soenottelling: Tue Apr 08, 2014 3:41 am wrote: Highly doubt he gets a new skill. It goes against the whole point of the lazy characters, which is for the devs to be able go push out a 99% identical character at a higher lvl to male money while saving time to put towards other things (mostly the first,as the second was never an issue before when they weren't releasing a "New" character every 10-14 days). Plus, totally doesn't need more levels. If anything, ppl should be happy with a lower cover dakan as it will hopefully be easier to complete. This is going to make spidey that much more used though. If they do give him an ability, I would go with the name eviscerate and make it destroy friendly strike tiles for an amount of damage.Ex: costs 14 red ap to destroy all friendly strike tiles doing 500 damage per a strike tile. Could even add a venom style value, something like "instantly ko the opponent if there are more than 12 strike tiles on the board. Levels could decrease the instant ko value (starts at 16, minus 2 per a level) nd damage up (starts at 300, plus 100 per level). Simple, works with his tiles, isn't overpowered due to his ease of creating tiles, takes a mild amount of thought when using..always a plus. Do I drop Evicerate on the full hp hulk or do I use the strike tiles to damage the other character first? Etc etc blah blah blah. The ability would be red. It should be black, but that's already linked to another power (doesn't mean they couldn't swap it). As long as his strike tiles aren't too op nothing else matters THAT much. Also, I am far Moe inclined to let him have a new ability and go 141 if his heal is different. Maybe keep the healing and heat aspect (so the negative if below a #of yellow tiles) but instead of healing every turn make it so he only heals when he matches, black (purple? Whatever color his heal is). So it would be like astonishing's New yellow except it could heal even when above 50% AMD would have the negative be losing health possibly every turn instead.
Meto5000 wrote: 141 Daken Blue at 4: 623 Base Damage + 358 per Strike tile up to 4. Converts 2 tiles. 141 Daken Blue at 5: 623 Base Damage + 435 per Strike tile up to 4. Converts 2 tiles.
Sasquatchkid wrote: So, in Krackadoom, I've been seeing a decent amount of players with level 141 Dakens. So, what I can't figure out is if my MMR got super high and I'm against the top players now, or are more people spending a stupendous amount of money to try to get three star Dakens than in previous new character releases.
Jkells wrote: These people HAD to have spent a stupendous amount of money in order to max their Daken's out. The max amount of Dakens that could have been awarded from Heroic Osborn was 3, and then there was just the 1 Daken handed out for a progression award in the last PVP. If I had the money to just toss out the window like that, I would probably do the same, as 3* Daken looks like an incredibly good character. Edit: Or these players have been hoarding HP, and had enough saved up to max out their Dakens, but I'm going to guess most of them bought the HP to max his covers and then bought ISO to max his level.
ihearthawthats wrote: I'm not surprised. Imo, Daken is one of the most economical characters to be put in the game since pre-nerf Rags.
prymet1me wrote: ihearthawthats wrote: I'm not surprised. Imo, Daken is one of the most economical characters to be put in the game since pre-nerf Rags. Just imagine the rage if he gets nerfed.
Sasquatchkid wrote: The thing I have a hard time believing about the "I stored up HP from tourneys" line is that don't you guys buy shields to make sure you reach the top rewards?
Phaserhawk wrote: On the defensive you want 5/5/3 as the AI will spam blue as soon as you get it.
Kamahl_FoK wrote: Phaserhawk wrote: On the defensive you want 5/5/3 as the AI will spam blue as soon as you get it. I look at it more as "On the defensive, you want to deal as much damage as possible in the fewest turns", which would encourage 5/3/5. His sustain only becomes problematic when you're down to your last man and struggling to find an ability to finish him off, and every chunk of damage helps when trying to get that last hit of damage in to an opponent. Consider that most players go into battles with 75-80% health in an optimum situation, and that 2k+ damage can really add up and put some pressure on, especially if it can lead to a cascade (which is rare, but certainly possible).