john1620b wrote: Phaserhawk wrote: While I do like the new Daredevil I think Billy Club is stronger. Billy Club has saved me more times than not and Ambush at level 3 is still good at removing tiles. There's 2 things I don't like about Ambush. 1) it doesn't destroy CD or trap tiles, 2) it costs 10 AP to me that's really expensive. Plus it's 2870 vs. 1253 and that's assuming you have 5 tiles out. Its 417 vs 574 per tile from lvl 3 to 5 vs giving up 1 one less timer on blue, 1 less stun and an extra AP on match. To me not going 5 blue is worse than not going 5 purple, plus we have Squirrel Girl who, while not destroying the tiles like DD does a lot more damage and her's costs 9 Having played with a 5/3/5 since his buff, I agree with every one of Phaserhawk's points. There are too many conditionals for , and is pretty much useful all the time. 3/5/5 is definitely his best build in my mind now.
Phaserhawk wrote: While I do like the new Daredevil I think Billy Club is stronger. Billy Club has saved me more times than not and Ambush at level 3 is still good at removing tiles. There's 2 things I don't like about Ambush. 1) it doesn't destroy CD or trap tiles, 2) it costs 10 AP to me that's really expensive. Plus it's 2870 vs. 1253 and that's assuming you have 5 tiles out. Its 417 vs 574 per tile from lvl 3 to 5 vs giving up 1 one less timer on blue, 1 less stun and an extra AP on match. To me not going 5 blue is worse than not going 5 purple, plus we have Squirrel Girl who, while not destroying the tiles like DD does a lot more damage and her's costs 9
Wobby wrote: Agreed, I liked for utility with berserker Rage but now that is the hotness to bring into a match there's no reason not to make him 3/5/5.
simonsez wrote: You could argue that DD's purple after BR deals almost 4k damage. Loki's black doesn't deal any damage at all. Depending on the opponent, the damage might be more valuable than the protect tiles.
Cyclopes wrote: I'm currently building a daredevil and from what I saw on the forums I read that trap tiles are terrible. So I was under the impression that the best way to go was 5/5/3. By the end of rocket and groot i'll have 2/3/2 either way. I'm just curious why people favor the trap over radar sense here
Ben Grimm wrote: Cyclopes wrote: I'm currently building a daredevil and from what I saw on the forums I read that trap tiles are terrible. So I was under the impression that the best way to go was 5/5/3. By the end of rocket and groot i'll have 2/3/2 either way. I'm just curious why people favor the trap over radar sense here The real value of Ambush isn't waiting for the opponent to activate it; it's deliberately activating it yourself, over and over and over, doing 3000 damage every time. Radar Sense isn't bad, but it's more of a niche power.
Cyclopes wrote: Maybe it's just the people that i'm pairing him with but I don't see a lot of red to make this a thing. Besides that oftentimes the trap tile at least for me goes into a corner in a spot where I have no use for it. It'll simply never get matched.
Marc Spector wrote: Cyclopes wrote: Maybe it's just the people that i'm pairing him with but I don't see a lot of red to make this a thing. Besides that oftentimes the trap tile at least for me goes into a corner in a spot where I have no use for it. It'll simply never get matched. For THAT exact situation... I'm really looking forward to pairing Daredevil with Cyclops and his "create red" power. Potential cascades + Ambush at the same time? YES PLEASE.
hurcules wrote: The only problem with new Ambush is if DD tanks red in your team. Matching that Ambush tile will open up DD to next attack. Sadly 6800 health is the new squishy in the current meta.
Quebbster wrote: hurcules wrote: The only problem with new Ambush is if DD tanks red in your team. Matching that Ambush tile will open up DD to next attack. Sadly 6800 health is the new squishy in the current meta. That's why I always pair him with Patch who tanks red for him. Strike tiles are a nice bonus.
kalirion wrote: So 3/5/5 is the new optimum, huh? It's too bad - I have a 5/3/5 which should be optimal for Patch, but I never run him with Patch...
clay_peterson wrote: Why isn't anyone suggesting 4/4/5? The only benefit of 5 blue over 4 is an extra AP when you match the countdown tile. Well, I would never match that tile away intentionally so that extra AP would very rarely be seen. But 4 in purple means extra damage and, more importantly, an extra enemy special tile destroyed (with a slight extra chance for a cascade). That could be crucial against someone like Daken or CMags. Or after I cast Beserker Rage. And I wouldn't want to go down to 3 in blue because the CD tile increases, which makes it must less useful. So unless I see a really good argument otherwise, 4/4/5 is the way to go.
john1620b wrote: Why 4/4/5 is not as good: At 5 covers in blue, the stun increases to 2 turns, which is just 1 less than the countdown tile. This means it's more reliable in stun-locking at level 5, which is important if you're using it for that purpose. Also, like has been mentioned earlier, it's rare to have more than 3 special tiles out that you can use Radar Sense on. Even if there are, a single extra tile removed and a few hundred points in damage isn't likely going to swing a battle like an extra turn of stun can.