the Aunt May team turn0 the challenge node (the green one)? I thought I heard that those guys had too much health for her, but I don't have her 550 to test and I don't remember who told me that.

  • trenchdigger
    trenchdigger Posts: 177 Tile Toppler
    edited 10 February 2025, 19:10

    Red passive still bugged at times. I have found that when facing MBaku in particular, after Sam comes back from airborne, he no longer makes his passive strikes. This may be a consistent problem no matter who he is facing, but it is only very high boosted MBakus who are surviving long enough against him, for me to tell.

  • trenchdigger
    trenchdigger Posts: 177 Tile Toppler

    I also experienced another weird bug today where certain tiles couldn't be matched.
    3 purple tiles in image are just stuck.
    I match the 4in a row team ups and can then make a 4 in a row purple, but they still won't clear.
    Only time I have ever seen anything similar is with 3 of multiple man's tiles and even they get cleared with a 4 in a row I believe.

  • WilliamK1983
    WilliamK1983 Posts: 1,055 Chairperson of the Boards
    edited 10 February 2025, 19:28

    @trenchdigger said:
    I also experienced another weird bug today where certain tiles couldn't be matched.
    3 purple tiles in image are just stuck.
    I match the 4in a row team ups and can then make a 4 in a row purple, but they still won't clear.
    Only time I have ever seen anything similar is with 3 of multiple man's tiles and even they get cleared with a 4 in a row I believe.

    https://forums.d3go.com/discussion/91239/match-freeze#latest

    A couple variations of that issue. Mephisto seems to be the common denominator.

  • LennoxHC
    LennoxHC Posts: 17 Just Dropped In

    On the blue, I imagine it's supposed to pick a cardinal direction at random each time it hits a target. So that's a 25% RNG on each impact. Because this all happens immediately, it feels very random. If the game animated each ricochet on the board, maybe that would help the power make more sense, but I don't know if that's worth the time required to see the shield take its whole path.

  • GrimSkald
    GrimSkald Posts: 2,699 Chairperson of the Boards

    @WilliamK1983 said:

    @trenchdigger said:
    I also experienced another weird bug today where certain tiles couldn't be matched.
    3 purple tiles in image are just stuck.
    I match the 4in a row team ups and can then make a 4 in a row purple, but they still won't clear.
    Only time I have ever seen anything similar is with 3 of multiple man's tiles and even they get cleared with a 4 in a row I believe.

    https://forums.d3go.com/discussion/91239/match-freeze#latest

    A couple variations of that issue. Mephisto seems to be the common denominator.

    Mephisto screws with the appearance of tiles on the board. I'm sure it's something to do with the "Hellfire" icon, though it doesn't always seem to be those with the actual icon. Most likely one of those purple tiles isn't really a purple tile, but is in fact a different color.

    Hmmm, never experienced the issue on the link with the game freezing, but I've definitely seen tiles be a different color than what they appeared to be, and it was always when running Mephisto. It was usually, but not always, the hellfire tiles themselves.

  • LavaManLee
    LavaManLee Posts: 1,507 Chairperson of the Boards

    @entrailbucket said:

    @LavaManLee said:

    @Blackstone said:

    @entrailbucket said:

    @Blackstone said:

    @entrailbucket said:
    The Polaris version might be better...

    https://streamable.com/rpbz4g

    So Sam allows for certain combos that can be maximized with the right supports, etc.

    Cool.

    I'm having fun with him thus far...

    But I don't find the videos in this thread as concerning as some others seem to.

    Three turns seems quick... If there weren't 1 turn teams out there.

    Maybe the plan is to have several quick kill teams and that's how we get diversity in characters used.

    Also... leapfrog is tiny kitty ****... So I fully endorse this completely reasonable AOE, strike generating, damage increasing, work of art.

    Is there an unboosted team that can turn0 the challenge node?

    I'm actually asking -- I have no idea what the PvE people are doing.

    I don't know about unboosted teams, and I only PVP casually...

    ... But I have had several instances of jumping into a match and just watching as the enemy cascades into destroying me on it's first turn.

    As for PVE... I've recently returned from an extended break so I'm still catching up on the changes, I'm assuming others have responded by now and would know better than I.

    For pick three PVE, 550 Aunt May (any + AP support) / 450+ Emma (with Krakoa support) / 3* Ascended to 5* 550 Thanos (any +AP support). Depending on the node, add AP as a boost. They take care of 90%+ of the nodes on Turn 0 (well Turn 1 really as you do have to fire Aunt May's power but you don't have to make a match).

    For pick two PVE, same thing without Thanos. Just add the AP support to the required third. Sometimes, if the third is a mutant, you need to match a red to fire it but that usually doesn't take long.

    For high wave nodes, I go Gorr/Omega/Okoye. They are better over long term and, obviously, never Turn 0.

    Can the Aunt May team turn0 the challenge node (the green one)? I thought I heard that those guys had too much health for her, but I don't have her 550 to test and I don't remember who told me that.

    That team definitely can with 550 Aunt May and 550 3Ascended Thanos. I bring boost APs with me and, depending on the characters on the other team, can generally finish on Turn 0.