ArkPrime wrote: The argument against maxing her purple is quite a simple one. You're not bringing her in for her purple.
john1620b wrote: Can someone that has 5 green test whether charged tiles count as tiles she can destroy? That would make it more useful, particularly if they release more characters that can create charged tiles.
dkffiv wrote: john1620b wrote: Can someone that has 5 green test whether charged tiles count as tiles she can destroy? That would make it more useful, particularly if they release more characters that can create charged tiles. It appears as though charged tiles cannot be destroyed, even with 5 covers.
Gowaderacer wrote: Not sure if its a glitch or working as intended, but I have her blue @ 5 and I've noticed that it will "turn" tiles that are already purple to purple with the countdown resolves, basically making it do nothing. Not quite as OP as everyone though...
goalbound wrote: dkffiv wrote: john1620b wrote: Can someone that has 5 green test whether charged tiles count as tiles she can destroy? That would make it more useful, particularly if they release more characters that can create charged tiles. It appears as though charged tiles cannot be destroyed, even with 5 covers. It seems to blow up AI Rag's green charge tiles but not the ones created by the user
Puce Moose wrote: I'm really enjoying this character so far. Her Hex Bolt is great for those far-too-frequent times when you just need *one* more AP to fire off a nasty ability, and can't make the match. (Blade stuck at 9 purple AP turn after turn after turn, for example) Plus, since it doesn't target friendly tiles, you can also use it strategically to eliminate potential match-threats to your special tiles. I also love the animations and sounds for her abilities. I've had a lot of fun with Luke Cage + Blade + my 2/4/1 Scarlet Witch in the current PvP tournament.
Etheus wrote: goalbound wrote: dkffiv wrote: john1620b wrote: Can someone that has 5 green test whether charged tiles count as tiles she can destroy? That would make it more useful, particularly if they release more characters that can create charged tiles. It appears as though charged tiles cannot be destroyed, even with 5 covers. It seems to blow up AI Rag's green charge tiles but not the ones created by the user This happened to me. The AI had SW with 4 Green and Rags Blue for a TU. Their Hex Bolt was able to destroy the charged tile. I've been pairing SW with 4Thor and Cyclops. I have 4 Green covers and have not ever destroyed a charged tile with Hex Bolt.
dkffiv wrote: Did some testing and Hex Bolt is bugged. With 5 covers I was able to destroy an enemy Rag's charged tiles, 4 covers I was not. However, the AP gained by this ability is not working properly. The tile targeted generates 1 AP but the surrounding tiles are generating 2x the amount. For 8 AP you're gaining 9. When I managed to hit 2 charged tiles I generated 12 AP (2x 2x 3 AP) while spending 8, a net gain of 4.
atomzed wrote: dkffiv wrote: Did some testing and Hex Bolt is bugged. With 5 covers I was able to destroy an enemy Rag's charged tiles, 4 covers I was not. However, the AP gained by this ability is not working properly. The tile targeted generates 1 AP but the surrounding tiles are generating 2x the amount. For 8 AP you're gaining 9. When I managed to hit 2 charged tiles I generated 12 AP (2x 2x 3 AP) while spending 8, a net gain of 4. Are you able to target your own charge tiles? Say GT red and blue charge tiles?
dkffiv wrote: atomzed wrote: dkffiv wrote: Did some testing and Hex Bolt is bugged. With 5 covers I was able to destroy an enemy Rag's charged tiles, 4 covers I was not. However, the AP gained by this ability is not working properly. The tile targeted generates 1 AP but the surrounding tiles are generating 2x the amount. For 8 AP you're gaining 9. When I managed to hit 2 charged tiles I generated 12 AP (2x 2x 3 AP) while spending 8, a net gain of 4. Are you able to target your own charge tiles? Say GT red and blue charge tiles? You can't directly target charged tiles. If your own GT or Rag created them, you are unable to destroy them (I waited until I got one on an edge and bolted, destroyed only 3 tiles when it should've destroyed 4 because there weren't enough valid targets) but if the enemy creates them there is a chance you can destroy them.
KillerRabbit wrote: By the magic of token luck I have a 4/5/4 SW with a 5th blue sitting in reserve. She is so well designed, I wish she could go 5/5/5. As someone who took a long break and came back to a nerfed 4Thor and XForce, I am loving SW as an accelerator for 4Thor/Xforce. I think the jump from 3 to 4 for every ability is huge so a minimum of 4 is important. The real question is where to go with that 5th and I think that 5/4/4 is the way to go. For Green: Being able to hit countdown tiles with green is nice, but I wouldn't miss it that much. In fact, you can take advantage of countdown tile immunity to do more targeted pickups. For Blue: I feel like I get plenty of purple and purple crits with it at 4. I can't see the 5th tile making that big a difference although I will probably at least try this out before my extra blue cover expires. In my opinion, the 5th purple adds so much on one cover. A 5 turn stun is a long time and extra damage is always nice. Coupled with a 4Thor's Blue/Red combo and you have free reign to strategically pick up a ton more charged AP unmolested.