colwag wrote: A Max'd 5 yellow Light is 1000 points of protect damageish. How strong would it have to be, in pure numbers, for you to consider it? I mean the idea of having a protect power be strong enough to actually stop some heavy nukes feels like it'd be pretty nice, since all Protect mechanics seem to do so far is "stop match damage" usually, and "MAYBE counter Strikes or Attacks if needed" A Protect strong enough to make a nuke fizzle would be pretty nice.
babinro wrote: This is a really disappointing change. The main problem with Vision is his need to tank colours. This concept was already sketchy when he Hulk and Captain Marvel came out. Now we have boosted weekly characters, 4* and 5* tier play as well as championing all acting against a characters ability to tank. The last time Vision was featured in pvp his blue and red were dealing impressive damage. The buffs to damage are a nice perk but they weren't even necessary in my opinion. Vision was already reasonably fast and worked great with characters who trigger off skill activators. I understand that it doesn't match the lore of the character but his blue really needed to universally buff team damage. His yellow could act like Luke Cages Skill or even force the character front and center like Colossus. On top of that the yellow demanding a more substantial buff since it was a dump skill no one was considering. These changes do nothing to change that. What we have now is a character whose just as difficult to fit into a team as he's ever been and his new found damage values in now way justify the hoops you need to go through to make him shine. These changes make Vision a highly niche character designed to be played by 2* transitioners and sometimes used by 3* players when the stars align. Characters like Psylocke and Punisher can potentially be fixed by simply buffing damage values. Visions core problems didn't lie with his damage output.
colwag wrote: A Protect strong enough to make a nuke fizzle would be pretty nice.
Dark Nova wrote: This tweak now makes Vision less useful! His problem is not damage delivered, it's the mechnic at fault. His yellow and blue are practically redundant on their own because he rarely tanks those colours, but at least there was a slight reprieve in that you could cast them in succession and get a tiny amount of board shake. Now you can't even do that - you have to wait for one tile to expire before casting another! So now you can describe him as having only red as a power with yellow/blue just changing what the (expensive) red does. This poor guy is never going to get used! The tweak should have been that casting Heavy Density initially inflicted some small AOE damage (like an earth tremor) and casting Light Density would initially overwrite an existing enemy strike, attack or defence tile if one was on the board. At least that would give the power some small utility!
Dark Nova wrote: ... Now you can't even do that - you have to wait for one tile to expire before casting another! ...
jackstar0 wrote: colwag wrote: A Protect strong enough to make a nuke fizzle would be pretty nice. I expect a Kitty Pryde power with a team invisibility effect (with a countdown) at some point. Or at least I hope...
Raisse wrote: Coupled with the fact that creating a second density: heavy tile no longer destroys the first, I expected both tiles to do what they say.
DayvBang wrote: Raisse wrote: Coupled with the fact that creating a second density: heavy tile no longer destroys the first, I expected both tiles to do what they say. It no longer destroys the first, but it converts it to a basic tile instead. All five changed powers were changed in this exact way. You can't stack these, even for redundancy.