Cryptobrancus wrote: Chemical reaction strikes me as one of those powers that does more than it should. Super cheap and capable of good damage. Comes with the drawback of removing strike tiles. Sounds like a solid power as just that, but then it also makes more green tiles...why? Why should a 5 cost power have a component that feeds its own damage multiplier. makes sense to remove blue tiles to make heat more likely but it often makes more strike tiles upon casting (with the green ap to go with it) removing the severity of its drawback by a lot? For what it does this is a 8-10 cost power set at the bargain price of 5. If it converted blue tiles into any other non-green color it would be slightly more balanced. If it just destroyed some blue tiles it would be slightly more balanced. It really shouldn't have any chance of making more strike tiles while removing strike tiles...
Phantron wrote: JCTthe3rd81 wrote: tobi69 wrote: 5 blue AP chemical reaction is so cheap and deals damage. This is annoying because PVE should be easier than PVP for it not requires top roster in able to compete, requires only time and grinding mentality,lol. "whoever has ears, let them hears" Here is what I just dont get. The scaling for weak rosters is fine, but for heavy ones, enemies scale up to 400. Why is it different? Why dont the enemies scale for a full maxed roster exactly the way they do for 1 - 2 rosters? Maybe someone from D3 could explain this to me please. I know the devs want to give new players a better chance, but isn't that what rubberbanding is for? (I think I'll add this to my monthly Q & A post) The enemy scale differently because max roster used to have an advantage beyond their levels. Pre nerf Magneto and Spiderman are way more powerful than adding 60 or so levels to a level 2*. Even someone like pre nerf Daken which is far from broken fights way above adding his level would indicate. I was using Daken in LR and I think at level 249 now, his Phermone Rage is roughly as strong as he was before nerf at level 166, and Daken isn't exactly weak right now either. Of course the problem is now that they have fixed most of the max roster's unreasonably large advantages the extra scaling is no longer justified. I guess there is still Sentry, but Sentry bombing just doesn't work very well in PvE because you've to play a lot of games and PvE guys tend to have ways to deal with The Hood, one of the most important pieces to the Sentry bomb, that PvP teams cannot (like generating AP out of thin air from goons). Yes there's also X Force, but X Force already applies an extra tough scaling factor if you've him at 270 (probably the same as any other 4*, but he's the most likely 4* to be seen at 270).
JCTthe3rd81 wrote: tobi69 wrote: 5 blue AP chemical reaction is so cheap and deals damage. This is annoying because PVE should be easier than PVP for it not requires top roster in able to compete, requires only time and grinding mentality,lol. "whoever has ears, let them hears" Here is what I just dont get. The scaling for weak rosters is fine, but for heavy ones, enemies scale up to 400. Why is it different? Why dont the enemies scale for a full maxed roster exactly the way they do for 1 - 2 rosters? Maybe someone from D3 could explain this to me please. I know the devs want to give new players a better chance, but isn't that what rubberbanding is for? (I think I'll add this to my monthly Q & A post)
tobi69 wrote: 5 blue AP chemical reaction is so cheap and deals damage. This is annoying because PVE should be easier than PVP for it not requires top roster in able to compete, requires only time and grinding mentality,lol. "whoever has ears, let them hears"
onimus wrote: Cryptobrancus wrote: Chemical reaction strikes me as one of those powers that does more than it should. Super cheap and capable of good damage. Comes with the drawback of removing strike tiles. Sounds like a solid power as just that, but then it also makes more green tiles...why? Why should a 5 cost power have a component that feeds its own damage multiplier. makes sense to remove blue tiles to make heat more likely but it often makes more strike tiles upon casting (with the green ap to go with it) removing the severity of its drawback by a lot? For what it does this is a 8-10 cost power set at the bargain price of 5. If it converted blue tiles into any other non-green color it would be slightly more balanced. If it just destroyed some blue tiles it would be slightly more balanced. It really shouldn't have any chance of making more strike tiles while removing strike tiles... I think you outlined it pretty well. Pros: low cost big damage generates green Cons: Removes strike tiles removes blue tiles, making heat occur more often If that cost 10, it would never be used because farming blue and forcing heat wouldn't be worth it. Daken players would just ignore blue altogether. It has to be a low cost because if it were a high cost, it would literally never be farmed for, except for the stupid AI. It may be used in emergencies if you happened to have 10 blue AP from a cascade or something. But it would never be a feature of his. Then he'd be back to a 2 ability character with a higher level cap. A better solution may be lowering the damage so it isn't quite as devastating when spammed. But I'm wondering if it even needs to be adjusted when its really only a problem when the AI is using it at level 395. It was voted the 4th best blue ability, so it is strong, but not overbearing, according to the community.
KevinMark wrote: This order of colors in the poll is very confusing. Please change it like it is in the game, i.e. / / I have a 3/5/5 Daken. One of my alliance mates asked if he should respec to my build. He has a 4/4/5. Looking at the descriptions, I'm stumped. The strike tile increase from 3 to 4 is very little. 34-->40. The decrease in healing is confusing. I'm not sure if the strike tile damage increase is worth it. 5 covers needs at least 6 tiles on the board to avoid "Heat" while 4 needs 7.
Trisul wrote: Finally got my 4th blue cover, so I had a chance to test 5/4/4. I hate it. I love the boosted blue damage for sure, raising his damage potential by ~400. I think I'm definitely going to go 5 on it. But having 4 black makes his healing a lot more inconsistent than I expected, especially since you match blue more often due to its value going up. For now, I'm planning on testing 3/5/5 as the potential optimal build, maybe 4/5/4. But for me, 5 black definitely feels like a must.
Trisul wrote: Trisul wrote: However, when running Daken in a trio, or when paired with someone with 3 actives, the matching priority of blue goes down. I found myself with a lot more blue on the board in general, and 4/4/5 felt great. Maybe even 5/4/4 would be okay. Dropping to 3 black seems pretty brutal, I don't think I can ever do it.
Trisul wrote: However, when running Daken in a trio, or when paired with someone with 3 actives, the matching priority of blue goes down. I found myself with a lot more blue on the board in general, and 4/4/5 felt great. Maybe even 5/4/4 would be okay. Dropping to 3 black seems pretty brutal, I don't think I can ever do it.
john1620b wrote: Max levels are listed for every ability in the original post. creates a strength 46 strike tile at 5 covers, level 94.