Pylgrim wrote: Nellyson wrote: abysmal
Nellyson wrote: abysmal
atomzed wrote: I hate the fact that the blue special tiles it generate are so close to each other. It get matched so easily. If the special tiles are created randomly, ala Punisher judgement style, then it has a higher chance of remaining in play.
Highdark wrote: I know this point is going to be moot, in like a day, but beast pairs nicely with Cmags atm. Just free farm with mags blue till you can use beast for some team damage. Again, will be moot next patch
Junebugkiller wrote: Can anyone tell me what the devs can do to make beast blue usable? Out of all the times I've used it I've got 4 special tiles once, 2 were matched immediately. All the other times it only did 2 special tiles and the last one only one special tile.
NorthernPolarity wrote: Junebugkiller wrote: Can anyone tell me what the devs can do to make beast blue usable? Out of all the times I've used it I've got 4 special tiles once, 2 were matched immediately. All the other times it only did 2 special tiles and the last one only one special tile. Making it turn 4 random blue tiles anywhere on the board into special tiles would probably work.
Typhon13 wrote: NorthernPolarity wrote: Junebugkiller wrote: Can anyone tell me what the devs can do to make beast blue usable? Out of all the times I've used it I've got 4 special tiles once, 2 were matched immediately. All the other times it only did 2 special tiles and the last one only one special tile. Making it turn 4 random blue tiles anywhere on the board into special tiles would probably work. Or instead of forming an x shape the attack just chooses 4 of the 8 surrounding tiles that aren't team ups. It also shouldn't change the color to blue because then they can be matches easily.
Phantron wrote: I don't have a problem with the tiles turning blue. For one his other abilities need blue special tiles to work. But let's say 4 blue tiles get matched the moment they turn into blue, so that'd either be a match 4 or 2 match 3s
simonsez wrote: Phantron wrote: I don't have a problem with the tiles turning blue. For one his other abilities need blue special tiles to work. But let's say 4 blue tiles get matched the moment they turn into blue, so that'd either be a match 4 or 2 match 3s How are you getting a match4 or two match3's out of a 3x3 X configuration? I feel like I'm missing something here...
Mutagenic Breakthrough - Blue 8 AP Hank has big plans for a genetic experiment that might lead to unpredictable results. Creates a 3 turn Blue Countdown tile that, when activated, converts 4 random basic tiles into random special tiles with strength 22.Level Upgrades Level 2: Creates special tiles of strength 28,one created tile is blue Level 3: Reduces to 2 turn cooldown Level 4: Creates special tiles of strength 33, two created tiles are blue Level 5: Reduces to 1 turn cooldown
MAdnRisKy wrote: It could easily be a match 4. **B*B** ***c*** **B*B** That's what it looks like when the countdown tile goes off. The new **** appear. Now if any of those star tiles are already blue....
NorthernPolarity wrote: Yeah the serious issues that blue has (i mean the ability clearly wasnt designed to randomly destroy the tiles that you just created) makes me seriously question how much time the developers have spent testing the ability or how the programmers/testers/designers communicate: you would think that this would have been seen as an issue before the characters release.