DayvBang wrote: Moral wrote: LazyDaken could be balanced by the same mechanic as the Falcon: require a certain amount of AP to be held for strike tiles to generate. Apparently they are tweaking his powers to make him less annoying than we might expect. I hope it works out well. And then I hope we don't see any more versions of Wolverine, Daken, or any of the other Wolverine-alikes (X-23, Sabretooth, maybe even Deadpool [yeah, I know, people love him for some reason]) for quite some time. Need more variety!
Moral wrote: LazyDaken could be balanced by the same mechanic as the Falcon: require a certain amount of AP to be held for strike tiles to generate.
ZenBrillig wrote: NorthernPolarity wrote: I suspect that it doesn't destroy *all* of them. It looks like it does ~8-10x the value of the strike tile in damage, which is a metric tiny kitty ton of damage. And 5 Blue is very cheap too. I think it's more likely along the lines of :Chemical Reaction - Blue 5 AP Clears one strike tile for 62 damageLevel Upgrades Level 2: Increases cleared strike tile damage to 75. Level 3: Clears an additional strike tile, cost increased to 6 AP. Level 4: Increases cleared strike tile damage to 86 Level 5: Clears an additional strike tile for a total of three, each for 95 damage. Cost increased to 7 AP. Even that might be OP.
NorthernPolarity wrote: I suspect that it doesn't destroy *all* of them. It looks like it does ~8-10x the value of the strike tile in damage, which is a metric tiny kitty ton of damage. And 5 Blue is very cheap too. I think it's more likely along the lines of :Chemical Reaction - Blue 5 AP Clears one strike tile for 62 damageLevel Upgrades Level 2: Increases cleared strike tile damage to 75. Level 3: Clears an additional strike tile, cost increased to 6 AP. Level 4: Increases cleared strike tile damage to 86 Level 5: Clears an additional strike tile for a total of three, each for 95 damage. Cost increased to 7 AP. Even that might be OP.
Rorex wrote: That said 3x95 at base lvl is IMO underpowered at 7 AP. Again scaling that to max lvl its about 593 per tile or 1,778 damage or 254 damage per AP. This is kind of low end considering your trade strike tiles and health (collecting blue) to do it. So I would execpt it to either affect more tiles or do more damage. So the damage ZenBrillig posted is good with 4 tiles IMO or needs to be about 120 base lvl damage 5 covers. This would ensure all three abilities have a strong arguement for them and essentially any build would be good.
Nonce Equitaur 2 wrote: Tile damage: 10/11/12/67/52/60Chemical Reaction - Blue 5 AP CLASSIFIEDLevel Upgrades Level 2: Increases cleared strike tile damage to 75. Level 3: ??? Level 4: ??? Level 5: ???
Phantron wrote: Again that's not something we can know for sure because the key part (strike tile strength) is classified.
ZenBrillig wrote: The information in the first post is incorrect? Says base strength is 7, so at max level (7 * 1.4 * 6.25) = around 61 strength strike tiles.
Phantron wrote: The question on blue is how many strike tiles it clears. At level 2 it does 75 damage per cleared strike tile, so if it can clear them all, that's instant kill on someone with Daken's base HP (760) with 10 strike tiles, which isn't really very hard to get. Of course, there's probably a limit to how many it clears, but we're missing that piece of information due to his ability being classified. It also seems like his strike tiles must be relatively weak, because if a strike tile has a strength of 10 damage, it'd rarely be worth it to blow it up for 75 damage (that's 7.5 hits) and it costs you some AP to blow them up in the first place. So maybe they actually realize Daken 2*'s strike tiles are way too strong when they're allowed to go above level 69 and lowered Daken 3*'s strike tiles accordingly? Again that's not something we can know for sure because the key part (strike tile strength) is classified.
soenottelling wrote: Phantron wrote: The question on blue is how many strike tiles it clears. At level 2 it does 75 damage per cleared strike tile, so if it can clear them all, that's instant kill on someone with Daken's base HP (760) with 10 strike tiles, which isn't really very hard to get. Of course, there's probably a limit to how many it clears, but we're missing that piece of information due to his ability being classified. It also seems like his strike tiles must be relatively weak, because if a strike tile has a strength of 10 damage, it'd rarely be worth it to blow it up for 75 damage (that's 7.5 hits) and it costs you some AP to blow them up in the first place. So maybe they actually realize Daken 2*'s strike tiles are way too strong when they're allowed to go above level 69 and lowered Daken 3*'s strike tiles accordingly? Again that's not something we can know for sure because the key part (strike tile strength) is classified. I don't know if 10 strike tiles is EASY to get. Kinda hard to keep that on the board. It does make an interesting way to wipe a team with a dakan/xforce team though since xforce drops multiple low damage tiles with a green ability..which means you are creating strike tiles all the time while gathering for his green. 10 blue after the green would have 2 quick ko hits in one turn. I am almost certain they lowered his strike tile damage. It's probably10-20 more damage tops @ max. I mean, no way it should be doing more than, maybe 65-70 damage per a tile. I could see it being 79 though and the Eason why falcon was given that value for his yellow. I assume stuff is "classified" so they can still tweek the abilities over the next week. They know what they want, but they still need to get the specifics down to attain that. Depending on so many unknowns he could range from good to god tier: 1. Does the damage on blue scale? 2. Do some of the lvls increase blue damage? What are the lvl ups? 3. How high do the strike tiles go? 4. What is the official heal value on his heal? (We probably can extrapolate it from his hp if his moves line up the same as before...but that's merely an assumption that it does at this point). 5. Is there a gimmick to his blue that we cannot see due to "classified?" 6. Does the blue know to only target his own strike tiles (likely meaning any red strike tiles only...similar to how psylocke's red only counts red strike tiles).
adamLmpq wrote: Or maybe even a passive that does a burst of additional damage when you destroy a strike tile. It would work somewhat like Daredevil's traps except the strike tile wouldn't be replaced. So you can destroy the strike tiles for big damage now or keep them consistent damage over time.
coffeeandbacon wrote: Everyone was speculating Falcon/Daken... Now that we have some general specs, what do people think? Falcon does match damage the top row of colors, and Daken the bottom row. it seems Falcon boosts tiles and Daken destroys them or does damage when they are matched?
Spoit wrote: I'm thinking falcon/daken/and then someone who has a lot of board churn to get random matches to activate their passives. Oddball choice? M Storm The problem with falcon/daken is that between them you only have active coverage on 2 colors