PPPlaya wrote: If that's really how he is implemented he is completely useless on defense. His offense is nothing spectacular so you can whack away at the other guys and save Colossus for last. Plus when he is the last one standing his black would be useless so all he can do is his red. Maybe the design made sense when you are playing with him but not when he is on defense. Or maybe I am just missing something.
IceIX wrote: Nonce Equitaur 2 wrote: When I'm fighting Colossus, should I always make sure to rotate him to the back before ending my turn, so that he doesn't get his bonus for being in front? If you're worried about him whacking you with a Punch, yes. Of course, he could always do the same as I said above: Use a different ability to push himself forward *then* Punch.
Nonce Equitaur 2 wrote: When I'm fighting Colossus, should I always make sure to rotate him to the back before ending my turn, so that he doesn't get his bonus for being in front?
Nonce Equitaur 2 wrote: Okay, that's something I don't like. It reminds me of the early Classic Storm. If she *wasn't* in front, and you made so much as a tile match, her retaliation would wipe out half your team's health and set up Ragnarok. Every single turn, it was vital to rotate Storm in front or die. It was a bad mechanic. Here, the mechanic is to always rotate Colossus away. That's a bit broken. Here's a fix:Colossal Punch - Red 11 AP Using the incredible power of his organic steel fists, Colossus pummels the enemy. Deals 493 damage. If Colossus is Immovable, he deals an extra 164 damage.Level Upgrades Level 2: Extra 492 damage if Colossus is Immovable. (As originally written level 2 makes no sense) Level 3: Extra 820 damage if Colossus is Immovable. Level 4: Extra 137 damage to other enemies if Colossus is Immovable. Level 5: Extra 329 damage to other enemies if Colossus is Immovable.Max Level: 1565 damage, additional 2610 to target and 1044 to other enemies if Immovable.
IceIX wrote: I get what you're saying, but we don't necessarily want it tied to Immovable Object. We want him to be powerful when at the vanguard, which is why it's tied directly to him being in the front instead. If it were tied to Immovable Object, that places the AP cost of a Colossal Punch at 8 Yellow, 11 Red to get the stronger usage out of it. That's a bit much to ask for most use case scenarios, especially for the AI.
Mawtful wrote: I love that in every single one of these interviews, the demiurge guys never know the colours of existing characters. Last time XForce was announced as being the only Green/Black/Yellow (despite 2 version of Storm with those colours) and this time XForce apparently has Red/Black/Yellow.
AznLyte wrote: Nonce, I think IceIX is saying that even if he pairs with guys who are stronger on Red, you could still use his Yellow Ability or Black Ability to move him to the front before firing your Red ability. So yes, you can match Yellow the previous turn, or you can fire off another ability before using Red. Or you could just use Red without the bonus. I don't think it's bad for his primary to be Yellow. Personally, I would think you would probably want him to block for The Hood or Falcon anyway. Just my two cents.
IceIX wrote: PPPlaya wrote: If that's really how he is implemented he is completely useless on defense. His offense is nothing spectacular so you can whack away at the other guys and save Colossus for last. Plus when he is the last one standing his black would be useless so all he can do is his red. Maybe the design made sense when you are playing with him but not when he is on defense. Or maybe I am just missing something. Currently the way it works is that his Yellow will force him to the front when you attack while the Cooldown tile is out, similar to how Deadpool just decides that he wants to take the damage himself. We don't have it in the description for the defense because A) It would put the text outside text boundaries, and Most players only really consider the offensive options.
dragma wrote: Actually he sounds like a great defencive character. Him and Hulk are gonna make anyone pause.
IceIX wrote: Nonce Equitaur 2 wrote: Okay, that's something I don't like. It reminds me of the early Classic Storm. If she *wasn't* in front, and you made so much as a tile match, her retaliation would wipe out half your team's health and set up Ragnarok. Every single turn, it was vital to rotate Storm in front or die. It was a bad mechanic. Here, the mechanic is to always rotate Colossus away. That's a bit broken. Here's a fix:Colossal Punch - Red 11 AP Using the incredible power of his organic steel fists, Colossus pummels the enemy. Deals 493 damage. If Colossus is Immovable, he deals an extra 164 damage.Level Upgrades Level 2: Extra 492 damage if Colossus is Immovable. (As originally written level 2 makes no sense) Level 3: Extra 820 damage if Colossus is Immovable. Level 4: Extra 137 damage to other enemies if Colossus is Immovable. Level 5: Extra 329 damage to other enemies if Colossus is Immovable.Max Level: 1565 damage, additional 2610 to target and 1044 to other enemies if Immovable. I get what you're saying, but we don't necessarily want it tied to Immovable Object. We want him to be powerful when at the vanguard, which is why it's tied directly to him being in the front instead. If it were tied to Immovable Object, that places the AP cost of a Colossal Punch at 8 Yellow, 11 Red to get the stronger usage out of it. That's a bit much to ask for most use case scenarios, especially for the AI.
Spoit wrote: dragma wrote: Actually he sounds like a great defencive character. Him and Hulk are gonna make anyone pause. Not really. With the laken nerf, hulk isn't even anywhere near as good a scarecrow as he used to be (note: he was never that great at being a scarecrow once you're not in 2* land)
PPPlaya wrote: I have a localized(german) version and here are some things I can tell you. Patch "the best" translates to : "Deals 113 Damage !TO! each tile that has his symbol and blahblah..." (At first I couldn't even figure out what that does) Modern Hawkeye's Avoid used to say "if there are LESS than X tiles on the board" (I ran into that with a nuke more than once) Deadpool red isn't translated. Both his purple and black however are. Beast green isn't translated. Both his blue and yellow however are. *snip* I'm sure there is more stuff I didn't notice or am forgetting. Those are not things I would send a ticket in for, but it's just those details that reflect poorly on the game and show a lack of production quality. If you can't explain the ability inside the text boundaries, then either change the ability or get better writers.