fidsah wrote: I like the idea with a modification. Let's say Daken needs 5 blue to avoid Heat damage. Once you're 5+ blue, you start getting Healing. Rather than taking blue off the board, every time he gets Healing, it should consume 1 blue AP from the player rather than the board. That way, you can't just sit on him with 5 blue and have him heal forever. His high has to end, and he has to go looking for his drug, plus he doesn't get immediate synergy from a character that requires a higher amount of blue for their active, as his addiction can impact their progression in just a few turns.
Mawtful wrote: Phaserhawk wrote: <snip> Take Daken for example. Perhaps instead of nerfing him completely, what if you made his weaknesses weaker, like his Heat. Instead of messing with # of tiles etc. which completely changes the character, why not say Heat does 4% damage of max life. That way it would take more than one Heal to override 2 Heats. <snip> I was thinking that Healing & Heat should be altered to have a minimum required AP on hand before the Healing kicks in - the same way that Falcon requires a minimum AP on hand before Redwing takes flight. Daken is supposed to be addicted to "Heat" right? So he starts off a match and he's "craving" a hit - taking dmg/turn in game terms - until he gets that hit he needs - X Blue AP (5? probably 5). Let Chemical Reaction work in much the same way: if it still costs 5 Blue, that will likely be enough to push him back into Heat again, and it'll actually take away some of the Blue tiles on the board, making it harder each time to get back to a "normal" state - more or less like addiction, each time you get that hit it "takes"/"requires" a little bit more of you each time, and soon you "need" it just to feel normal. </thoughts>
Phaserhawk wrote: <snip> Take Daken for example. Perhaps instead of nerfing him completely, what if you made his weaknesses weaker, like his Heat. Instead of messing with # of tiles etc. which completely changes the character, why not say Heat does 4% damage of max life. That way it would take more than one Heal to override 2 Heats. <snip>
mags1587 wrote: You're not nuts, I think you just forgot to take into account that Psylocke's red cost varies based on how many strike tiles are on the board. So when you cast Chemical Reaction, it removed strike tiles, and upped the cost of Psylocke's power.
Phaserhawk wrote: I think I'm okay with the Daken changes, although I wished they wouldn't have both changed his tile strength and nerfed his strike tiles. At least now gathering green will be a risk for the other team, instead of Daken grabs it, and heals. Too bad we don't have a decent purple user, however, if you level Fury appropriately, Daken can tank blue and purple for him now. And if they make blue his strongest color and purple the second strongest he will be able to tank for Fury even if Fury is maxed, not bad, hopefully. This also lets him pair better with his Daddy
Trisul wrote: Phaserhawk wrote: I think I'm okay with the Daken changes, although I wished they wouldn't have both changed his tile strength and nerfed his strike tiles. At least now gathering green will be a risk for the other team, instead of Daken grabs it, and heals. Too bad we don't have a decent purple user, however, if you level Fury appropriately, Daken can tank blue and purple for him now. And if they make blue his strongest color and purple the second strongest he will be able to tank for Fury even if Fury is maxed, not bad, hopefully. This also lets him pair better with his Daddy According to IceIX, it's black > purple > blue.
Phaserhawk wrote: Right, he said Changed color strengths from Black/Green/Purple to Black/Purple/Blue to match ability colors. However from highest to lowest as of now it's actually Green/Black/Purple. So the order he listed them in is not the order of the strength. Assuming blue subs green, then he would be Blue/Black/Purple
acescracked wrote: Can someone confirm this or tell me I'm nuts. Using ldaken in a PvE node, I use chemical reaction and I *lost* two red AP. I tried this three times. Using psylocke was easy to tell since only 7 ap needed for her red. Psylockes red bar was full, used ldakens blue, and psylockes red was no longer full. I don't see this restriction in ldakens ability summary. Lemme know...thanks!