LnD-Rash wrote: As someone who enjoys defensive tactics I found out a funny trick I'd like to share: 1. Cast Immovable object, preferably on some tile at the bottom of the screen. 2. Shield the countdown tile and all surrounding tiles with Invisible Woman's blue skill. 3. Enjoy a virtually invulnerable Colossus (50% damage reduction + IW's huge protect tile) tanking for your team indefinitely (the countdown tile will never expire but he still steps to the front and gets the damage reduction).
Phantron wrote: That sounds like a bug because no special tile is supposed to function while they're inside the bubble.
If that worked on a regular basis then Invisibility + Force Bubble = guaranteed win as you can do Invisibility and then lock up every yellow tile including the invisibility tile and there would be almost no way to ever get rid of it and you'll eventually win just because you can't die, even if it's just one person.
silverrex wrote: MY observation with colossus after running him a bit in PvP his yellow activates more often than one might think, simply because most player including myself running red/green/blue(daken) matches way before collecting yellow unless the entire board is filled with yellow. T Many times over I have to deal with colossus's yellow having to force me to either trying to take out his yellow CD or finish him off so I can get thru to my real target. Which is indeed annoying and this is only a level 60 colossus with 3k hp and yellow cover. I can only imagine a fully maxed colossus will be extremely annoying simply you cannot ignore his black and yellow. Unless you run X-force and tank black but that still means you have to compete for yellow at the same time and if you also have to look out for someone's red/green, it will come down to board luck. As for dishing out my own black. I have to say a few times in PvE where my Lthor was about to die and a flashing black saved my entire match. As someone mentioned, I was able to double dip on yellow and follow by green twice and completely wiped the other team. so in real terms you can look at Colossus like this His yellow is a defensive deterrent and his black is a chance to come back from behind offensive skill if you have Lthor or Nick Fury etc that can turn the tie based on 1 or 2 skills. His red is very usable and often is all you need to form a team of 3. So when you add all 3 skills, it becomes clear he is very diverse and gives you that added option/ability to change your tactic mid way thru your match and might even save your bacon from time to time. I fully expect he will continue to gain popularity as time goes on. He is a good 3rd character to round out any or most 2 team combos,
LnD-Rash wrote: Phantron wrote: That sounds like a bug because no special tile is supposed to function while they're inside the bubble. Some do, some don't. Can't check it for sure right now since my Invisible Woman got downed, but I'm pretty sure while Strike Tiles do get suppressed, Protect Tiles don't... so it most likely just comes down to the Devs gut feeling about what should work and what not. Is there some specific clarification about this? Because otherwise this could just as well be a tweak specifically geared towards Invisible Woman's tile, so that she can't combo with herself. If that worked on a regular basis then Invisibility + Force Bubble = guaranteed win as you can do Invisibility and then lock up every yellow tile including the invisibility tile and there would be almost no way to ever get rid of it and you'll eventually win just because you can't die, even if it's just one person. At 14 Yellow and 13 Blue AP I'd argue there's nothing wrong with that. With the same amount in Yellow/Green AP you can almost cast World Rupture and Sacrifice two times in a row... just to name the most obvious example.
Phantron wrote: That sounds like a bug because no special tile is supposed to function while they're inside the bubble. If that worked on a regular basis then Invisibility + Force Bubble = guaranteed win as you can do Invisibility and then lock up every yellow tile including the invisibility tile and there would be almost no way to ever get rid of it and you'll eventually win just because you can't die, even if it's just one person.
HailMary wrote: I noticed a bug with Fastball Special that I'd love for someone to confirm or explicitly rebut: When AI Colossus throws someone using Fastball Special, then gets killed while his teammate is Airborne, the teammate's power seems to trigger on the turn right after he dies, even if the Airborne counter has not ticked to 0 (or even 1). I saw this when Colossus threw Sentry 3-turn Airborne), fell to Sac Rupture on the very next turn, after which Sentry immediately hit me with a Supernova.
Phantron wrote: Dauthi wrote: NorthernPolarity wrote: Still not sure why I see so many people thinking that throwing characters like Daken would be worth it. This would do ~3-4k damage for 13 black AP, which is the same amount of damage that Torch does for effectively 6 red AP. You really need guys with overall high AP cost abilities to throw, and the only character that reliably has this is Fury: even characters like LazyThor and such have a chance of throwing out a super mediocre ability. Agreed with everything else, but black is definitely underwhelming, and should not be considered more than just a bonus ability. I see 5 yellow doing pretty okay in PvE, so my bet is on 5/5/3. This is misleading. You can't compare a 6 ap cost ability to a gap between 2 abilities. Why? Finding a color is a lot harder after you have farmed it the entire game, especially 13 ap into a fight. Second, what if you don't get much of a specific color you are looking for but get plenty of black . Yellow should definitely be at 5, I don't think players understand how valuable it is to see that (X) character is going to use (X) direct damage abiltity and have Colossus shoot up front and HALVE the damage into his enormous HP totals. Even defensively having Colossus (the tank) block all incoming attacks and halving damage for 5 turns is going to be insanely annoying. I don't think this will be realized until after everyone has to fight him with 5 yellow. Black is pretty weak but if you got no other black users it's something to do with your AP. I had some games in the gauntlet where I had 30 AP on the two colors I don't need and while even a lousy move in those two colors would be better than nothing. That said I don't even see a point to raise black beyond level 3 even if it cost you nothing (as in you could get 5/5/5) because there's no advantage to get your guy back earlier unless he's someone with a strong passive (OBW, Daken, The Hood, and Falcon) but those guys don't make much sense to throw in the first place. You lose their match damage but they're immune to damage in air so you can use it to avoid damage done by AEs and there are some very strong ones too. I think 2 more turns of invulnerability has to be better than getting a guy's match damage back 2 turns earlier.
Dauthi wrote: NorthernPolarity wrote: Still not sure why I see so many people thinking that throwing characters like Daken would be worth it. This would do ~3-4k damage for 13 black AP, which is the same amount of damage that Torch does for effectively 6 red AP. You really need guys with overall high AP cost abilities to throw, and the only character that reliably has this is Fury: even characters like LazyThor and such have a chance of throwing out a super mediocre ability. Agreed with everything else, but black is definitely underwhelming, and should not be considered more than just a bonus ability. I see 5 yellow doing pretty okay in PvE, so my bet is on 5/5/3. This is misleading. You can't compare a 6 ap cost ability to a gap between 2 abilities. Why? Finding a color is a lot harder after you have farmed it the entire game, especially 13 ap into a fight. Second, what if you don't get much of a specific color you are looking for but get plenty of black . Yellow should definitely be at 5, I don't think players understand how valuable it is to see that (X) character is going to use (X) direct damage abiltity and have Colossus shoot up front and HALVE the damage into his enormous HP totals. Even defensively having Colossus (the tank) block all incoming attacks and halving damage for 5 turns is going to be insanely annoying. I don't think this will be realized until after everyone has to fight him with 5 yellow.
NorthernPolarity wrote: Still not sure why I see so many people thinking that throwing characters like Daken would be worth it. This would do ~3-4k damage for 13 black AP, which is the same amount of damage that Torch does for effectively 6 red AP. You really need guys with overall high AP cost abilities to throw, and the only character that reliably has this is Fury: even characters like LazyThor and such have a chance of throwing out a super mediocre ability. Agreed with everything else, but black is definitely underwhelming, and should not be considered more than just a bonus ability. I see 5 yellow doing pretty okay in PvE, so my bet is on 5/5/3.
Dauthi wrote: I disagree, I don't think it is weak, just mediocre when compared to strong blacks. It is usable if you need a black ability (I chucked Thor into the air today and gleefully called a storm with the bonus impact damage) and black abilities are a rare commodity. I think the problem is XF Wolvie is a given in any team and his black makes other blacks, in fact other abilities, look weak in comparison.
Dauthi wrote: Phantron wrote: Dauthi wrote: NorthernPolarity wrote: Still not sure why I see so many people thinking that throwing characters like Daken would be worth it. This would do ~3-4k damage for 13 black AP, which is the same amount of damage that Torch does for effectively 6 red AP. You really need guys with overall high AP cost abilities to throw, and the only character that reliably has this is Fury: even characters like LazyThor and such have a chance of throwing out a super mediocre ability. Agreed with everything else, but black is definitely underwhelming, and should not be considered more than just a bonus ability. I see 5 yellow doing pretty okay in PvE, so my bet is on 5/5/3. This is misleading. You can't compare a 6 ap cost ability to a gap between 2 abilities. Why? Finding a color is a lot harder after you have farmed it the entire game, especially 13 ap into a fight. Second, what if you don't get much of a specific color you are looking for but get plenty of black . Yellow should definitely be at 5, I don't think players understand how valuable it is to see that (X) character is going to use (X) direct damage abiltity and have Colossus shoot up front and HALVE the damage into his enormous HP totals. Even defensively having Colossus (the tank) block all incoming attacks and halving damage for 5 turns is going to be insanely annoying. I don't think this will be realized until after everyone has to fight him with 5 yellow. Black is pretty weak but if you got no other black users it's something to do with your AP. I had some games in the gauntlet where I had 30 AP on the two colors I don't need and while even a lousy move in those two colors would be better than nothing. That said I don't even see a point to raise black beyond level 3 even if it cost you nothing (as in you could get 5/5/5) because there's no advantage to get your guy back earlier unless he's someone with a strong passive (OBW, Daken, The Hood, and Falcon) but those guys don't make much sense to throw in the first place. You lose their match damage but they're immune to damage in air so you can use it to avoid damage done by AEs and there are some very strong ones too. I think 2 more turns of invulnerability has to be better than getting a guy's match damage back 2 turns earlier. I disagree, I don't think it is weak, just mediocre when compared to strong blacks. It is usable if you need a black ability (I chucked Thor into the air today and gleefully called a storm with the bonus impact damage) and black abilities are a rare commodity. I think the problem is XF Wolvie is a given in any team and his black makes other blacks, in fact other abilities, look weak in comparison.
Phaserhawk wrote: And to me the only character worth throwing everytime would be Thor and maybe Patch (if he is matching 3 colors) but if I have Thor, I'm probably not going to be running Colossus since I want Thor's yellow and red and not Colossus'. He'll find his place, but right now he's just a really good PvE character.
wymtime wrote: When you look at Colossus black it is all dependent on your roster. If you have a lot of 3* it can be awsome depending on who he throws : LThor, Lcap, Patch, Sentry, Deadpool, Iron man(potentially), Fury. It can be a very good offensive wepon late in the game. If you are transitioning and you don't have a deep 3* team, and your team has a lot of black users: Psy, Pun, BP, Doom, Storm it is hard to push forward with this ability. Becuase the character in the air does not take damage I would say this is a middle tier black. As a stand alone it really needs the right characters. If you pair him with LThor/Deadpool and Hood you can protect hood on everything but blue and throw Thor/Deadpool for huge combo's. If you paid him with Psylock he nedds to throw out his yellow as fast as possible to protect everyone. The good news is he plays well with a lot of characters and has high health. He is a very good red when he is out front, and Yellow and Black will really depend on who he plays with. Black costs a lot, and yellow is all defense. His best build is who do you want him playing with and that gives him a lot of flexability and makes him really solid. I don't think I can say top tier yet but he is close.