john1620b wrote: Yeah, I agree with Lerysh. I voted for 3/5/5, because there's no guarantee that special tiles will be swapped -- if there's only a few special tiles on the board, you have a ~1/4 chance of matching them. It'd be good against Storm or Sentry, but less useful everywhere. Then again, green isn't that hot going from 3 to 5 either, so I'm not completely set on the build I voted for, either.
Lerysh wrote: So, basically, against anyone but Sentry this power is a more expensive less useful version of Illusions? 11 AP is WAY to expensive for this power, unless it has a preference for special tiles in it's randomness, which I doubt. If there were 3 special tiles on the board and I had 5 covers in this, if I used it and got 0 damage I would be pissed off. I would much MUCH rather have a power that did targeted elimination of special tiles, 0 damage, which is more in line with a blue power anyway. How many blue powers actually do damage? If, instead of swaps, it just destroyed X random specials from among the list of Attack tiles at 1, plus Strikes at 2, plus Protects at 4, plus CDs at 5, and then maybe a lower damage per tile destroyed I would be much happier. If this destruction then also triggered his passive it would be worth something like 11 AP, but an 8 random tile swap for 11 AP? Seriously?
Ben Grimm wrote: IceIX Edit: As per always, pre-release numbers.Armed and Dangerous - Green 12 AP The fury of Doctor Octopus is unleashed as his metal arms strike, constrict and mangle all his opponents at once. Deals 82 damage to all enemies, then stuns a random enemy for 1 turn, reduces enemy AP in their strongest color by 1, and destroys a random enemy Countdown tile.Level Upgrades Level 2: Deals 164 damage to the enemy team. Level 3: Destroys 3 AP of the enemy's strongest color. Level 4: Stuns a random enemy for 2 turns. Level 5: Deals 246 to all enemies, stuns a random enemy for 3 turns, and destroys 5 enemy AP.Max Level: 783 damage to enemy team, 3 turn stun, 5 enemy AP destroyed, 1 Countdown tile destroyed
ds108j wrote: [anchor=storm2]Storm (Classic)[/anchor] Wind Storm - Blue 11 AP Storm creates a whirling tempest, damaging the enemy team for 125 and stunning the target for 2 turns.Level Upgrades Level 2: 156 damage. Level 3: Stuns target for 3 turns. Level 4: 188 damage. Level 5: Stuns target for 4 turns.Max Level: 1670 damage
MarcusGraves wrote: its not 8 tiles, its 8 pairs which means 16 tiles will be swapped but it really could be 9 pairs for that cost. also the wording says "destroying any swapped" which sounds like the blow up damage would take place after any matches made by the power giving the passive a chance to proc. the passive really is the best thing about him, a free attack tile is great if you pair him with someone like patch and can match one of the created enemy strike tiles you'll get 1166 damage at the end of the turn from the 2 attack tiles + patch strikes
NorthernPolarity wrote: Oh hey, his green does exactly as much damage as I thought it would haha. Pretty easy 5/5/3 I believe, as they are clearly his best abilities. I misread blue: it actually destroys the tile if the tile was SELECTED to be swapped, I thought it just did damage if the swap resulted in a match 3 that destroyed the tile. Green 3->5 seems marginal since its what, an extra 300 team damage, 2 AP destroyed, and 2 turns of stun? Compared to doubling blacks effectiveness or making blue work vs goons. There might be merit in 5/3/5 since not sure if having 2 134 attack tile is that much better than 1 134 attack tile, but green just has reprieve written all over it so it's probably 5/5/3.
OnesOwnGrief wrote: What I don't understand is their need to force you into 4 or 5 covers in skills in order for that character to even be viable in PvE against goons. It's mind boggling how that even makes sense why they are forcing your hand when it comes to PvE like this. 5 5 4 5 5 5 doesn't even have the damage to be anything other than support and he falls very far to the bottom of that list in that regard as well. Couple that with high cost (come on, 12 for 1 countdown removal, random stun, and AP drain?), where does he logically fits on a roster? I'd rather use over at this point and that's saying a lot.
ballingbees wrote: His powers appear to be specifically targetted against Human Torch in particular. Especially his green, to dispatch the one Torch CD tile and remove 5 red, and his blue and black to deal with Torch's black. Weird in that he's supposed to be nemesis of Spiderman instead of Torch. Then again its not easy to design a character to deal with Spiderman without being too niche, like web-tile specific attacks.
locked wrote: Would be nice if webtiles were recognized as special tiles, though.
Lerysh wrote: Ben Grimm wrote: IceIX Edit: As per always, pre-release numbers.Armed and Dangerous - Green 12 AP The fury of Doctor Octopus is unleashed as his metal arms strike, constrict and mangle all his opponents at once. Deals 82 damage to all enemies, then stuns a random enemy for 1 turn, reduces enemy AP in their strongest color by 1, and destroys a random enemy Countdown tile.Level Upgrades Level 2: Deals 164 damage to the enemy team. Level 3: Destroys 3 AP of the enemy's strongest color. Level 4: Stuns a random enemy for 2 turns. Level 5: Deals 246 to all enemies, stuns a random enemy for 3 turns, and destroys 5 enemy AP.Max Level: 783 damage to enemy team, 3 turn stun, 5 enemy AP destroyed, 1 Countdown tile destroyed To Compare: ds108j wrote: [anchor=storm2]Storm (Classic)[/anchor] Wind Storm - Blue 11 AP Storm creates a whirling tempest, damaging the enemy team for 125 and stunning the target for 2 turns.Level Upgrades Level 2: 156 damage. Level 3: Stuns target for 3 turns. Level 4: 188 damage. Level 5: Stuns target for 4 turns.Max Level: 1670 damage beats the pants off Otto. 5 covers v 5 covers Storm gets 1 more turn of stun, over double the damage, one less AP. You are asking me to believe 5 from the enemy strongest color AP is worth 2,661 damage? If that's true, BP's Rage of the Panther could do approx 2800 to all instead of approx 3700 to all and give away 5 AP. Same cost (12 v 12 ) so now you want me to buy that 3 turns of stun, to a RANDOM enemy, is worth 6,000 damage approx? Just... no. Especially in green, because it has to stack up next to Call the Storm. This power is way under powered.
Lerysh wrote: If I could get all that in stages, where the power costs 5 AP and kills a CD for every 2 green AP you have above 5 and drains all of your green, and if you kill 3 specials it also stuns a random enemy, BUT you could use it at 5 AP (and again at 5 AP) to do 700ish team damage, then it would resemble a working power. Right now it resembles a power that takes a back seat. To create a green team damage skill and then ask us to NOT compare it to CtS is just stupid. Of course we are going to compare it, they are both green team attack powers, and one happens to be on a mega tank. Same goes for a team damage attack power that stuns and comparing it to Storm. This power lives in 3* land. It should be clearly better than a 2* power of similar cost and intent. Wind Storm is the better of these 2 powers. If anything, to see reliable use a new green team damage power needs to be BETTER than CtS, not even just comparable (See World Rupture). What possible advantage is there to giving up 2200 damage to 1 target and 1400 damage to 2 targets to destroy a single CD? 3 turn stun? You know what's better than stun? Dead enemy characters. and got **** when it comes to green, that's just how it is. Hell and can even be buddies, what with Otto bringing the and to the party, but alas his green will only ever be used to eat X-Force healing tiles (maybe). In your hypothetical example, where you ignore part of MC's ability, if Punisher used that, and we use Otto's we get a 3 round stun and 5 AP drain for 5 green, assuming you paid 7 green for the damage. That's not the WORST, but when you compare it to a 1 round stun and 3 AP drain, is there really a need for 2 more covers? Really? I'd also argue, given MC factors the attack tiles into it's cost, it's more like 5 AP for 700ish team damage, and you are paying 7 AP for the stun and the drain, which is too much.