Buret0 wrote: vinicius18 wrote: I hate slow characters. They formulated a contradictory character than it is because it has always been quite fast. She can do a lot of damage in 5-5-3 with Ant-Man and Elektra. About Hulkbuster and OML, it has no level to play next to them because I consider it a 3 *. If it were an Age of Apocalypse or X-Force would make sense she fight alongside the two. In the All New Wolverines ideal for she is fighting alongside Patch and Daken, which are the same level as her, 3 *. About Elektra, beyond disarm traps she will steal their high Strikes tiles. With Elektra and Ant-Man can choose which best shot during the match. 1) You don't see a lot of Electras in the game. 2) She will steal and gift strike tiles, giving you a cheaper purple. 3) She needs purple to steal your tiles, which means matching your trap tile. This isn't a slow character. 8/P/6 or 8/P/12 isn't slow. And with 14,000 health and a bit of true healing, she's going to stick around through AoE attacks. She's much stronger than you give credit.
vinicius18 wrote: I hate slow characters. They formulated a contradictory character than it is because it has always been quite fast. She can do a lot of damage in 5-5-3 with Ant-Man and Elektra. About Hulkbuster and OML, it has no level to play next to them because I consider it a 3 *. If it were an Age of Apocalypse or X-Force would make sense she fight alongside the two. In the All New Wolverines ideal for she is fighting alongside Patch and Daken, which are the same level as her, 3 *. About Elektra, beyond disarm traps she will steal their high Strikes tiles. With Elektra and Ant-Man can choose which best shot during the match.
Unreallystic wrote: Meh, all this talk about slow and wait until...but to "me" - MOST of the new 4* characters are like that, requiring either an obscene amount of AP to do heavy dmg or some condition that requires a while, whether it be strike tiles, protect tiles, etc. How is this any different? Falcap wants to fire off yellow, Antman has to call his move twice, Iceman has to go twice, RH needs to half double the AP, Cyclops needs the TU, IMHB needs high amount of red, Kingpin has to get out countdown tiles, etc. The only difference I see here? She has two different colors, so a single battery like Fist or SWitch won't do it, and unlike Cyclops, she doesn't feed herself, but that's still in line with most of the 4*. So is she slow, or are some of us just used to really fast? Seems to me she'll just fall in line with the 'gut' of the 4*...effective, strong, but not necessarily an 'iWin in ten moves' character. - Unreall
Unreallystic wrote: Meh, all this talk about slow and wait until...but to "me" - MOST of the new 4* characters are like that, requiring either an obscene amount of AP to do heavy dmg or some condition that requires a while, whether it be strike tiles, protect tiles, etc. How is this any different? Falcap wants to fire off yellow, Antman has to call his move twice, Iceman has to go twice, RH needs to half double the AP, Cyclops needs the TU, IMHB needs high amount of red, Kingpin has to get out countdown tiles, etc.
Unreallystic wrote: The only difference I see here? She has two different colors, so a single battery like Fist or SWitch won't do it, and unlike Cyclops, she doesn't feed herself, but that's still in line with most of the 4*. So is she slow, or are some of us just used to really fast? Seems to me she'll just fall in line with the 'gut' of the 4*...effective, strong, but not necessarily an 'iWin in ten moves' character.
TLCstormz wrote: From now on, can you all please please please please PLEASE think to also mention how these newly released characters would stack up to a 2 star or 3 star player's roster, please? Every single thread of every single one of these new characters within the last year, at the very least, is all about what YOU think is best for YOUR OWN tier of players, but think of how valuable your knowledge would be to everyone that is groveling beneath you. Think about it, and please share which characters would be beneficial for 2* and 3* players, please. Thank you.
dkffiv wrote: 4*s are largely unusable unless you have near maximum covers. If you've obtained 9+ covers you aren't a 2* player. If you're a 3* player with that many covers we're going to assume you have the best ones maxed out and check their synergy.
dkffiv wrote: ... IMHB red is similar to X23 green (though it has a higher damage ratio) but his blue has the potential to cascade into enough red to cause trouble. If his black goes off its almost game over from the strike tiles. Take that into consideration - 11 black and 1 target is almost certainly dead from his red next turn and you're going to be taking 1k+ match damage unless you can neutralize the strike tiles. 10-12 purple AP with X23 and one target may get killed if you ever trigger the trap and who knows when that will be. ...
Howzat wrote: Because of the announcement on Marvel.com comparing Tracking Prey to Ambush i had assumed matching the trap yourself would result in it regenerating on another tile (even though it was never specified in the power description). I think a little bit of damage reduction on self match with trap regen would be a fair balance to allow her to be more self sufficient. But the biggest design misstep is Holding Back. Absolutely no reason to have this require 1 cast with 9 to convert to Berserker Fury. We get you guys just came up with a new "cool" feature with OML, but it wasn't needed here. Needed to be more in line with Feral Claws from 2* Wolvie where the strikes are generated based on AP condition as base, not use once with none generated. If she could generate faster herself she would (again) be more self sufficient, and thats what every good (and better) character is. She shouldn't have to bring Daken and Switch to be viable.
Polares wrote: dkffiv wrote: ... IMHB red is similar to X23 green (though it has a higher damage ratio) but his blue has the potential to cascade into enough red to cause trouble. If his black goes off its almost game over from the strike tiles. Take that into consideration - 11 black and 1 target is almost certainly dead from his red next turn and you're going to be taking 1k+ match damage unless you can neutralize the strike tiles. 10-12 purple AP with X23 and one target may get killed if you ever trigger the trap and who knows when that will be. ... But you forget that you can match the trap yourself and then you do like 7500+ damage and create a 500 strike tile, so it is quite similar to Overdrive. And then the next cast will be 11. I think almost 90% of the time the user will match purple himself, the next cast is cheaper and with the strike tile on the board you do some serious damage, and 7500 damage is still good. She is above average for me, green is still quite fast and she can heal, which is always good, and if you team her with somebody like Ant man or any other cheap strike tiles producer purple can be really good. What It is really a pitty is that green is not something like "3500 damage + strike tile" always, that small change would help her a lot, A LOT.
stryke wrote: dkffiv wrote: 4*s are largely unusable unless you have near maximum covers. If you've obtained 9+ covers you aren't a 2* player. If you're a 3* player with that many covers we're going to assume you have the best ones maxed out and check their synergy. You say that but as I got two covers in the pve I figured I'd have a laugh and try her in the pvp... and to my great surprise it's actually kinda working. Paired her with a boosted to 220 Spider-man and 166 Daken which means I can reliably get off her Tracking thanks to all the strike tiles and they're steam rolling over solid 3* teams with boosted to max character like Gamora. Going to be absolutely terribad in defence but even with the only the one cover in Savage Healing combined with Daken's regen and Spidey's defence tiles they can cruise along for ages without having to think about medpacks. Sure it is no way optimal, and yet it works despite that.
Gagutz wrote: Using for PVE only.... What would you say is the best build?
dkffiv wrote: 535 regardless. PVE wise you can build around her and pvp you still hope for the random game winning purple.
vudu3 wrote: dkffiv wrote: 535 regardless. PVE wise you can build around her and pvp you still hope for the random game winning purple. I'm not sold on 5/3/5 quite yet. Because her healing requires X-23 to tank green/red/purple you're only going to heal on one or two colors in most fights. For example, you mention pairing her with 4* Thor or 4* Cyclops but both will tank red. At 3 covers X-23 will only heal for 652 per match whereas at 5 covers she'll heal for 1,520 health per match. It's going to take twice as long to heal after getting hit with a nuke so in many cases she's unlikely to survive a second one. Sure, purple is really strong at 5 covers but it's too expensive in most cases and way to unreliable to count on. I'm leaning towards 5/5/3 because while a random game-winning purple is nice, I think you're going to win more fights by letting X-23 absorb the heavy blows and then healing back up within a few turns.