akkidSON wrote: Still no Nightcrawler, another night to tear myself to sleep
TazFTW wrote: Daken and/or Wolverine eh? So... - He makes strike tiles? - yellow heal? - Maybe yellow matches create strike tiles, so it's damned if you do, damned if you don't when paired with Daken.
IceIX wrote: gobstopper wrote: Would be more suitable as 2*, just like Daredevil With his current ability balance, he's like Black Widow (Original) in that he can find a place on just about any team. In test, I'm currently dreading seeing any Daken or Wolverine/Falcon teams. I wouldn't want Falcon to be a tank with what he can currently do. Ow.
gobstopper wrote: Would be more suitable as 2*, just like Daredevil
Vairelome wrote: Daken/Wolvie are strike tile generators, so the scariest thing to pair with that is Espionage-like double-dipping on damage, attack tile generation, or team damage. A passive that spits out attack tiles combined with Daken's passive spitting out strike tiles would be a lot of pain at 141.
IceIX wrote: Riggy wrote: But the actual pool of scripts inside of a given fight is fairly static. At most, you'd see 3 heroes x 3 abilities + 3 enemies x 3 abilities + (some arbitrary number of core game mechanics, such as match 4/5, post-drop look ahead). So while the number of scripts overall is definitely increasing, it seems like that number is static for a given combat. Is it possible to encapsulate those scripts and then for a given combat pass only the relevant ones into the "weighting engine"? Seems like a simple (naive ) approach to keep the engine from getting bogged down. Sure, that's somewhat trivial, yes. The problem lies in backwards compatibility for all abilities that affects weighting. To give an example of something that just got put in (but nothing in-game uses it yet), there is now the ability for tiles to have their strength affected. So a Strike tile could go from 20-25 while in combat. That's great and adds a new wrinkle to gameplay. We can put a script in saying that this new ability that makes a tile stronger has X weight per tile it would affect and that would work fine for that ability. But we'd also have to go through and change each Strike tile generating ability to take into account the fact that this new ability exists if we want the AI to handle it properly. After all, it's a better deal to use Strike tiles when something else makes use of it as opposed to other times. Each new mechanic adds that layer on to each ability. It's not an impossible or unsolveable problem by any means, simply one that's a recipe for accidental oversights and the bugs attendant with them. Which would of course re-enact its little drama every time a mechanic was introduced.
Riggy wrote: But the actual pool of scripts inside of a given fight is fairly static. At most, you'd see 3 heroes x 3 abilities + 3 enemies x 3 abilities + (some arbitrary number of core game mechanics, such as match 4/5, post-drop look ahead). So while the number of scripts overall is definitely increasing, it seems like that number is static for a given combat. Is it possible to encapsulate those scripts and then for a given combat pass only the relevant ones into the "weighting engine"? Seems like a simple (naive ) approach to keep the engine from getting bogged down.
IceIX wrote: Providing a placeholder here for later. As per usual with pre-release info, it's always up for change.[anchor=daken3]Falcon (Modern)[/anchor]3 Star Rarity (Rare)At Max Level: HP: ??? Tile damage: 11/4/10/8/4/4??? (PASSIVE) ??? (PASSIVE) ???