Lerysh wrote: Throwing Deadpool is 100% effective typically, because the damage from ALOtT at 65% plus the damage from FS will straight kill a guy with 4965 heath or less, and with WWW doing 4069 team damage you are at bonus levels if you hit it instead. For 13 black you can guarantee the death of 1 character with 5000 health approx. by throwing Deadpool and 50% of the time you damage the other 2 enemies for 4k as well. A fine choice to throw. I'm not saying this elevates Colossus to high tier territory but I am saying L.Thor/Deadpool/Colossus can be a devastating team.
Phantron wrote: 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. Well the reality is that Surgical Strike is probably here to stay. The problem with really strong abilities/characters is that they set the standard for a color too high. COTS is another good example and the only thing that can compete with it is World Rupture and X Force. Aside from Rage of the Panther there's no black ability that's even situationally usable over Surgical Strike. This is probably due to an overall lack of balance. Fireball/Star Spangled Avenger doesn't prevent any other red spell from being used because HT lacks HP and Captain is slow in general, but no such drawback exist for X Force.
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.
NorthernPolarity wrote: I wouldn't really say that black abilities are that rare anymore. Looking at the black abilities in the game on 166 3*s, we have X-Force, BP, Torch, Punisher, Mohawk, C. Marvel, Psylocke, Hood, Colossus Just based off of pure power level on an average team, I would probably rate these black abilities in the following tiers: Amazing: X-Force, BP Good: Psylocke, C. Marvel, Mohawk, Punisher Mediocre: Torch, Hood, Colossus The ability is of course usable, but just like how thunderous clap is usable, I think calling it weak (which is one step above unplayable) is reasonable considering how almost all of the other black abilities in the game are better than it.
OnesOwnGrief wrote: Wouldn't Deadpools ALOTT hit after the damage of Fastball Special anyway? This would cause it to not even kill the enemy unless there were enough strike tiles to do it. So he'd be completely ineffective for 50% of throws.
Lerysh wrote: OnesOwnGrief wrote: Wouldn't Deadpools ALOTT hit after the damage of Fastball Special anyway? This would cause it to not even kill the enemy unless there were enough strike tiles to do it. So he'd be completely ineffective for 50% of throws. No, Fastball Special does power first then damage.
NorthernPolarity wrote: 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. Patch is miserable because Colossus tanks red/yellow for him at max level, meaning that TBTI does nothing. LThor/Deadpool have a 67% / 50% of landing a devestating ability, and a 33% / 50% of landing an average red ability, which is very inconsistent.
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.
Hissori wrote: Giving away a tip here. What makes colossus black more powerful is knowing what skill will be used on landing. How? Well, best Use I found so far is with falcon. He has 2 passive. So, that leaves only one active... Bird strike. One of the best defensive skills in game. This will hit every time. On top of collecting purple and casting bird strike. You have a board always full of shields, both limiting tile usage from other opposing teams. Throw in a yellow 5 count and you take 1 damage with even the biggest hits. I took 1 damage from maxed xforce black and green. Remember, also as you are collecting yellow for your next 5 count yellow , falcons yellow is fortifying your shields at the same time making your defense even stronger. You take virtually no damage. Im sure the ai doesn't consider this when choosing a black target. Works like a charm as a player though.
HailMary wrote: Paintsville wrote: Am I so wrong to think that a strike tile would multiply damage.....then the damage would be applied to the victim. As it stands now, I hit the victim....then the multiplier comes around and hits the victim again. Then OBW espionage should cause quadruple dipping. Original hit....espionage..... here comes the multiplier.....and espionage. Strike tiles aren't multipliers. They simply add their damage values to every damaging move.
Paintsville wrote: Am I so wrong to think that a strike tile would multiply damage.....then the damage would be applied to the victim. As it stands now, I hit the victim....then the multiplier comes around and hits the victim again. Then OBW espionage should cause quadruple dipping. Original hit....espionage..... here comes the multiplier.....and espionage.
Paintsville wrote: Original hit....espionage..... here comes the ADDED DAMAGE.....and espionage. Its been awhile since I posted the original message, so to reiterate. If Colossus doesn't stop strike tile damage because it is added on after the hit connects, then it is a separate attack. So Black Widow should Quad Dip. Seriously. A character can stop 50% of damage. Someone hits him for 2 points of damage while there are 500 points of strike tiles out. His ability allows him to take 501 damage instead of 502. Yay?
Paintsville wrote: HailMary wrote: Paintsville wrote: Am I so wrong to think that a strike tile would multiply damage.....then the damage would be applied to the victim. As it stands now, I hit the victim....then the multiplier comes around and hits the victim again. Then OBW espionage should cause quadruple dipping. Original hit....espionage..... here comes the multiplier.....and espionage. Strike tiles aren't multipliers. They simply add their damage values to every damaging move. OK, my bad. Original hit....espionage..... here comes the ADDED DAMAGE.....and espionage. Its been awhile since I posted the original message, so to reiterate. If Colossus doesn't stop strike tile damage because it is added on after the hit connects, then it is a separate attack. So Black Widow should Quad Dip. Seriously. A character can stop 50% of damage. Someone hits him for 2 points of damage while there are 500 points of strike tiles out. His ability allows him to take 501 damage instead of 502. Yay?