NorthernPolarity wrote: Phantron wrote: On his black, is the one ability you get for free random or chosen? You choose the character, but the ability is random, at least thats how the ability seems like it reads. "Chosen" should be in front of the word ability if it was otherwise.
Phantron wrote: On his black, is the one ability you get for free random or chosen?
vudu3 wrote: Seems like 5/5/3 is the way to go. The only benefit you get from going to 5 in black is a decrease in airborne time from 3 turns to 1 turn. This can easily be planned around by firing off any abilities that are ready to go before throwing the teammate. Plus, there are several instances where it beneficial to have a teammate airborne for longer, such as if you're trying to protect someone with low health while you gather the AP to fire off a game-ending ability.
Red Panda wrote: So the most reliable teammates he should throw would be: Patch, Daken, Fury, Sentry, Deadpool If you throw LCap, do you still get to select which tiles to overwrite? I'm eager to throw the guy that throws a shield ...Orin Fury's case throw the guy that calls the guy that throws the shield
jozier wrote: A tank character sounds absolutely idiotic in the meta of MPQ. The devs clearly don't even play their own game.
jozier wrote: I guess they really do. Force everybody to waste $$$ on shields every few hours, and then on health packs.
NorthernPolarity wrote: vudu3 wrote: Seems like 5/5/3 is the way to go. The only benefit you get from going to 5 in black is a decrease in airborne time from 3 turns to 1 turn. This can easily be planned around by firing off any abilities that are ready to go before throwing the teammate. Plus, there are several instances where it beneficial to have a teammate airborne for longer, such as if you're trying to protect someone with low health while you gather the AP to fire off a game-ending ability. I'm not so sure about this: the point I'm thinking about is that by the time you get 13 black AP (which should normally be a near game ender anyways), you need the damage to come through fast as the game will probably reach the point where some guy on the enemy team has enough AP to wreck you if you don't kill him in the next 2 turns. My gut reaction says to go 3/5/5 because when in doubt, defensive moves that cost 9+ AP are usually terrible.
vudu3 wrote: Pretty sure it means the CD tile for Immovable Object has to be active. It's similar to Beast's Animal Inside ability which is much stronger when there's a blue special tile on the board.
jozier wrote: A tank character sounds absolutely idiotic in the meta of MPQ. The devs clearly don't even play their own game. Great, Colossus absorbed damage for one match. Now he's out of commission for 4 hours. Do the devs really think the ideal game mechanic is one match every couple hours? I guess they really do. Force everybody to waste $$$ on shields every few hours, and then on health packs. Another wonderful character with self damage and a health pack thirst. The devs are consistent if not anything else positive. Great job continuing to ruin what was once a fun, strategy filled game and turning it into Candy Crush Marvel. When can I expect to ask my friends on facebook for health packs so I can keep playing?
IceIX wrote: OnesOwnGrief wrote: Yellow has 4 posted twice. Something seems wrong there. Whoops, my mistake. Starts at 5. In my defense, the build has it listed as 4 as well, which is a bug that'll be fixed before release.
OnesOwnGrief wrote: Yellow has 4 posted twice. Something seems wrong there.
Nonce Equitaur 2 wrote: IceIX wrote: OnesOwnGrief wrote: Yellow has 4 posted twice. Something seems wrong there. Whoops, my mistake. Starts at 5. In my defense, the build has it listed as 4 as well, which is a bug that'll be fixed before release. So it goes from 5 turns to 4 turns to 5 turns? That would mean the 4th level is actively harmful to the character, and two covers gives just a 5% increase.Immovable Object - Yellow 8 AP Colossus protects his team by standing in front of any force that comes their way. Turns a chosen basic Yellow tile into a 5 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him.Level Upgrades Level 2: Damage reduction up to 35% Level 3: Damage reduction up to 45% Level 4: Lasts 4 turns Level 5: Damage reduction up to 50%, lasts 5 turns
Phantron wrote: I'm guessing it's a typo and the base duration is 3 turns at level 1? Nothing else would even make sense.