Character Feedback

2

Comments

  • SuperCarrot
    SuperCarrot Posts: 368 Mover and Shaker

    Toad is appears to be a useful one! The others are, interesting. As a few others have noted I think to open up your design space some changes should be made. My personal opinion is to play into what you said about having PvP and PvE centric characters…take that to its conclusion and have characters banned from PvP (or just get rid of PvP supports which would solve quite a bit).

    In this scenario PvE can be wide open, blow the doors off the hinges, use the best of everything you got. PvP no more supports or certain turn 0/1 shenanigans. This could allow a different direction to be taken with creating characters, as you guys appear to be thinking about. Also could cause more roster diversity, which can equal more sales!

  • SaltnPeppa
    SaltnPeppa Posts: 445 Mover and Shaker
    edited 20 February 2026, 14:57

    I concur with what others have noticed about Joaquin and Lin Lie, but I may have a solution that's already in-game: Silver Surfer's blackhole.

    Although a new character might be needed. Please add Xorn. He makes blackholes and can manipulate gravity.

    Blackholes (passive): converts any special tile generated into a blackhole immediately. If there are 5 or more, then it does damage or whatever.

    Heavy Load: Xorn manipulates gravity reducing match damage to 10 points and destroys the bottom row each turn. (Maybe use the same mechanic Blob has)

    That should stop Sam and Jugg teams and even M'Baku. It would be nice to finally be able to use Repeater and Countdown tiles again. And find a use for that black hole. I'd recommend looking at the old mechanics, find a way to reuse them. Go back to the first couple years of the game and see how those abilities can be expanded into new characters.

    Would be nice to also find a use for Invisible Woman's bubble/force field tiles. There are characters that do the same like Quasar, a newer mutant Dr. Cecilia Reyes (and she was in the New Mutants movie), and someone I'm surprised wasn't added for this month..... Wonder Man (he can make ionic force fields along with so many of his large list of powers, maybe make two forms of him and changes his 3 skills when he goes pure Ionic). I have a big list if you guys want to reach out directly

  • Grantosium
    Grantosium Posts: 175 Tile Toppler

    Feels like a lot of people commenting on the lack of counters to airborne. Can we just get Archangel buffed rather than intentionally making an underused character even more redundant? Up the damage on that passive, have him go airborne in response to an enemy going airborne so he can avoid Frankie's sweeper (a bit like 4 star Nightcrawler), maybe have him force unstunnable airborne characters to land too.

  • bluewolf
    bluewolf Posts: 7,089 Chairperson of the Boards
    edited 20 February 2026, 15:28

    I don't recommend a band-aid rip of banning characters completely from PVP. I am not sure about supports.

    The problem being that many people have spent money or resources on certain things and the more you remove things without giving new toys, the worse things feel to at least some players.

    There are a lot of people who chase M'baku and others because supports exist in PVP and would be annoyed if that's taken away, so balancing that out is crucial when most players aren't interested in the meta balance of the game, just winning their matches etc.

    Removing supports from PVP just makes SamJugg more dominant since you won't have a counter to their oppressive Strike tile/aoe spamming, you just would eat it while chasing AP the hard way. There may be a few other teams like that now. IMO if supports are taken out, it would be smart to offer some additional play option or QOL benefits; balancing things like that (losing tools) out is historically an approach the game has taken. Recently they haven't done so as much.

    Anyway.

    My teams are usually the team everyone uses but some stuff I enjoy messing with are putting a strong match dmg person like Colossus in front of Agatha and May, or Hobgoblin/Coulson teams (adding in Hawkeye or Cosmic Iron Man or Zero). Admittedly like a lot of vets I am often looking for the fastest wins; in PVP you need a team that's reliable at minimum. This usually means fast because you're facing opponents who often get enough AP to possibly/probably win if you give them a turn or two to get going.'

    Immortal Hulk teams with Moondragon or Purple Man are fun to run because they can't really lose, or it's hard to do so.

    When designing characters one big question is who the main audience is; if you give a useful tool to newer folks who aren't as locked into high MMR because of advanced rosters, they can have more fun with it than the vets will who are forced into optimal play by their opponents' strengths. Just because vets don't get excited doesn't mean the design is a failure, but at the same time a huge number of players are in SCL10 where losing is definitely on the table with subpar teams, much more so than before. And the PVP meta is what it is, you win immediately or in 2 turns max or you often lose vs other meta teams.

    A list of fun characters who can be useful ascended (but also good at base) can be found in a @WhiteBomber comment in the "Advice on ascended 4*s please" thread.

  • entrailbucket
    entrailbucket Posts: 8,298 Chairperson of the Boards

    Banning supports from PvP just means active powers become useless again. We'd go back to an all-passive metagame.

    Banning characters from PvP only doesn't make sense to me. If they're too good for PvP, they're too good period.

    I don't think characters need to be designed for different audiences. We all want to win fights. Characters can be offensive or defensive, fast or slow, simple or complicated, but they all need to be good. Designing a bad character and saying, "well that guy wasn't meant for players who want to win fights" makes no sense.

    Here's the thing (and this is what they often don't seem to get): if a character is slow, for example, they need to be way, way stronger than someone who's fast. An AOE that costs 10AP needs to hit like 10x harder than every passive AOE. If a character is super complicated and makes you jump through a bunch of hoops, then they need to pay that off by being significantly stronger than someone who's simple.

    And, unfortunately, how do you do that when we have all this stuff right now that's crazy strong, simple, AND ultra fast? Anybody who can't turn0 win is just bad.

  • Tiger_Wong
    Tiger_Wong Posts: 1,121 Chairperson of the Boards

    Swordmaster - I do not have a glowing opinion of him nor do I have a fun teams best team I came up with is SM/TAH/Sersi or 4As5Doc Ock. I can barely call this team interesting.

    His big hitter is black but the conditions for it to hit big are hidden in his purple, where he locks a bunch of tiles called puzzles. This is important because if it was just a locked tile, I could MAYBE combo him with one of the other 3/4 locked tile creators. But no, SM’s are “puzzle boxes”, thus making him more difficult to team up with. You have to not only match (not destroy) the puzzle boxes but for every THREE you match, you get the damage bonus on his black. These end up feeling like wasted turns. You basically need 9 matches of puzzle boxes to get your moneys worth out of that black. It’s a chore more than minigame.

    His red is decent. Supposedly better vs supernaturals. I honestly dont know because those arent exactly overflowing in the game right now.

    Grade C- (subject to change of course if another character is released that makes him more fun or his kit gets adjusted).

  • Batjester
    Batjester Posts: 48 Just Dropped In

    As a PVE player only I don't have to worry about the "meta" so my take may be a bit unusual.

    Swordsman - I'm using him almost every day this week since he's boosted and really enjoying him. His black rarely comes into play for me. I don't mind his purple power and sometimes using it to lock down and stun someone is handy. His red just melts people. Dig the artwork - especially the purple since it's so unique. Great alternate costume.

    Falcon - He's just ok. I do like his strike tile generating ability for quests.

    Iron Fist - Love this guy. While I rarely use the red, if you have yellow matches available the self damage can be instantly negated. HIs purple is great for taking care of countdown tiles the trash mobs like to produce - then converting them to yellow is icing on the cake. His yellow with the healing and shield generating is his money power imo. Also has some good artwork.

    Toad - Still early to tell, but so far so good. I just have him with one cover in black and one in blue. His blue can get insane when you pair him with a character that uses Purple, Blue, or Black (1a Hawkeye, Agatha, 3* Namor, MThor... Mystique is amazing with him). His black is on the weaker side, but since it feeds his Blue you can't really go wrong. While I would have preferred his OG look, I do like the artwork you've used.

    One thing I would like to see is more synergy with using teams sharing the same affiliation. I really like how we currently have the Hydra people who have great synergy and want to see this trend continue.

    Now just give me some more Alpha Flight :)

  • KGB
    KGB Posts: 4,069 Chairperson of the Boards

    I really hope you aren't going to try and rebalance (cough nerf cough) everything around the bleeding edge PvP Meta game (huge rosters with L450+ characters loaded down with R4/5 supports). That's 1% of 1% of players and less than half the MPQ game play.

    You can remove almost all the winfinites in the game by adding cool downs to powers (both passive and active). If HE couldn't fire his Red/Purple more than 2x a turn he could not go winfinite. If Polaris couldn't passively spawn SAPs more than 2x a turn she'd be reigned in and so on.

    You honestly only need cool downs on PvP play anyway.

    KGB

  • Bustapup
    Bustapup Posts: 322 Mover and Shaker

    @bluewolf said:
    I don't recommend a band-aid rip of banning characters completely from PVP. I am not sure about supports.

    The problem being that many people have spent money or resources on certain things and the more you remove things without giving new toys, the worse things feel to at least some players.

    There are a lot of people who chase M'baku and others because supports exist in PVP and would be annoyed if that's taken away, so balancing that out is crucial when most players aren't interested in the meta balance of the game, just winning their matches etc.

    Removing supports from PVP just makes SamJugg more dominant since you won't have a counter to their oppressive Strike tile/aoe spamming, you just would eat it while chasing AP the hard way. There may be a few other teams like that now. IMO if supports are taken out, it would be smart to offer some additional play option or QOL benefits; balancing things like that (losing tools) out is historically an approach the game has taken. Recently they haven't done so as much.

    Anyway.

    My teams are usually the team everyone uses but some stuff I enjoy messing with are putting a strong match dmg person like Colossus in front of Agatha and May, or Hobgoblin/Coulson teams (adding in Hawkeye or Cosmic Iron Man or Zero). Admittedly like a lot of vets I am often looking for the fastest wins; in PVP you need a team that's reliable at minimum. This usually means fast because you're facing opponents who often get enough AP to possibly/probably win if you give them a turn or two to get going.'

    Immortal Hulk teams with Moondragon or Purple Man are fun to run because they can't really lose, or it's hard to do so.

    When designing characters one big question is who the main audience is; if you give a useful tool to newer folks who aren't as locked into high MMR because of advanced rosters, they can have more fun with it than the vets will who are forced into optimal play by their opponents' strengths. Just because vets don't get excited doesn't mean the design is a failure, but at the same time a huge number of players are in SCL10 where losing is definitely on the table with subpar teams, much more so than before. And the PVP meta is what it is, you win immediately or in 2 turns max or you often lose vs other meta teams.

    A list of fun characters who can be useful ascended (but also good at base) can be found in a @WhiteBomber comment in the "Advice on ascended 4*s please" thread.

    I don't think I agree with that about juggsam having no counter without supports. I ALWAYS beat them with Captain Britain, Hagatha and Electro as long as Juggs doesn't have that bloody copter making 20 matches ok turn one

  • Tiger_Wong
    Tiger_Wong Posts: 1,121 Chairperson of the Boards

    Lin Lei Iron Fist - this character feels good and very useful. I can throw him on a bunch of teams as support and I’d love to see the numbers on his red when ascended.

    His purple makes yellow, which is VERY rare. This is a very good character with a lot of potential.

    Grade B+ (subject to change based on ascended numbers)

  • HisReptilianMajesty
    HisReptilianMajesty Posts: 4 Just Dropped In

    I'd like to echo the comments on the art/costumes being a massive upgrade since the takeover, especially on both Lins.

    I agree with the general vibe that 5* Swordsman's tile lock mechanic is rough. Locking tiles tends to frustrate me more than the CPU opponent since I feel like I see matches that I want to make but can't because of my own powers. It also makes it tougher to match them to pump his other ability. Maybe the ability to actually move the locked tiles to make a match would be a significant improvement on him.

    Falcon's abilities are interesting conceptually but don't keep up with what he's supposed to counter.

    I think that's the biggest problem with most of these characters carving out space in either PVE or PVP. So many team combos are so fast and highly synergized now that if someone doesn't have an immediate, significant effect or counter some major meta team on turn 0, they're not going to see a lot of use in PVP outside of being boosted to 672. In PVE, speed is still king even in SCL 10 with 700-800 level opponents, so if they're a slow ramp up, it's also going to be challenging for them to find space.

    I liked the Tower mode for the ability to try some of these more interesting combinations, but in the default PVE events and PVP events, it can be tough to find a space for anything other than hyperspeed.

    Juggernaut/5* Sam and iHulk/Nova are some major problematic teams in PvP that don't leave a lot of room for anything else other than teams that can compete on turn 0/turn 1. Characters like Back in Black Spiderman can counter the flood of strike tiles, but he's otherwise fairly useless, and I can see design space used for countering some of these speedy teams in Galactus and Cosmic Ghost Rider either limiting damage per turn or punishing lots of damage coming in, but those are essentially unobtainable characters.

    I do think that the simplicity of most of these new characters' abilities (latest Falcon excluded) is a huge upgrade from the designs prior to the takeover. It's a lot easier to comprehend what these characters are actually trying to do and how the abilities interact without a 40 page mathematical proof, so THANK YOU for that.

  • Chrynos1989
    Chrynos1989 Posts: 654 Critical Contributor
    edited 21 February 2026, 13:15

    You want an honest answer, you‘ll get one

    Swordmaster
    His red passive perm damage is nice but too specific to be really good
    His other skills need these puzzle boxes, that makes him a bit too slow
    B-C tier

    Iron Fist
    I like his yellow, passive heal plus protect tiles, still wouldn’t actively use him, only in essentials
    B tier

    Falcon
    He‘s actually pretty nice but is too close to Brave New World Sam Wilson, I could see him as a 3rd to Juggy Falcon still or as an enhancer for strike tile spammers
    A-B tier

    Toad
    I like his blue passive a lot, it can end in lots of AP avalanches or even an infinite, nice battery char but it would have been nice if he actually would do something with these charged tiles he creates a lot of…
    B tier

    All in all no bad chars but also not awesome, still non of them broke the game, that’s actually worth a lot these days

  • bluewolf
    bluewolf Posts: 7,089 Chairperson of the Boards

    I think people need to see what happens with Toad for Riri on a pick 3 pve or pvp Nova+ May team before assigning a letter.

    Might possibly be ok as the second with Nova.

  • entrailbucket
    entrailbucket Posts: 8,298 Chairperson of the Boards

    @F0nt said:

    @entrailbucket said:
    Hahahahagaha good luck with this.

    Sword Master -- probably ok when boosted/lvl672, just because of numbers, but doesn't do anything unique or interesting. Non-blue stuns are generally useful, his red is fine, but black/the entire locked tile situation is just way too much work for way too little reward. If I play the lock/unlock game or whatever it needs to be ending the game, not doing some mediocre damage.

    Joaquin -- seems built to counter a strike tile metagame/Sam specifically. He's not going to do that, because he's just way too slow at it. The Sam/Juggernaut team makes a billion strikes every turn at 10 million strength, so reducing a few of them by a % is not helpful. Red is fine. Yellow is a bit weak, although I think there's a good, annoying "flap around forever" Airborne team out there because we have zero good counters for Airborne at the moment. Blue is fine, and probably does decent damage against the Sam team, except that you're dead by the time they have enough strikes on board.

    Toad just showed up like 5 minutes ago so no idea yet.

    Yep, Sword Master was our earliest addition and likely could use a bit of a rework in the future to make him a bit more interesting. He locks up the board too much for the little payoff that he gives.

    Thanks for the input on Falcon; his intent was to make those kinds of team combos less viable. The Sam/Jugger spam wasn't on our radar, so we'll look into that and what characters can possibly combat later on.

    @bluewolf just want to call out the second part of this comment.

    The Sam/Juggernaut combo was not on their radar.

    The most used PvP team (right?) that everybody knows about (right???) that obviously was specifically designed to be dominant (right?????) is something IP2 wasn't aware of.

    Do you still think they're actively managing the high end metagame? Still think they're restricting Galactus shards as part of some weird scheme to sell Hawkeyes?

  • entrailbucket
    entrailbucket Posts: 8,298 Chairperson of the Boards
    edited 21 February 2026, 18:43

    @ThisisClemFandango said:
    Eb i love you but lord have mercy your posts come across as needlessly antagonistic. We all know you get your yaya's from pvp.
    Let's give ip2 the benefit of the doubt and let them find their feet before we start pointing out what they aren't doing.
    Also if you use electro & elektra (both 5 star) you can use juggernauts damage against him.

    Oh don't get me wrong, I'm not faulting them for not knowing that. Why would they? We're a fraction of a fraction of the playerbase.

    But I think it's pretty unlikely that they're playing 4D chess with counters and recounters and offer schemes etc when they aren't aware of the most used combos.

    None of what they're doing is a conspiracy, they just don't pay attention to the stuff we do. That other guy has been posting wild conspiracy theories about how they're designing characters and doing offers.

  • bluewolf
    bluewolf Posts: 7,089 Chairperson of the Boards

    I will respond on the other thread about wanting G and CSM shards....CGR is once again the 6 in LiT.

    I think my theory is sound, at least about 6* distribution plans.

  • DAZ0273
    DAZ0273 Posts: 12,297 Chairperson of the Boards

    I understand where EB is coming from because there has been some negative conspiracy type stuff posted recently that has no factual evidence to back it up but I don't think this is a debate for this thread. @Scofie @Alfje17 could we maybe have this split off into a new thread so the Devs can concentrate on the feedback that helps them? That way, the debate, if such as it is, can go on in that.

  • ThisisClemFandango
    ThisisClemFandango Posts: 1,307 Chairperson of the Boards

    Oh if only there was a moderator who was always on hand to handle these things.

  • Borstock
    Borstock Posts: 3,286 Chairperson of the Boards

    @ThisisClemFandango said:
    Oh if only there was a moderator who was always on hand to handle these things.

    I nominate myself. I'm level-headed, thoughtful, and definitely don't have a list of enemies I would immediately ban and sandbox because they didn't laugh at my forum jokes.