- Stunned characters will no longer have their Countdown tiles decrease while stunned. S.H.I.E.L.D. still mystified as to how H.A.M.M.E.R. Snipers managed to line up shots with active concussions.
Bugpop wrote: I don't really mind, except that it bugs me when the descriptions don't exactly match what it does.
Zathrus wrote: Skyedyne -- come on. It's a game mechanic. Trying to have some CDs that are affected by stuns and some that are not would be incredibly confusing to players. And this is hardly the first one that would fall into that category... Bomb Techs and Demolitions spring to mind...
Zathrus wrote: If his green was targetable then it would be so much better than what it is... I'm still not sure what a good build for him would be. I really like his black, even though its slow to start (I'd happily give up the initial damage if it would place a CD and an attack tile to start with). His red is simply too low damage for the AP, although the instant kill makes up for some of that.
Skyedyne wrote: Fair enough. Seems understandable. Now.... How does a stun already affect a Molotov Cocktail thrown? Did Punisher suddenly gain the ability to control his Molotov with his mind, or....
Elementalor wrote: Does anyone have current max level 5 skill info? Particularly for black since I'm assuming the other have remained the same? I'm still leaning towards 3/5/5 since black doesn't seem to particularly benefit from 4/5 skill, especially after the tile nerf on both countdown and Attack. But would still be somewhat usable as team damage.
beezer37_84 wrote: Elementalor wrote: Does anyone have current max level 5 skill info? Particularly for black since I'm assuming the other have remained the same? I'm still leaning towards 3/5/5 since black doesn't seem to particularly benefit from 4/5 skill, especially after the tile nerf on both countdown and Attack. But would still be somewhat usable as team damage. copy and paste: Molotov Cocktail - Black 7 AP The Punisher lobs a bottle of liquid mayhem. Damages the enemy team for 59 and converts a random basic color tile to a Red Countdown tile that spreads fire every 2 turns, converting a random basic color tile to a 12 damage Red Attack Tile. Level Upgrades Level 2: Increases Attack tile damage to 15. Level 3: Increases initial team damage to 89. Level 4: Increases Attack tile damage to 18. Level 5: Reduces Countdown to 1. Max Level: 557 damage, 113 damage per Attack tile
Elementalor wrote: I'm pretty sure that info is outdated, countdowns are different, the Attack tile damage was halved and I'm pretty sure the team damage was reduced(not sure about that last one).
meatwad420 wrote: Sorry if I missed this info, but does anyone know the info for the black skill? I've read that is was changed with an update but cannot find the stats anywhere. I currently have a 1/3/0 punisher with a 4th green card in my stash. I was planning on going with a 5/3/5 build originally, but not sure if the black skill got nerfed badly. I use lv 85 Wolvie for green all the time so not sure I would be using it for punisher very much, and the random destruction of tiles isn't very appealing for me. Any help I can get would be appriecated. Thank you.