ark123 wrote: Ben Grimm wrote: Actually, Daredevil's purple could be a really effective weapon against Daken. His red won't be effective against him, though. I really like the new Daredevil in general; his red is deadly in non-Daken matches. ...on offense. In defense he's gonna use every single one of his powers at inopportune times - stun the wrong guy, not match the red trap tile, and use purple before there are any special tiles on board. So he might just be the single worst character on defense of all time, including mnmags.
Ben Grimm wrote: Actually, Daredevil's purple could be a really effective weapon against Daken. His red won't be effective against him, though. I really like the new Daredevil in general; his red is deadly in non-Daken matches.
ark123 wrote: ...on offense. In defense he's gonna use every single one of his powers at inopportune times - stun the wrong guy, not match the red trap tile, and use purple before there are any special tiles on board. So he might just be the single worst character on defense of all time, including mnmags.
Phaserhawk wrote: A maxed blue works like this. Say you have that lvl 395 Ragnarok left to kill. You use blue and you stun him for 2 turns while creating a random 3CD tile, that if it resolves it will reset and stun the guy for another 2 turns. your turn--Billy Club--2 turn Stun Rags turn--now stunned 1 turn your turn--You attack CD timer at 2 Rags turn--now unstunned after this turn your turn--Cd timer is at 1, you attack Rags turn--he attacks you, but your CD tile survives your turn--CD at 0, Rags is stunned again for 2 turns, (not sure if timer resests or it goes to another tile, it's a little unclear) rinse and repeat
ark123 wrote: Phaserhawk wrote: A maxed blue works like this. Say you have that lvl 395 Ragnarok left to kill. You use blue and you stun him for 2 turns while creating a random 3CD tile, that if it resolves it will reset and stun the guy for another 2 turns. your turn--Billy Club--2 turn Stun Rags turn--now stunned 1 turn your turn--You attack CD timer at 2 Rags turn--now unstunned after this turn your turn--Cd timer is at 1, you attack Rags turn--he attacks you, but your CD tile survives your turn--CD at 0, Rags is stunned again for 2 turns, (not sure if timer resests or it goes to another tile, it's a little unclear) rinse and repeat Wait. So when do I need to fire off a second blue to get full stun? Or would I need 3 uses? Edit - yeah 3 turn countdown so 3 uses. Still means fights against a single dude are made trivial if you bring mnmags around, no?
skydivearcher wrote: Nice changes, at least his powers are no longer completely dependant on the Ai actually matching his traps. Some thing I noticed with Fury's demolition, is that if there is another option to match colours which doesn't result in matching that a detonating tile even if its a colour not use by the team the AI will still take it more often than not. The few times I used daredevil in this balance of power event, same thing, the AI seems very good at avoiding matching that red tile even if the only other matches available to them are colours not used by its team member's powers.
DayvBang wrote: skydivearcher wrote: Nice changes, at least his powers are no longer completely dependant on the Ai actually matching his traps. Some thing I noticed with Fury's demolition, is that if there is another option to match colours which doesn't result in matching that a detonating tile even if its a colour not use by the team the AI will still take it more often than not. The few times I used daredevil in this balance of power event, same thing, the AI seems very good at avoiding matching that red tile even if the only other matches available to them are colours not used by its team member's powers. I think this is pure confirmation bias. The *only* thing that the devs have confirmed or that any analysis (actually keeping notes) of AI match priority has shown is that it prefers TU (formerly environment tiles) and that it loves to match four (or more) in a row. It doesn't know what colors are, it doesn't pay attention to special tiles for either team, and it doesn't plan out cascades. With all that in mind, an ability to avoid traps it isn't even meant to be aware of would be staggeringly unexpected.
Lerysh wrote: 5/3/5 makes him a terrific partner for Patch. 10 purple 9 green does 2087 damage, creates 1044 in strike tiles then does 3914 damage and removes 5 of the 6 enemy strike tiles. Toss in some blue for stuns to slow down the enemy team and you've got yourself a party. Throw Black Panther into this mix for a and a and the team will be dishing serious damage.
Phaserhawk wrote: Lerysh wrote: 5/3/5 makes him a terrific partner for Patch. 10 purple 9 green does 2087 damage, creates 1044 in strike tiles then does 3914 damage and removes 5 of the 6 enemy strike tiles. Toss in some blue for stuns to slow down the enemy team and you've got yourself a party. Throw Black Panther into this mix for a and a and the team will be dishing serious damage. Didn't think of the Patch/Daredevil Combo, that's better than Loki IMO.
ark123 wrote: This is gonna be great. People will try to use him in pvp and he will stun the wrong guy (using the skill as soon as it has enough ap), match the countdown, ignore his own red tile and use purple when there's no special tiles on board. It's like they started with "Say we want to design the character the AI would play the worst way possible, how would we do it?" This is the one character the AI could possibly play worse than mnmags.