Pylgrim wrote: New Defence Grid (Black Panther) 8 Man Without Fear deploys Vibranium-based Wakandan technology to slow the enemy assault. If the enemy tries to disarm it, it explodes damaging the opponent team. Places a Blue Countdown tile that converts a basic colour tile to a strength 8 Protect tile every 2 turns. If an enemy matches the countdown tile, each enemy is dealt 90 damage. Level 2: Increases protect strength to 12 (Max 70) Level 3: Increases damage on match to 130 (Max 950) Level 4: Can convert any tile to a protect tile. Level 5: Countdown activates every turn.
Pylgrim wrote: New Bewilder (Psylocke) 9 Psylocke steadies and channels her telepathic power, reaching into the minds of the enemy to disrupt their attack. Converts a chosen basic tile into a countdown tile that activates each turn, stealing 1 AP of the colour of that tile from the enemy team. Level 2: If an enemy matches the countdown tile, that character is stunned for 1 turn. Level 3: Also deals 10 damage to the enemy in front whenever it activates. (Max 100) Level 4: Stuns for 2 turns. Level 5: Steals 2 AP of the chosen colour and 1 AP of a random colour.
Pylgrim wrote: New Mutagenic Breakthrough (Beast) 9 Hank has big plans for a genetic experiment that might lead to unpredictable results. If there are no friendly blue countdown tiles on the board, converts a chosen tile into a blue countdown tile that activates every 2 turns transforming a random blue basic tile into a strength 25 Attack, Strike or Protect tile. If the countdown tile is matched by an enemy, an enraged Beast lashes back, dealing 140 damage. Level 2: Creates special tiles of strength 33 Level 3: Damage if the countdown is matched increased to 250 (Max 1200) Level 4: Creates special tiles of strength 40 (Max 120) Level 5: Countdown activates each turn.
Pwuz_ wrote: Wow, these are pretty awesome, and worthy of respeccing a few characters over. A few points though... Pylgrim wrote: New Defence Grid (Black Panther) 8 Man Without Fear deploys Vibranium-based Wakandan technology to slow the enemy assault. If the enemy tries to disarm it, it explodes damaging the opponent team. Places a Blue Countdown tile that converts a basic colour tile to a strength 8 Protect tile every 2 turns. If an enemy matches the countdown tile, each enemy is dealt 90 damage. Level 2: Increases protect strength to 12 (Max 70) Level 3: Increases damage on match to 130 (Max 950) Level 4: Can convert any tile to a protect tile. Level 5: Countdown activates every turn. Every turn may be a bit overkill, but overall an amazing upgrade. Honestly just adding the team damage when the countdown tile is matched may be enough of a boost. Pylgrim wrote: New Bewilder (Psylocke) 9 Psylocke steadies and channels her telepathic power, reaching into the minds of the enemy to disrupt their attack. Converts a chosen basic tile into a countdown tile that activates each turn, stealing 1 AP of the colour of that tile from the enemy team. Level 2: If an enemy matches the countdown tile, that character is stunned for 1 turn. Level 3: Also deals 10 damage to the enemy in front whenever it activates. (Max 100) Level 4: Stuns for 2 turns. Level 5: Steals 2 AP of the chosen colour and 1 AP of a random colour. Every turn 3 AP is pretty insane...especially considering that the 1st one of these would be placed on Blue, then a few turns later on every other color becoming impossible for the opponent to gain ANY AP. Pylgrim wrote: New Mutagenic Breakthrough (Beast) 9 Hank has big plans for a genetic experiment that might lead to unpredictable results. If there are no friendly blue countdown tiles on the board, converts a chosen tile into a blue countdown tile that activates every 2 turns transforming a random blue basic tile into a strength 25 Attack, Strike or Protect tile. If the countdown tile is matched by an enemy, an enraged Beast lashes back, dealing 140 damage. Level 2: Creates special tiles of strength 33 Level 3: Damage if the countdown is matched increased to 250 (Max 1200) Level 4: Creates special tiles of strength 40 (Max 120) Level 5: Countdown activates each turn. I'm not sure about the line "if there are no friendly blue countdown tiles," which I understand is to prevent 2 or more of these going every other turn, but may be adversely affected by other blue-countdown tiles. Honestly, locking all the tiles this creates into Blue tiles may be enough.
Nonce Equitaur 2 wrote: Complete character reworks.[anchor=invisible4]Invisible Woman (Classic)[/anchor]4 Star Rarity (Legendary) Discussion link. Wiki link.At Max Level: HP:8220 Tile damage:82/11/73/09/64/09/3.0 Force Bubbles - 5 Susan focuses her power to lock the enemy down and save the team. Locks 2 chosen tiles in Force Bubbles (up to 16 bubbles) and gives Susan's team 10 protection for each bubble on the board while she's active. Level 2: Locks 3 chosen tiles. Level 3: Locks 4 chosen tiles. Increases force bubble protection to 20. Level 4: If more than 16 bubbles would be made, Sue's team gains 1AP in each color. Level 5: Locks 6 chosen tiles. Increases force bubble protection to 30.Max Level: 100 protection per force bubble (up to 16, for 1600 protection) Force Field Crush - 9 Invisible Woman shatters a 3x3 area around 1 random Force Bubble, dealing 42 damage and unlocking but not destroying it. If there are no Force Bubbles on the board, she creates 1 in a random location. This ability ends the turn. Generates AP. Level 2: Unlocks or places 2 Force Bubbles Level 3: Each unlocked Force Bubble does 84 damage Level 4: Unlocks or places 3 Force Bubbles. Each unlocked Force Bubble does 168 damage. Level 5: Susan can choose the bubbles to shatter. Doesn't end the turn.Max Level: 724 damage for each released bubble
[anchor=ragnarok3]Ragnarok (Dark Avengers Thor)[/anchor] 3 Star Rarity (Rare) Discussion link. Wiki link.At Max Level: HP: 8611 Tile damage: 11/61/11/12/61/12/3.0 Alternate Programming - Purple 5 + 5 Ragnarok's mimic-subroutine activates, with unpredictable results. A random level 1 Team-up effect is activated with the next tile match by Ragnarok's team. Level 2: A random level 2 Team-up effect is activated. Level 3: A random level 3 Team-up effect is activated. Level 4: A random level 4 Team-up effect is activated. The power will match the color of the moved tile. Level 5: A random level 5 Team-up effect is activated.
Pylgrim wrote: Reposting some of the stuff from my Colours Poll threads addressing the less popular powers.Thunderclap (Ragnarok) 6 Thunderclap is ridiculously weak, even with the chance of powering up his green ability, which is a rather low chance, anyway. Let's make it always happen and deal more damage.New Thunderclap (Ragnarok) 7 Ragnarok calls upon the storm and lighting replies, smiting the battlefield. Deals 90 damage to the current target and changes 2 tiles of any color to Green, then destroys them. Level 2: Converts and destroys 3 tiles. Level 3: Deals 150 damage. Level 4: Deals 250 damage (Max: 1750) Level 5: Converts and destroys 4 tiles.Photonic Blasts (Captain Marvel) 7 The idea behind PB is novel and good, but the execution falls short of being relevant. Only some values need to be adjusted.New Photonic Blasts (Captain Marvel) 7 Captain Marvel unleashes the amazing cosmic power of her photonic blasts, shattering her enemy's defenses. Deals 250 Damage and destroys up to 2 Enemy Strike or Protect tiles. (does generate AP) Level 2: Deals 350 damage. Level 3: Destroys up to 3 tiles. Level 4: Deals 500 damage. (Max: 1800) Level 5: Can destroy attack and countdown tiles as well. Costs 2 more.Unibeam (Iron Man 40) 13 Once the champion of raw damage, necessitating a high cost and a drawback. Under modern values we can do better. (But I chose to leave the base damage exactly the same.)New Unibeam (Iron Man 40) 10 Tony Stark diverts all power to a focused energy beam fired from Model 40's chest. Deals 473 damage and pierces a 2x2 hole in the middle of the battlefield, dealing damage but not generating AP. Level 2: +10% damage Level 3: +10% damage Level 4: 3x3 hole. Level 5: +10% damage, (Max: 3950)Pistol (Gray Suit Black Widow) 12 (up to 17) Pistol is a weird ability that mixes damages with board shake and targeted destruction but does everything poorly with its counter-intuitive 2x3 "blocks" and increasing cost. Let's focus on the targeted destruction, then.New Pistol (Gray Suit Black Widow) 4 Black Widow fires 1 shot at the board, clearing a tile, dealing damage and generating AP. Level 2: Clears 2 tiles, costs 6. Level 3: Deals additional 50 damage per tile destroyed. Level 4: Deals additional 100 damage (Max: 250) per tile destroyed. Level 5: Clears 4 tiles, costs 9.Smash 14 Smash is extremely inefficient and has two drawbacks to top! Let's eliminate one and make the other less crippling while increasing damage and lowering cost.Smash 11 The Hulk smashes, consuming up to 10 of the team's Black AP and damaging the target for 300 plus 10 for each Black AP consumed and 20 for each Black AP remaining. Level 2: 350 base damage. 12 damage for each Black spent and 27 for each Black AP remaining. Level 3: 400 base damage. 17 damage for each Black spent and 35 for each Black AP remaining. Level 4: 460 base damage. 24 damage for each Black spent and 50 for each Black AP remaining. (Max: 3000/150/300) Level 5: Consumes only 5 Black AP. Also heals Hulk for 50 (Max:300) for each remaining AP.
daibar wrote: Thunderclap - It's an improvement, but I like Nonce's idea of charged Green tiles more. Further, having 2 tile destruction moves might make him too powerful. He's already a cascade king.Photonic Blasts - They purposefully made her an attack character and not destroy attack tiles due to her Hypersonic Punch. Combined with her Yellow passive, I don't agree with this one. She's a niche character as it is, a Spiderman/Bullseye/Cap? killer. If anything up, up the damage.Unibeam - Could get behind that.Pistol - Too cheap at 4AP, but I agree it makes sense to give her a cheaper ability to make her usable.Smash - You're getting greedy with the heal, but it's still a better ability than he has now. I like keeping as an indication of the Hulk's anger meter. The more he has, the angrier he is. When he gets hit, he gets angrier, and more !
BillyBobJoe wrote: (I don't know how to scale the power with lower levels. But with 5 covers at level 166 I propose each green AP does 213 damage. I propose this because red Smash was capped at 6400 damage. So 213 times 30 Green AP = 6390. Close enough.)
Pieking7 wrote: 2-star Black Widow has to have her blue ability fixed, this goes for 3-star Spider Man and 3-star She Hulk and any other character with healing(Beast, etc.) These healing abilities used to be over already powered, but when they were rebalanced they became horrible abilities that are next to useless. These abilities could easily be reconfigured. My proposition is that all team-healing abilities(All healing except Wolverine 2, 3, and 4-star, Daken 2, and 3-star gold, and 3-star Deadpool) will introduce true-healing(healing that effects the game outside of battles) after a characters health bar is fully restored. For example, if 2-star Black Widow is on your team and you use her blue ability enough times to get your characters health bars filled with temporary-healing(healing limited to the current battle) then any temporary-health left over from the abilities use will add on to the characters true-health, replacing the equivalent of the remaining temporary-healing with the equivalent true-healing. These healing abilities can be balanced like this: 2-star Black Widow-Blue ability(Level 5) Stolen Stark tech increase enemy countdowns by 4. Gives a burst of 676 health to allies, plus 676 if there is no enemy Countdown tiles. If an ally has been fully healed, any remaing healing points will be added to their true-health points. 3-star Spider Man-Yellow ability(Level 5) Spider-Man webs together some makeshift slings, giving his team a burst of 2712 health. If there are 3 web tiles, he removes to use as bandages, giving his team a burst of 1095 more health. If an ally has been fully healed, any remaing healing points will be added to their true-health points. 3-star She Hulk-Green ability(Level 5) She-Hulk charges into battle, catching her foes off guard and giving allies a chance to rest. Reduces one color of the enemies' AP reserves to zero, and cuts a second color by 50 percent. Gives allies a burst of 787 health. If an ally has been fully healed, any remaing healing points will be added to their true-health points. 3-star Beast-Yellow ability(Level 5) Dr. McCoy uses his medical triage skills to patch up the team before they rush back into battle. Gives a burst of 1564 health to allies. If there's a friendly Blue special tile on the board, he provides a gadget to aid them. 3 Yellow tiles become strength 69 Protect tiles. If an ally has been fully healed, any remaing healing points will be added to their true-health points.
kitkiller8732 wrote: No opinion about my previous idea ? Cause it would be nice about reworking the lvl 140 3* guys. ^^
ErikPeter wrote: Spreading Paranoia 7 Green AP Loki's lies provoke friend and foe alike, escalating the situation. Creates a 3-turn Paranoia countdown tile which, when activated, changes up to two random basic tiles into Paranoia countdown tiles if there are fewer than 6 on the board. Level 2: Create two tiles. Maximum 8 tiles. Level 5: Create 3 tiles. Maximum 10 tiles. Level 4: Countdown tiles create one additional Paranoia countdown tile. Maximum 12 Paranoia tiles. Level 5: Decreases countdown to 2.