*** Sentry (Dark Avengers) ***

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Comments

  • Quick question....

    Is there going to be any active buffs to go along with these? IM40? Anyone?
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    Ryz-aus wrote:
    I am assuming the twin pistols nerf is because of the synergy it would have wih 4* Thor. Since it's just damage after the change, I don't understand why it should end the turn but removing the AP gain makes sense. I would much rather have it have a little lower cost, and reduce the damage to whatever seems reasonable with it not ending the turn. Then again, most 3*s have one fairly useless power so I don't know why I expect hood to be different.

    World rupture nerf seems promising - raising it to 12 ap is a giant change.
    Outside of 2 (sentry and LC), maybe 3 (IM40, though who would ever use him is beyond me), characters, his black is SUPER worthless, especially with black actually being a power color now
  • They are nerfing Hood's yellow in advance to deal with possible Hood + 4* Thor broken combo, as well as the current Hood + X-Force combo. 355 becomes the only usable build post-nerf.

    As far as Sentry change, I agree with Spoit - all it does is make PvP more P2W.
  • Would it be possible to have the timing of this re-visited? The nerf to Sentry - which is completely warranted, don't get me wrong - in the middle of a season that rewards a 4Thor cover seems ill-advised to me.
  • Dauthi
    Dauthi Posts: 995 Critical Contributor
    While shield hopping will be possible, it won't be viable unless you are willing to drop a lot of HP. Even then, a bad board/luck is possible. I think the days of hopping are numbered, it just won't be worth it. Good riddence, even if I did just level my Sentry... a lot icon_e_surprised.gif
  • GrumpySmurf1002
    GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
    The extra turn will have some impact on Sentry in that more of his countdowns will get knocked off in the process. He's also now in a race against time against XForce (but with a headstart), so there's that. Otherwise, you haven't stopped him, you're only hoping to contain him.

    Boo to the Hood change. I wish we could've at least toyed with how insane the Thor-Hood combo was going to be before they went all nuclear on his power. On the bright side, hopefully I can pick up some HP for selling my 2nd build, since I won't need a 5/5/3 and a 3/5/5 any more.
  • Spoit wrote:
    Yeah, after talking about it with my alliance, I'm not sure that these sentry changes really will do all that much. If you're willing to pay hard, that's still only 6 AP short. So on net, it's realistically only 1 extra green match, 1 extra turn, and only a smidgen less than 1k damage per enemy less.

    On the other hand, there are a lot of abilities out there that severely lessen the impact of WR but couldn't compete with its speed
  • wymtime
    wymtime Posts: 3,759 Chairperson of the Boards
    Sentry just got killed with the Nerf Bat. WR is now useless with a 3 turn CD. I agree with the reduced strike tile but more damage on Sacrafice? The way to fix Sentry was to make WR do damage to 1 person and not an AOE. Sentry is now way to slow. Really on WR how many tiles do you think will be out after 3 turn CD. Cmags will own Sentry with corrosiv field. WR will now do significantly less damage for 5 more AP. X-Force is now by far the best character in the game. Those who have X-force will now significant dominate. Lthor will be a far 2nd. Overall a much bigger Nerf than Cmags.

    Hood no big deal as his blue has not changed. This should not end the turn anymore since it does not generate AP. I get why but cut out the end turn.
  • Unknown
    edited November 2014
    The extra turn will have some impact on Sentry in that more of his countdowns will get knocked off in the process. He's also now in a race against time against XForce (but with a headstart), so there's that. Otherwise, you haven't stopped him, you're only hoping to contain him.

    Boo to the Hood change. I wish we could've at least toyed with how insane the Thor-Hood combo was going to be before they went all nuclear on his power. On the bright side, hopefully I can pick up some HP for selling my 2nd build, since I won't need a 5/5/3 and a 3/5/5 any more.

    Think again, sentry Nerf, what Nerf? Instead of 1 green match with boosts, you need two.

    3 turn CD with 355 hood (which is further supported by his yellow change) is the equivalent of sentry bombing when it first started with everyone using 553 hoods.

    I wish mpq developers would have taken the week off. This has been probably their worst week in as far back as I can remember.
  • CrookedKnight
    CrookedKnight Posts: 2,579 Chairperson of the Boards
    That's the Sentry "nerf"? Keep the I Win button but make it slightly slower? This is a joke, right?
  • atomzed
    atomzed Posts: 1,753 Chairperson of the Boards
    That's the Sentry "nerf"? Keep the I Win button but make it slightly slower? This is a joke, right?

    It is a nerf without changing the character totally.

    The additional 1 green match and 1 additional turn of CD will slow down shield hopping tremendously.

    I have, on poor green board state, took longer than 4 minutes trying to get WR activated. 4 minutes is an eternity during shield hop period.

    This is likely to reduce the number of hops per shield. Which would decrease the number of points reached within a single bracket.
  • I'm ok with the Hood changes as well as Sentry. Although it does throw some gasoline on the "How do you build your Hood" fire. At 5 Yellow Parker can now bust a cap for close to 6,000 damage (400 per AP, a solid damage ability). This assumes level 166 of course. Maybe now people will stop soft capping him at 117.
    That's the Sentry "nerf"? Keep the I Win button but make it slightly slower? This is a joke, right?

    The speed was the whole point. Now even if you bring 6 green its at least 2 green matches and a yellow match and maybe a black match plus 2 turns of waiting for CD tiles before you can Intimidation. So now maybe you only get 2 fights in with the possible stretch to 3 instead of 5. Or maybe someone with X-Force C.Mags can keep up. If they boost 3 all and 3 yellow/red 3 green/black I bet they can win in 6 turns too. And if you aren't AP boosting, there are kinda better choices for a high cost green ability (CtS anyone?)

    The point isn't to make Sentry terrible. It's to hobble him enough that he only wins SOME of the races, instead of all the races.
  • CrookedKnight
    CrookedKnight Posts: 2,579 Chairperson of the Boards
    Supernova is mainly a defensive move anyway. The AI doesn't care about health packs, and when that thing fires you're going to need some, even if you were doing well before and you win on the next turn.
  • my sentry is 5/5/3 just how the covers landed. I use supernova a lot, thankfully they didn't overnerf it just toned it down a bit.
  • babinro
    babinro Posts: 771 Critical Contributor
    Hood:
    Chalk me down for being the only person who doesn't hate Hood's yellow skill change. It came out of left field for me but the skill is solid. 5700 damage and targeted gem removal will make a fine finisher. The skill is less interesting but it's not what I'd call flat out nerf or buff. I'm...begrudgingly content?

    Why not keep Hood's skill the same and just make it so charged tiles only benefit players when matched?
    This would prevent exploits with Hood, Mohawk green, X-Force black and any similar characters in the future.

    Sentry:

    Not sure what to make of his changes so I'll just post my reactions at reading them.
    - Wow they actually listened and are nerfing him before the year 2017!
    - Red is being change? Oh I see...very minor. That's fine I guess.
    - Green costs 12? Awesome!
    - Green dealing less damage....Awesome!
    - Green still takes full advantage of each strike tile on the board? Well that negates the damage loss before. Won't he still do 6000+ AoE easily just slower?
    - CD timer to 3....I guess we can destroy one more tile...so now I'll only eat 5000+ damage? What if they run blade or daken...won't it just be an auto win anyways?
    - Yellow less effective but still amazing. I'm fine with that change. Honestly his yellow was okay before.
    - So sentry is MUCH slower but still a complete wrecking ball...it's certainly better and yet feels shallow. Should be interesting to see how this changes things...assuming it changes anything. If nothing else, fighting against sentry just became 10x easier now that we can reasonably cut off his green skill.
  • The increased cost to World Rupture is greatly welcomed. Now it's not a guaranteed win against everyone, but still pretty powerful. Even if you boost into a battle, you could get denied green and take much longer than 5-6 turns. Also the cost makes it much harder to throw off twice in a row; you need to rely on a second ability combo, or extra strike tiles.

    I guess they're 'buffing' tanks with this change.
  • Unknown
    edited November 2014
    Everyone break out your Xforces.

    Because now the only people who can Sentry hop are the ones who want to spend HP on all AP boosts.

    This paired with their desire to make it impossible to climb without Sentry bombing from the very beginning = a lot of pay to winning in PVP and no one but the Xmen getting 1300.



    The problem wasn't world rupture. It was world rupture's interaction with strike tiles.

    You didn't fix anything, you just made sentry bombing exclusive to whales.

    Congrats.

    I also notice you destroyed Hood's yellow and left his oppressive blue inexplicably untouched.

    I gotta say, this better be an iterative process because, while you didn't Spider man or Ragnarok Sentry...you came pretty close. 12 AP for an ability that is garbage without strike tiles doesn't make any sense.
  • Sentry is still firmly in the "pretty op" camp. It's nice that they've slowed his kaboom though, maybe we'll see some lower scores in pvp.

    I really like this nerf. It made him more of a normal character but still really powerful when his skills go off, and 12 ap is completely reasonable for a potential team wipe skill like RoBP
  • I just noticed but Sentry now has pretty much the opposite combo setup compaerd to Thor. Thor you would likely run 12y + 8g, with Thunder Strike generally being able to get you the next 6g you need and do a COTS combo. This will usually kill one guy and leave the other two wounded. Now Sentry you need 12g + 8y, and it'll do significantly more damage but the enemy also has 3 turns to prepare for it which may dramatically decrease the incoming damage. I think people greatly underestimate how much damage is lost by an extra turn of delay though they really should try to find a way to fix the interaction with strike tiles.