falsep77 wrote: DRACULA *** (just in time for halloween)
ErikPeter wrote: HAWKEYE (Ultimate) *** This version of Hawkeye has some similarities to his 1- and 2-star versions. He is a solid single-target damage dealer, with the regular caveat that countdown tiles happen over time and can be matched away. They should be placed randomly. His self-preserving and support abilities are also really potent in concert and so I tried to make them cost a decent amount without going overboard.Longshot 12 Red AP Hawkeye fires on his opponents from a protected position. Creates red countdown tiles of 1-, 2-, and 3-turn duration that each deal 667 damage when activated. While these tiles are on the board, Hawkeye moves to the back of the team and takes no damage from attacks that target his allies. Level 2: Also creates a 4-turn countdown tile. Level 3: Also creates a 5-turn countdown tile. Level 4: Increases countdown tile damage to 820. Level 5: Increases countdown tile damage to 1001. He sets up a barrage that just keeps coming. It should be fun to play against him when he pops this power, as you'd have to scramble to take down the CDs you could, and pay attention to who is getting hit by the ones you let through. 5k damage is actually a bit weak for a power of this cost at rank 5, since it hits over the next 5 turns and is potentially somewhat avoidable. However, blocking many of the red tiles is desirable against Daken and Doom especially. In fact, this power would be so good at clearing out red tiles, it might even make sense in a different color.Preparation 9 Yellow AP Hawkeye identifies a weak point in his foes' defenses, exploiting it before they get a chance to respond. Creates a 2-turn countdown tile which, while it remains on the board, acts as a strength 380 Strike tile. If the Countdown tile is matched, generate 3 Yellow AP. Level 2: Countdown tile acts as a strength 418 Strike tile. Level 3: Increases countdown to 3 turns. Level 4: Countdown tile acts as a strength 499 Strike tile. Level 5: Increases countdown to 4 turns, and generate 5 Yellow AP if matched. This power is Sentry-reminiscent and can be abused in many of the same ways (see: Longshot), but in this case the drawback is that it doesn't stick around. If you match it on the last turn you'll get it out again sooner. I am waffling on 2/3/4 turns or 3/4/5. Or whether Yellow is the best color fit. I also considered a power that pumps out strike tiles each turn, then destroys all strikes (of that color) when activated, but I think that fits a different character better.Perfect Aim 11 Purple AP Hawkeye can hit any target at any distance. Transform 1 selected basic tile or friendly special tile into a Critical tile. Level 2: Also transforms enemy Strike tiles. Level 3: Also transforms enemy Attack and Web tiles. Level 4: Also transforms enemy Defense tiles. Level 5: Transforms any tile. The updated, 3-star version of his 1-star power. Even that version has incredible utility, and this one can hit anything when maxed out. I put Defense tiles near the end of the progression instead of the beginning out of personal taste. In comics, it's usually easier to slow down or hamper an enemy than breach their defenses. And I think this spec is pretty powerful, even at 11 AP. Tell me what you think.
Bygix wrote: Iron Patriot Dark Reign; 15 ap Osbornes in charge now, and his reign will be a bloody one with nowhere for his enemies to hide! Osborne attacks, dealing x damage to the enemy team and destroying 2 enemy protect tiles. level 2; deals x more damage level 3; destroys up to 3 enemy protect tiles level 4; deals x more damage level 5; destroys up to 5 enemy protect tiles Modeled after the dark reign story arc with the new avengers, Osborne basically goes all out with his hunt to track down the new avengers. Meant to be a pretty decent damaging AoE attack that can remove any defenses in your way. For damage i was thinking somewhat higher then Ballistic Salvo but lower then RotP Energy Shield; 8 ap Osborne surrounds himself with a sphere of energy, protecting himself and allies from enemy attacks. Creates 2 blue protect tiles with strength x and a 3 turn blue countdown tile. As long as the countdown tile is on the board, Osborne leaps infront of enemy attacks at 30 percent reduced damage. Shields eventually are depleted,forcing Osborne on the offensive. When the countdown tile reaches 0 destroy all blue protect tiles and deal x damage per protect tile. level 2; creates 3 protect tiles level 3; increases protect tile strength to x level 4; creates 4 protect tiles level 5; increases damage done by destroyed tiles to x The idea for this attack though is modeled after the shield osborne usually uses in the dark avengers issues. At level cap you get 4 strength 150-200 protect tiles and deal 2000 total damage when shattering. The defensive benefits are meant to be really great on this one because 1. you only get it for 3 turns and 2. the end of the ability destroys blue tiles, making it near impossible to use this consecutively without a character like imm40 or mnm to fuel you with blue. Defense tiles/percent of damage reduced could be increased if deemed overall too weak. Dark Avengers Assemble; 12ap Osborne calls in the dark avengers. Sentry is the first on the scene, sacrificing himself to create an opening for his teammates. Requires but does not consume 5 yellow ap level 2; Ares performs his duties, assaulting the team with an unending onslaught. Requires but does not consume 5 or more green ap level 3; Moonstone is ready to manipulate her enemies any way she can. Requires but does not consume 5 red ap level 4; Daken reacts, springing into action. Requires but does not consume 5 blue ap level 5; Bullseye arraives, overflowing with murderous intent. Requires but does not consume 5 purple ap sentry creates a strike tile, ares does x damage per green ap the team has and grants half of it to your opponent, moonstone stuns the current target for 2 turns and takes control of 1-2 countdown tiles, daken transfoms 2 blue tiles to green and inflicts x amount of damage, and bullseye creates 2 critical tiles.
TheNewCaptain wrote: Weapon X-23 (Laura Kinney) 2-star Max-Level Black (passive): "Healing Factor/Specialized Training" | Every time a team member matches a set of black tiles Weapon X-23 heals 15% of health for 3 matches, 20% for 4 matches, and 25% for five matches. Adds one black strike tile with a strength of 50 for any black tile match. Laura's special training kicks in, dealing 500 damage to the enemy if damaged for more than 20% of her health. Yellow (12/passive): "Protective Slash" | Cornered, Laura lashes out at her opponent, dealing 750 base damage plus 100 for every yellow AP the enemy possesses. (If paired with Wolverine) Being protective of the closest thing to family she has, Laura automatically does 1,000 additional damage to opponent if Wolverine is damaged for more than 33% or more of his health; does not use AP. Purple (20/passive): "Trigger Scent" | As a last resort, a team member breaks a vial of trigger scent. Laura goes into a blind rage, dealing 2,000 damage to the enemy team and 750 to herself and team members. Consumes all strike tiles on the board and Laura is then stunned to recover for 3 turns. (Laura breaks it herself if all team members are KO'd.)
Weapon X-23 (X-Force X-23) 3-star Max-Level Black (passive): "Healing Factor/Animal Instincts" | Heals 250 health per turn/X-23's enhanced senses allow her greater awareness on the battlefield, allowing her a 15% chance to completely dodge an oncoming enemy attack each turn or a 25% chance of reducing damage by 50%. Yellow (12/passive): "All Grown Up" | X-23 holds nothing back. Dives at the opponent and digs in her claws, holding on to do the most damage possible. Does 1,500 damage and places a 2-turn yellow countdown tile that has X-23 slash into the opponent for an additional 1,500 per turn. Moves to next opponent if target is downed. X-23 can still be targeted, and all other abilities still active while countdown tile is on the board. Purple (21/passive): Trigger Scent | X-23's rage builds, gaining one purple AP and placing one strength-75 strike tile for every purple match on the board. For a final blow, the team shatters a vial of trigger scent to lay down the enemy team. Deals 3,300 damage to the enemy team and 1,100 to herself and team members. Consumes any and all strike tiles on the board, stuns X-24 for 4 turns, and negates team healing abilities by 35% for 5 turns. (X-23 breaks it herself if all team members are KO'd.)
Bygix wrote: Iron Patriot Energy Shield; 8 ap Osborne surrounds himself with a sphere of energy, protecting himself and allies from enemy attacks. Creates 2 blue protect tiles with strength x and a 3 turn blue countdown tile. As long as the countdown tile is on the board, Osborne leaps infront of enemy attacks at 30 percent reduced damage. Shields eventually are depleted,forcing Osborne on the offensive. When the countdown tile reaches 0 destroy all blue protect tiles and deal x damage per protect tile. level 2; creates 3 protect tiles level 3; increases protect tile strength to x level 4; creates 4 protect tiles level 5; increases damage done by destroyed tiles to x
Songbird Teamwork!; 9 ap Songbird is a natural leader, having been in charge of the Thuderbolts for years. She creates a path out of sonic energy for a teammate to run on and charge the opponents team, past the leading opponents and attacking the enemy farthest in the back for x damage. Stuck in the enemies midst, the chosen character takes x damage as well. level 2; decreases ally damage to x level 3; increases enemy damage to x level 4; also damages 2nd to last opponent for x damage level 5; increases damage done to 2nd opponent by x damage
Taskmaster
Kolence wrote: ErikPeter wrote: HAWKEYE (Ultimate) *** I would start Red skill countdowns from 2 turns up. To leave more chance for the opponent to match some of them away. Reduce the cost to 9-10. Add extra countdowns on levels 3 and 5, and extra damage on levels 2 and 4. Yellow power. I simply don't like strike tiles and Hawkeye together. Maybe a concussion arrow, 1-2 turn countdown, that stuns all team similar to mWidow or Venom. It would synergyze with his countdowns. Maybe 1 turn stun per cover on a random enemy, with max 2 then 3 turns with more covers, and min 1 turn at level 5 (so 3/1/1 or 2/2/1 all team guaranteed). Purple is too strong if it can target and destroy enemy tiles directly. I would make it place 1 turn countdown on basic (or maybe even friendly) tile, that makes a crit tile. If you can place it to destroy enemy tiles or make other matches, great! But, if it's a great place that the AI can match away, too bad. Unless you feel lucky. Also should be a tad less costly then, I'd say 7-8.
ErikPeter wrote: HAWKEYE (Ultimate) ***
ErikPeter wrote: Bygix wrote: Iron Patriot Energy Shield; 8 ap Osborne surrounds himself with a sphere of energy, protecting himself and allies from enemy attacks. Creates 2 blue protect tiles with strength x and a 3 turn blue countdown tile. As long as the countdown tile is on the board, Osborne leaps infront of enemy attacks at 30 percent reduced damage. Shields eventually are depleted,forcing Osborne on the offensive. When the countdown tile reaches 0 destroy all blue protect tiles and deal x damage per protect tile. level 2; creates 3 protect tiles level 3; increases protect tile strength to x level 4; creates 4 protect tiles level 5; increases damage done by destroyed tiles to x I really like it. The Colossus-style clause is a bit unnecessary, just make the protect tiles even better. I think your other Osborne stuff is a bit similar to other characters (DA Assemble would be insane) and I agree with Pwuz that he should be a 4*. Maybe. Songbird Teamwork!; 9 ap Songbird is a natural leader, having been in charge of the Thuderbolts for years. She creates a path out of sonic energy for a teammate to run on and charge the opponents team, past the leading opponents and attacking the enemy farthest in the back for x damage. Stuck in the enemies midst, the chosen character takes x damage as well. level 2; decreases ally damage to x level 3; increases enemy damage to x level 4; also damages 2nd to last opponent for x damage level 5; increases damage done to 2nd opponent by x damage This is overcomplicated. Since the player can pick who they target, only the AI is going to get to "take advantage" of this. As written, it has no effect on a lone enemy. And why does it need to choose a specific teammate to work? Just so they can take damage? Using Fastball Special as a guide was maybe not the best idea. How about, "Deals x damage to the enemy team. Enemies behind the target take y additional damage." Accomplishes the same effect but is way less confusing. Taskmaster I think this spec is pretty solid. I like the cheap strike tile boost. I like it all. Might need a few tweaks, It's maybe is a bit boring as is, but that fits, as TM's powerset is kind of just "good at everything".
ErikPeter wrote: TheNewCaptain wrote: Weapon X-23 (Laura Kinney) 2-star Max-Level Black (passive): "Healing Factor/Specialized Training" | Every time a team member matches a set of black tiles Weapon X-23 heals 15% of health for 3 matches, 20% for 4 matches, and 25% for five matches. Adds one black strike tile with a strength of 50 for any black tile match. Laura's special training kicks in, dealing 500 damage to the enemy if damaged for more than 20% of her health. Yellow (12/passive): "Protective Slash" | Cornered, Laura lashes out at her opponent, dealing 750 base damage plus 100 for every yellow AP the enemy possesses. (If paired with Wolverine) Being protective of the closest thing to family she has, Laura automatically does 1,000 additional damage to opponent if Wolverine is damaged for more than 33% or more of his health; does not use AP. Purple (20/passive): "Trigger Scent" | As a last resort, a team member breaks a vial of trigger scent. Laura goes into a blind rage, dealing 2,000 damage to the enemy team and 750 to herself and team members. Consumes all strike tiles on the board and Laura is then stunned to recover for 3 turns. (Laura breaks it herself if all team members are KO'd.) I think she has more complexity than it's worth. Healing factor could just be, "She heals 5% per black tile matched by her team". The strike tile, plus retaliation damage, is just extra complicated (and way too strong with X-Force wolverine). Her purple is probably too expensive, but I guess it's really damaging for level 94 so maybe it should stay that way (does it destroy or convert the strike tiles?) I like the yellow AP caveat on Protective Slash but the team makeup-specific clause is sloppy design in my opinion, and skills should be either active or passive to keep them streamlined. If you think retaliation damage suits her, just give her a passive that does that (Single Target would probably make it different enough from Storm to justify it). Weapon X-23 (X-Force X-23) 3-star Max-Level Black (passive): "Healing Factor/Animal Instincts" | Heals 250 health per turn/X-23's enhanced senses allow her greater awareness on the battlefield, allowing her a 15% chance to completely dodge an oncoming enemy attack each turn or a 25% chance of reducing damage by 50%. Yellow (12/passive): "All Grown Up" | X-23 holds nothing back. Dives at the opponent and digs in her claws, holding on to do the most damage possible. Does 1,500 damage and places a 2-turn yellow countdown tile that has X-23 slash into the opponent for an additional 1,500 per turn. Moves to next opponent if target is downed. X-23 can still be targeted, and all other abilities still active while countdown tile is on the board. Purple (21/passive): Trigger Scent | X-23's rage builds, gaining one purple AP and placing one strength-75 strike tile for every purple match on the board. For a final blow, the team shatters a vial of trigger scent to lay down the enemy team. Deals 3,300 damage to the enemy team and 1,100 to herself and team members. Consumes any and all strike tiles on the board, stuns X-24 for 4 turns, and negates team healing abilities by 35% for 5 turns. (X-23 breaks it herself if all team members are KO'd.) Again, each of these powers do multiple things. At least you got rid of the team-specific clauses. Her black is pretty weak. How about a power that creates a repeating countdown tile that heals her every turn, and when matched, turns into a protect tile? I like her yellow. Strong at 4500 damage for 12 AP, but over time where it can be somewhat mitigated. It doesn't need any of the clauses though. If a target is downed the game already switches to the next target. Keep it simple. Her purple active is very weak for how expensive it is, especially with all the terrible drawbacks and no built-in purple generation. I like the idea of gaining AP even on an enemy match, though.
kitkiller8732 wrote: Tracking Carnage uses his extreme senses to locate his target. It creates randomly on the board a special countdown of 4 turns that you have to match to find your prey. If the ennemy team matches the countdown, Carnage fails and is ambushed by the ennemy team, just creating a single ennemy strike tile randomly on the board. Level 1 : if you match the countdown, deals damage 700 (base damages) / ennemy's strike tile has a basic power of 25 / cost 9 Level 2 : deals 780 damage (base damages) / cost 8 Level 3 : deals 860 damage (base damages) / ennemy's strike tile has a basic power of 35 / Up the countdown to 5 turns / cost 8 Level 4 : deals 950 damage (base damages) / cost 7 Level 5 : deals 1100 damage (base damages) / ennemy's strike tile has a basic power of 55 / Up the countdown to 6 turns / cost 7 (at lvl 94 and level 5, it deals a maximum of 1650 damages to the prey / the ennemy's tile has a maximum power of 120)
Counter Attack cost 8 Desc: Carnage creates a weapon which counters the ennemy attack and is based on the last match done by the ennemy team. If the ennemy did a or match, it creates a or protect tile of a tile already on the board. If the ennemy did a or match, it creates a or strike tile of a tile already on the board. If the ennemy did a or match, it creates a or attack tile of a tile already on the board. If the ennemy did a match, it creates 1 random tile. Level 1 : Creates a symbol of a power of 55 (basic) Level 2 : Creates a symbol of a power of 61 (basic) Level 3 : Creates a symbol of a power of 67 (basic) Level 4 : Creates a symbol of a power of 73 (basic) Level 5 : Creates 2 symbols of a power of 43 (86/2 ; basic) or 2 . (at lvl 94 and level 4, it creates a symbol of a maximum power of 120 ; on level 5, it creates two symbols of a maximum power of 75 each)