Phantron wrote: NorthernPolarity wrote: I think falcon would be too much of a defensive liability at lower levels. After playing the char with daken/pun, in pvp i really think its either daken or bust. In order to make inspiration worth it, you really need strike tiles out almost immediately as the match starts, and daken is really the only character that can really provide that consistently (esp since opponents green matches trigger tiles as well). Even characters like punisher seem slow in pvp since by the time you can judgement, a ton of turns will have passed already that you cant make yellow matches on. Daken/falc also needs a green/yellow sink in order to pack some punch in the mid-late game, so they dont seem good in a 2v2. They also need a red too and that pretty much limits you to Sentry or Thor at the high end PvP. Red is not the best offensive color anymore, but you're still compromising your offense a lot if you have no red abilities at all. It seems to me since Daken is likely to emerge as a permanent member of the top tier, getting Redwing to level 5 is quiet important since Daken can pump out strike tiles fast enough for the faster removal to matter.
NorthernPolarity wrote: I think falcon would be too much of a defensive liability at lower levels. After playing the char with daken/pun, in pvp i really think its either daken or bust. In order to make inspiration worth it, you really need strike tiles out almost immediately as the match starts, and daken is really the only character that can really provide that consistently (esp since opponents green matches trigger tiles as well). Even characters like punisher seem slow in pvp since by the time you can judgement, a ton of turns will have passed already that you cant make yellow matches on. Daken/falc also needs a green/yellow sink in order to pack some punch in the mid-late game, so they dont seem good in a 2v2.
NorthernPolarity wrote: Phantron wrote: NorthernPolarity wrote: I think falcon would be too much of a defensive liability at lower levels. After playing the char with daken/pun, in pvp i really think its either daken or bust. In order to make inspiration worth it, you really need strike tiles out almost immediately as the match starts, and daken is really the only character that can really provide that consistently (esp since opponents green matches trigger tiles as well). Even characters like punisher seem slow in pvp since by the time you can judgement, a ton of turns will have passed already that you cant make yellow matches on. Daken/falc also needs a green/yellow sink in order to pack some punch in the mid-late game, so they dont seem good in a 2v2. They also need a red too and that pretty much limits you to Sentry or Thor at the high end PvP. Red is not the best offensive color anymore, but you're still compromising your offense a lot if you have no red abilities at all. It seems to me since Daken is likely to emerge as a permanent member of the top tier, getting Redwing to level 5 is quiet important since Daken can pump out strike tiles fast enough for the faster removal to matter. Black would work as well. Torch is probably fine despite not having a yellow since his abilties synergize incredibly well with falcon/daken. Im also taking a shot with 5/4/4 falcon based off of whps logic. Im not convinced that 5 in redwing is going to be that important, since the 3 extra purple tiles make it incredibly annoying for your opponent to do anything if they get it off: think the falcon pve node thats happening right now.
Phaserhawk wrote: NorthernPolarity wrote: Phantron wrote: NorthernPolarity wrote: I think falcon would be too much of a defensive liability at lower levels. After playing the char with daken/pun, in pvp i really think its either daken or bust. In order to make inspiration worth it, you really need strike tiles out almost immediately as the match starts, and daken is really the only character that can really provide that consistently (esp since opponents green matches trigger tiles as well). Even characters like punisher seem slow in pvp since by the time you can judgement, a ton of turns will have passed already that you cant make yellow matches on. Daken/falc also needs a green/yellow sink in order to pack some punch in the mid-late game, so they dont seem good in a 2v2. They also need a red too and that pretty much limits you to Sentry or Thor at the high end PvP. Red is not the best offensive color anymore, but you're still compromising your offense a lot if you have no red abilities at all. It seems to me since Daken is likely to emerge as a permanent member of the top tier, getting Redwing to level 5 is quiet important since Daken can pump out strike tiles fast enough for the faster removal to matter. Black would work as well. Torch is probably fine despite not having a yellow since his abilties synergize incredibly well with falcon/daken. Im also taking a shot with 5/4/4 falcon based off of whps logic. Im not convinced that 5 in redwing is going to be that important, since the 3 extra purple tiles make it incredibly annoying for your opponent to do anything if they get it off: think the falcon pve node thats happening right now. right on the shields, but you aren't going to be having a 200 lvl Falcon, so his shield are not as good as they appear. Lvl 5 purple gives you 714 defense, lvl 4 purple gives you 476 defense, lvl 3 purple gives you 374 defense. So all you are gaining from lvl 3 to 4 is an extra 100 defense. Is that worth one less turn on Redwing? not sure as my Falcon isnt' high enough, but I would say 50% of the time I cannot clear the Redwing tile. It's basically do you want a 26% defensive increase or a 25% tile clear increase from Redwing? 5/4/4 or 5/5/3 are the two best builds, it just depends on what you favor more. I personally like to be able to destroy tiles 25% more often, not to mention that 476 defense drops by 36 every time a tile is cleared, where as if my redwing tile is destroyed my skill just became more effective. On a side note, if Sentry is going to be as destructive as he is, then a 5/3/5 or 3/5/5 Falcon build would be the most effective against him. 5 in purple would give you the greatest tile creation and the ability to block a lot of his World Rupture tiles.
Dreylin wrote: A couple of things: I might be mad, but Redwing is triggered either every 5th turn or every 4th turn - because Redwing won't fly out on the same turn the countdown reaches zero. (The Redwing trigger must be embedded before the Countdown decrement) Turn 0: create 4t countdown T1: countdown to 3 T2: countdown to 2 T3: countdown to 1 T4: countdown to 0 - Redwing returns T5: create new 4t countdown So 5blue is only a 20% increase over 4blue, rather than 25%. Now to me this seems a miniscule improvement in a PvP environment and 5/4/4 or 5/3/5 is probably the build you want; however in PvE I think that this will make a real difference. I played my 5/4/3 Falcon quite a bit recently, and I have to say that it seemed like there were a lot of times in the 2+ high-level Goon match-ups where I was sitting with my Redwing tile counting down next to an un-matchable Goon tile with the same number on it thinking "if only this were a turn faster". (Of course there were probably an equal number of times when there were 2t and 5t countdowns on the board and it killed the 5t, while I got killed by the 2t.) Anyway, my plan is to go 5/5/3 especially since I'm (currently) keeping him at lvl100 so that Patch continues to match Yellow.
locked wrote: Without buffs, only Spider-Man, the Hood, Black Panther, Invisible Woman, LC and Fury can tank yellow for lvl 128 Falcon.
Phaserhawk wrote: I think I"m back to 5/4/4 however, I am seriously debating 5/3/5. having that much extra shield, just not able to destroy CD tiles. Hmmm, will see if I can get my 3/5/2 upgraded.
Phantron wrote: I'm not sure what's the obsession with Bird Strike. I often don't use it even when I can because all it does is slow down Inspiriation on strike tiles. The only reason to use Bird Strike is if the level 395 PvE guys make their return because you need that to just survive their match 3s, but so far they haven't been showing up for a good while.
Phaserhawk wrote: so you would run 5/5/3?
Phaserhawk wrote: Redwing 5/5/3=destroy everything, CD timer of 3 (means every 5 of your turns it recasts if not destroyed sooner) 5/4/4=destroy everything, CD timer of 4 (means every 6 of your turns it recasts if not destroyed sooner) 5/3/5=cannot destroy CD, CD timer of 4 (means every 6 of your turns it recasts if not destroyed sooner) I had forgotten that while the CD timer may say 3, it doesn't count down untilt he begin of your turn, thus lvl 5 blue is not as good as I once thought. every 3 vs. every 4 is a 33% increase in casting, but every 5 vs 6 is only 20% increase in casting, but there are going to be situations where having that come back one turn earlier will be imperitive.
mischiefmaker wrote: Looks to me like it's every 4 turns v. every 5 turns. What am I missing?