Nonce Equitaur 2 wrote: Buff idea for Daken to make his passive powers slightly less passive. Anyone agree / disagree?Pheremone Rage - Purple Passive (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board with a strength of 7.Level Upgrades Level 2: +10% Strike tile strength. Level 3: +15% Strike tile strength. Level 4: +15% Strike tile strength.Doubles when Daken's team has 15 Purple AP. Level 5: Creates 2 Strike tiles at 90% base strength. 180% base strength over 15 Purple AP.Max Level: 2 Strength 57 Strike tiles (114 when over 15 Purple AP) Healing & Heat - Black Passive (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 9 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.Level Upgrades Level 2: Heals 5% per turn. Level 3: 8 Blue tiles to avoid “Heat”. Level 4: Heals 7% per turn.Heals 10% when Daken's team has 15 Black AP. Level 5: 7 Blue tiles to avoid “Heat”.Max Level: Heals 406 HP/"Heat" 174 damage. 580 HP when 15 Black AP.
NorthernPolarity wrote: I'm not sure if this was mentioned, but in order for Daken to actually match blue on defense, you need another blue user on your team: blue is one of Daken's offcolors, so the AI will never match blue if you aren't running someone else.
Nonce Equitaur 2 wrote: Buff idea for Daken to make his passive powers slightly less passive. Anyone agree / disagree?Pheremone Rage - Purple Passive (PASSIVE) Daken releases a scent that sets his enemies on edge, using their anger to his advantage. Whenever anyone makes a Green match, add a Red Strike tile to the board with a strength of 7.Level Upgrades Level 2: +10% Strike tile strength. Level 3: +15% Strike tile strength. Level 4: +15% Strike tile strength.Doubles when Daken's team has 15 Purple AP. Level 5: Creates 2 Strike tiles at 90% base strength. 180% base strength over 15 Purple AP.Max Level: 2 Strength 57 Strike tiles (114 when over 15 Purple AP) Healing & Heat - Black Passive (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 8 Blue tiles, the terrible drug “Heat” kicks in, and he loses 3% of his health instead.Level Upgrades Level 2: Heals 5% per turn. Level 3: 8 Blue tiles to avoid “Heat”. Level 4: Heals 7% per turn.Heals 10% when Daken's team has 15 Black AP. Level 5: 7 Blue tiles to avoid “Heat”.Max Level: Heals 406 HP/"Heat" 174 damage. 580 HP when 15 Black AP.
mjsko wrote: NorthernPolarity wrote: I'm not sure if this was mentioned, but in order for Daken to actually match blue on defense, you need another blue user on your team: blue is one of Daken's offcolors, so the AI will never match blue if you aren't running someone else. Just played against a patch/daken team (a downed sentry as third) to test this. They matched blue when there was also a green match available.
Spoit wrote: Was wondering how long it would take before he was declared OP
MaxCavalera wrote: I think maybe nice change for hit heat mechanic would be to turn it to a 1 turn self stun. He wouldn't take damage but he also wouldn't heal and most importantly he would stop making strike tiles. Not sure what you would want tweak the blue requirement for this. He would probably be too easy to handle with Cmags right now and DD could be useful daken neutralizer for periods of time. Healing & Heat - Black Passive (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 6 Blue tiles, the terrible drug “Heat” kicks in, and he is stunned for 2 turns. Level Upgrades Level 2: Heals 5% per turn. Level 3: Stun reduced to one turn. Level 4: Heals 7% per turn. Level 5: 5 Blue tiles to avoid “Heat”.
Phantron wrote: MaxCavalera wrote: I think maybe nice change for hit heat mechanic would be to turn it to a 1 turn self stun. He wouldn't take damage but he also wouldn't heal and most importantly he would stop making strike tiles. Not sure what you would want tweak the blue requirement for this. He would probably be too easy to handle with Cmags right now and DD could be useful daken neutralizer for periods of time. Healing & Heat - Black Passive (PASSIVE) Daken’s healing factor allows him to recover 3% of his health every turn. If there are fewer than 6 Blue tiles, the terrible drug “Heat” kicks in, and he is stunned for 2 turns. Level Upgrades Level 2: Heals 5% per turn. Level 3: Stun reduced to one turn. Level 4: Heals 7% per turn. Level 5: 5 Blue tiles to avoid “Heat”. Those blue values are pretty much only possible if Magneto is around or Daken just spammed multiple Chemical Reactions. You can't use the average blue state with Magneto around as normal. Magneto literally wipes away all blue from the board as soon as he has 5 of them. I don't think Daken's healing is that important as long as Magneto isn't around and that's an extreme state of board state. On average it works out about the same as Patch so there's no need to especially weaken or improve it as long as Patch is still around. I think what you can do is if heat kicks in, Daken cannot make strike tiles on enemy matches for the next turn (this is in addition of its existing penalty).
MaxCavalera wrote: The stun idea was more to be a nerf to strike tile generation not so much healing because if we take Cmags out of the discussion removing X number of blue tiles off the board would allow the player to then match green with out strike tile generation. It was so much of an idea because he is too OP just an alternate mechanic that i think would be cool to reward smart board control. Also your alternate ability "can't make tiles" basically is the same idea repackaged.
Phaserhawk wrote: Daken is annoying, I'll give you that, but he's pretty easy to deal with. I either go at him fully with a L.Thor. Thor can take all the damage while matching green and still finish Daken off. And while the sticky guy got nerfed. Spider-man's purple is a great way to deal with Daken, Just play with C.Mags to give you a purple outlet and you can deal with him easily. But if you want to take out Daken quickly, there is probably no one better than Human Torch. Psylocke when paired with Daken can also take out another Daken quickly. The longer counter is Cap, as he can just lock him down. Put seriously. Go in with a Human Torch and focus down Daken and voila, he's gone.