Spoit wrote: But really, I'm not sure why people always use CotS as a benchmark for DPS/AP costs when it's fed by LT's ridiculous AP acceleration, usually only requiring a couple more matches after the cascade
Phantron wrote: Spoit wrote: But really, I'm not sure why people always use CotS as a benchmark for DPS/AP costs when it's fed by LT's ridiculous AP acceleration, usually only requiring a couple more matches after the cascade COTS is a great benchmark for 'barely balanced' though I don't think a skill should be considered inadequate just because it can't measure to COTS. The Thunder Strike does cost 12 yellow too, even though it does plenty of damage on its own, but shouldn't be thought of as completely free.
Phantron wrote: The game is never going to favor playing defensively until they get rid of characters with regen who have effectively way more HP than any alleged 'tank' character. Why use a guy with 10000 HP compared to 6800 + 400 turn guy who also has above average offense? On offense, the guy who can regen is almost certainly going to be able to withstand more damage. On defense, neither character will get attacked first, but the guy with regen has better offense, so he can at least contribute more.
AznLyte wrote: Phantron wrote: The game is never going to favor playing defensively until they get rid of characters with regen who have effectively way more HP than any alleged 'tank' character. Why use a guy with 10000 HP compared to 6800 + 400 turn guy who also has above average offense? On offense, the guy who can regen is almost certainly going to be able to withstand more damage. On defense, neither character will get attacked first, but the guy with regen has better offense, so he can at least contribute more. I'm not saying anything about how good or bad Colossus is. I don't think I'm a good enough player for my opinion to matter in that regard. However, as far as Colossus being a defensive tank role, I think they did a good job on that. I can think of a couple situations where you might want to use Colossus instead of Patch. Are these scenarios common enough? I don't know. But here they are: 1) Incoming damage might kill Patch/Laken, but would not kill Colossus with his Yellow out. Like, ironically, TBTI. 2) You are forced to match tiles with your weakest character when you know that the AI is about to unleash a devastating ability. (Can't count all the times there was only one match on the board, and I had to match The Hood into a Prehistoric Bite...) In those cases, if Colossus uses his Yellow ability, he could save the day. Again, I'm not saying Colossus is good, and I'm not saying that playing defensively is a good strategy. All I'm saying is, I think Colossus has a good defensive flavor, which seems to be what they were aiming for.
Phantron wrote: Immovable Object needs to be way cheaper or the CD needs to do something when it expires. The simplest kind I can think of would be Peacemaker where you leave a protect tile of considerable strength behind. I'm sure there's more clever things you can do, but I think having a 300 strength protect tile for a CD that survived 5 turns is not asking much.
Phantron wrote: The concept is sound in theory, but in practice anyone who can regen like Daken or Patch will always tank far better. His move also costs a comparable amount to the moves you need to defend from, so it also won't be ready a lot of the time. Right now you just have Patch or Daken tank everything you reasonably can, and make sure they stay in front when a big move is coming as long as it does less than around 5000 damage you send them in front to take it and then just make sure they don't take another major move for a while. And if the other side had 2 5K range moves in short succession someone's probably going to die anyway and having Colossus likely won't change much unless you've Immovable Object at the exact right time. Keep in mind that Colossus should do significantly less damage than Daken or Patch, since if he does more damage than they do he'd be rather overpowered for having Thor level HPs and better offense for what is likely the lowest HP class of usable characters now, and we're talking about Patch and Daken here who are near the top of the offense pyramid. But if Colossus does less damage than Daken or Patch and generally tanks worse, why even use him? I mean they even said in their own notes way back that Wolverine is not supposed to tank as well as Colossus, long before this character existed! But it's just really hard for 10K HP to beat 6800 + 400/turn even in a single game, since in 10 turns the regen tank would've more effective HPs, and this gets way more in favor of the regen guys for multiple games.
Nonce Equitaur 2 wrote: I made a change.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 3 turn Countdown tile. While active, Colossus moves to the front at end of turn, and resists 25% of the damage dealt to him. If the team has 0 AP in all colors, the power can be cast for free.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 0 AP = free casting. This makes Colossus immediately useful at the start of a match, protecting the team during the initial rounds. It matches his comic persona of immediately armoring up when the team is caught flat-footed. It gives some time for the rest of his team to rally behind him. This would be a block against fast Sentry wins.
fsentell wrote: Phantron wrote: Immovable Object needs to be way cheaper or the CD needs to do something when it expires. The simplest kind I can think of would be Peacemaker where you leave a protect tile of considerable strength behind. I'm sure there's more clever things you can do, but I think having a 300 strength protect tile for a CD that survived 5 turns is not asking much. Once again Phantron with a good suggestion. But may I offer an addition? How about it returns AP also just like Peacemaker? At the reduced rate of course. But it would help nonetheless with keeping Colossus up front to tank and to cause damage to the enemy team.
Phantron wrote: If an ability is so weak that you can start with a free one at the beginning of every match, it needs to be fixed in some other way.