Ben Grimm wrote: With real stats, I'm saying 4/5/4. Reasoning is this: 12 charged tiles means the enemy is getting some, and the yellow doesn't have that much of a drop off between 5 and 4. Real experience might change this in several months, but that's what my gut says. Admittedly, this may be completely academic, because I have trouble imagining I'll have a usable one before mid-2015. Edited to add: given the interaction between the red and blue, I could see 5/3/5 if you're going to focus on blue followed by red. But there are lower-AP ways to do that much damage to a single target.
loroku wrote: I'll "go nuts" and say her name is not Lady Thor. It's actually specifically not Lady Thor - not even a little. (See the Marvel announcement about her character.) But yeah, 4* Thor is pretty cool. I also think the double-edged charged tiles are an interesting new twist. And yes: she is 10x better than anyone I can field, so I'm just using her to smash the other teams completely.
ark123 wrote: That's 12109 on a max blue plus max red if anyone's wondering.
CrookedKnight wrote: If you're putting charged tiles on the board, then on the same turn you should be downing one enemy outright and taking another out of play for 2-4 turns (and if it's less than 4 then the number of tiles is not significant). At that point the increased match damage from the remaining enemy does fall under the same umbrella as Sentry's self-damage, I think. It stings a bit but you come out ahead given how much it speeds up the win.
Phantron wrote: Ben Grimm wrote: With real stats, I'm saying 4/5/4. Reasoning is this: 12 charged tiles means the enemy is getting some, and the yellow doesn't have that much of a drop off between 5 and 4. Real experience might change this in several months, but that's what my gut says. Admittedly, this may be completely academic, because I have trouble imagining I'll have a usable one before mid-2015. Edited to add: given the interaction between the red and blue, I could see 5/3/5 if you're going to focus on blue followed by red. But there are lower-AP ways to do that much damage to a single target. I'm not really sure what to do with blue because the charged tile is a mechanism that hurts you if you're winning so having more of them on the board is giving your opponent a chance to come back. I'd say if the level 5 simply increased the stun duration without adding the charged tile it'd be a no brainer to go 5/3/5, but having more charged tiles arguably makes the ability worse. At any rate, even ignoring the availability of her covers, she's not going to be competitive at the top end because top end is not about making sacrifices. Characters that dominate the high end simply have everything and never need to give up anything (Sentry's self damage cannot be considered as a meaningful tradeoff given the power he packs), so you'd have no reason to use another guy who at best is pretty good at killing one guy (plenty of those around) but must take significant risks. Also her moves are 4/4/3 matches and the 3 match move doesn't directly do damage, so she's another 'dies to Hood' and 'must be with Hood' but there are better characters to pair up with The Hood. So unless there's a significant shakeup to the top end of the game coming up you really don't have to make the sacrifices yet to accomodate her.
Phantron wrote: CrookedKnight wrote: If you're putting charged tiles on the board, then on the same turn you should be downing one enemy outright and taking another out of play for 2-4 turns (and if it's less than 4 then the number of tiles is not significant). At that point the increased match damage from the remaining enemy does fall under the same umbrella as Sentry's self-damage, I think. It stings a bit but you come out ahead given how much it speeds up the win. If they're down to two guys and you can do a 4 and a 3 match move back to back the game would be pretty much over with any of the standard powerhouse characters anyway. The match damage from charged tile isn't a big deal, but the triple AP is. When the enemy is down to just one last guy, it's generally not too hard to play an effective denying game since the number of colors you got to watch for is at most 3 and chances are your opponent doesn't have a strong ability in all 3 colors. But having charged tile around means any of the color you fail to deny is just going to be that much more devastating and that might be enough for that remaining guy to pull something crazy, or at least knock one of your guys out. Yes charged tile helps you too, but the most likely scenario to use Power Surge is generally in a 3on1 situation where you shouldn't need the extra help to begin with, so it's risky to your team. Now I'm not saying this is necessarily bad. It's good to have some risk in this game, but this won't be viable in the current game because a character like Sentry or X Force has almost no risk so why would you even take a small chance of a skill backfire on yourself versus none? It's hard to see how you can lose a game for using Surgical Strike, and it usually hist just as hard as Thor's moves would, but both Power Surge (especially the 12 charged tile version) and Smite could cost you in the game if you get an unlucky cascade later, so why take the risk?
fakeaseizure wrote: I disagree. Focus on or boost blue to get charged tiles on the board and her skills are now between 1-2 matches each. Blue has the potential to be like the spidey stunlock of the old days. Getting 9 ap for a match 3 makes her a stuns hood (or tank), matches blue, stuns someone else, then ends the game with yellow and red. And it means you can bring along someone with damaging green and black powers. I'm having lots of fun Berserker Rage into Power Surge, then Striking Distance for damage and turn those purple around, Smite, Recon, and/or Espionage gameover.
fakeaseizure wrote: Getting 9 ap for a match 3