MattPW96 wrote: Moon Knight (Classic) Fist of Konshu (Passive) Multiple Personas Golden Ankh
MattPW96 wrote: Moon Knight (Classic) Golden Ankh 8AP Drawing from the arsenal gifted to him by the Cult of Konshu, Moon Knight pulls out his Golden Ankh to detect an incoming attack and surprise the enemy. Creates a yellow countdown turn that deals half of the damage dealt by the enemy team in their last turn back at them.
ErikPeter wrote: Golden Ankh isn't worded well, but could be really cool. Tiny Kitty would I love using that power against level 320 Ares in the current PvE. And it's pretty thematic as well since MK will often take a punch to return the favor. Maybe make it give a decent heal as well, to make up for the damage you have to take for it to be useful (as well as the Multiple Personas health drain)? A heal would also be something to increase over ranks 1-5 (along with AP cost)--If the CD timer increased you could have it "retaliate" every turn for a few turns, which would be pretty great too (and something fun to work around when MK is on the enemy team). This power would be very, very satisfying to use. I like it a lot. It's one of the better specs I've read in a while and I think it would fit well in the game.
virtue wrote: Congratulations D3P, you have achieved what I once thought was impossible... I'm a devout marvel comic fan, avid gamer, and spent a lot of money on your game. I'm impressed that you successfully alienated me with your trend of ignoring fan requests for popular marvel characters in favor of more obscure character choices. You've exercised your right as developers of the game. Now it's my turn to exercise my right as a paying customer to walk away... I'm done with D3P and will be boycotting all of your games in the future. Sincerely, MBG
ErikPeter wrote: Probably the wrong place to put that, dude.
slantedandenchanted wrote: Taskmaster Photographic Reflexes Passive Level 1: If you have at least 5 Blue AP and if there is an enemy strike or protect tile on the board Taskmaster will convert a random basic tile into an strike or protect tile with the equivalent strength. Copies enemy tile with the highest strength. Level 2: Converts tiles with at least 4 Blue AP Level 3: Converts two tiles Level 4: Converts tiles with at least 3 Blue AP Level 5: Converts three tiles Countermeasures 12 AP Level 1: Converts two random enemy strike, or protect tiles into allied strike or protect tiles. Deals 250 damage per tile. Level 2: Deals 350 damage per tile. Costs 11 AP Level 3: Converts three enemy strike or protect tiles. Costs 10 AP Level 4: Converts four enemy strike or protect tiles. Deals 500 damage per tile. Level 5: Converts up to six enemy special tile and converts countdown tiles into normal tiles as well. Watch the Birdie! 9 AP Level 1: Taskmaster fires an arrow at the enemy! clear a 4x4 block of tile anywhere on the board. Deals 125 damage per tile. Level 2: Costs 1 AP less Level 3: Deals 150 damage per tile Level 4: Costs 1 AP less Level 5: Costs 1 AP less