"David wrote: Moore"]Density: Heavy - 5 Vision alters his density, making himself heavy and strong. Creates a Density: Heavy 4-turn Countdown Tile. While this tile is on the board, Vision deals 128 more damage and his Red power becomes Heavy Strike. Removes any existing Density: Light tile. (Old Values: Density: Heavy - 5 AP Vision increases his density, making himself incredibly heavy. Creates a Density: Heavy Blue 4-turn Countdown Tile. While this tile is on the board, Vision deals 88 more damage and his Red power becomes Heavy Strike. Destroys any existing Density tile. ).
"David wrote: Moore"] Pylgrim wrote: David, can you tell us whether there are more 3* upgrades planned after these three? I haven't heard any specifics for additional updates yet. So, as of today, nothing imminent after Vision that's ready to report. I'll definitely update if and when I have additional news.
Pylgrim wrote: David, can you tell us whether there are more 3* upgrades planned after these three?
ArcanaMoon wrote: Dont get me wrong, but doing 1040 per match is a pretty nice damage, ¡Beside! They forget to mention something... Vision will now be fortify tiles, this mean you need get rid of each count down twice, making him more efficient no matter where the countdown lands
"David wrote: Moore"]With Green Goblin on the way the team at Demiurge would like to provide some info on a new gameplay feature and a few ability changes. Here's word from the devs: "Hey all, Green Goblin introduces a new feature calledFortify Tiles. Tiles that are Fortified cannot be destroyed. Because of this, a few heroes were able to gain an unfair advantage when using a power that destroyed friendly tiles. To address this, we have changed a handful of abilities from destroying tiles to converting them to basic tiles. These abilities are: -Punch A Snowman (Iceman) -Fisk Gambit (Kingpin) -Master Stroke (Mystique)-Density: Heavy (Vision) -Density: Light (Vision)
_Ryu_ wrote: ArcanaMoon wrote: Dont get me wrong, but doing 1040 per match is a pretty nice damage, ¡Beside! They forget to mention something... Vision will now be fortify tiles, this mean you need get rid of each count down twice, making him more efficient no matter where the countdown lands "David wrote: Moore"]With Green Goblin on the way the team at Demiurge would like to provide some info on a new gameplay feature and a few ability changes. Here's word from the devs: "Hey all, Green Goblin introduces a new feature calledFortify Tiles. Tiles that are Fortified cannot be destroyed. Because of this, a few heroes were able to gain an unfair advantage when using a power that destroyed friendly tiles. To address this, we have changed a handful of abilities from destroying tiles to converting them to basic tiles. These abilities are: -Punch A Snowman (Iceman) -Fisk Gambit (Kingpin) -Master Stroke (Mystique)-Density: Heavy (Vision) -Density: Light (Vision) You are absolutely right, I think most (me too) did overread this. Even if it is not such a great update like they did to IM40 but Vision was from the start not one of the worst characters in the game, improving his power outcome, better AI control and Fortify Tiles makes him better then ever before, so he gets a thumb up from me
colwag wrote: "David wrote: Moore"]Density: Heavy - 5 Vision alters his density, making himself heavy and strong. Creates a Density: Heavy 4-turn Countdown Tile. While this tile is on the board, Vision deals 128 more damage and his Red power becomes Heavy Strike. Removes any existing Density: Light tile. (Old Values: Density: Heavy - 5 AP Vision increases his density, making himself incredibly heavy. Creates a Density: Heavy Blue 4-turn Countdown Tile. While this tile is on the board, Vision deals 88 more damage and his Red power becomes Heavy Strike. Destroys any existing Density tile. ). Bolded for emphasis. It does seem like you can stack Heavy and Light tiles now, or at least have two out at the same time for security purposes.
Jam_Adams wrote: I've never kept Vision on my roster, and I don't see that changing in the foreseeable future. I will stay tuned to those that do have him. sometimes things are better than they read on paper.
Bowgentle wrote: _Ryu_ wrote: ArcanaMoon wrote: Dont get me wrong, but doing 1040 per match is a pretty nice damage, ¡Beside! They forget to mention something... Vision will now be fortify tiles, this mean you need get rid of each count down twice, making him more efficient no matter where the countdown lands "David wrote: Moore"]With Green Goblin on the way the team at Demiurge would like to provide some info on a new gameplay feature and a few ability changes. Here's word from the devs: "Hey all, Green Goblin introduces a new feature calledFortify Tiles. Tiles that are Fortified cannot be destroyed. Because of this, a few heroes were able to gain an unfair advantage when using a power that destroyed friendly tiles. To address this, we have changed a handful of abilities from destroying tiles to converting them to basic tiles. These abilities are: -Punch A Snowman (Iceman) -Fisk Gambit (Kingpin) -Master Stroke (Mystique)-Density: Heavy (Vision) -Density: Light (Vision) You are absolutely right, I think most (me too) did overread this. Even if it is not such a great update like they did to IM40 but Vision was from the start not one of the worst characters in the game, improving his power outcome, better AI control and Fortify Tiles makes him better then ever before, so he gets a thumb up from me The only tiles that will be fortified are the ones Goblin makes. The other tiles will just turn from being destroyed to being basic tiles, that's the only change. So no, you don't have to match the tile twice.
babinro wrote: 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.
GrumpySmurf1002 wrote: 4* and certainly 5* players are rarely using 3s, except for maybe those with good AP acceleration skills. The reality is of the 3 buffs thus far, Quicksilver was met with the same "meh," and the only reason IM40 seems awesome now is because now he pumps out AP to use with the 4/5* characters. Nobody even cares what they changed about his red/blue, which really were 'meh' changes also. So Vision's function, like many of the 3*, is for exactly the people you described. I don't see a problem really with re-designing with that group in mind. Though of course w/ the change in functionality of the AI, he became a slightly bigger PITA to fight, so one can argue its not really a player friendly change, even if he's stronger for the player.
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.