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.
ZeiramMR wrote: I mean, Vision looks extremely niche, for 2-3 star transitioners or heavily boosted, and won't play well with 4-5 stars due to the need for tanking and the tiered damage changes. But Quicksilver became a lot more usable, and Iron Man's Unibeam damage is comparable to Righteous Uppercut.
BlackBoltRocks wrote: Guess I'll be saving Iso to champ 3* Torch and 3* Bullseye instead
Crowl wrote: His yellow and blue needed to keep the flavour of the existing powers, but do something to remove the need for him to tank the colours even if that potentially meant that they needed to be reduced in power to remain balanced. If they were looking to push things further with a remodel, they could do something like this, allow both densities to be active: Blue - a 2 phase power, the first would be an improved heavy density that didn't require tanking and then the second fires heavy strike but drains red ap not blue. Yellow - a 2 phase power, as above except for light instead of heavy. Red - normal nuke with a bonus dmg or effect if both tiles were active at the time.
Jaedenkaal wrote: OLD: Level 1: Solar Beam deals 184 damage. Light disruption deals 137 damage per tile converted. Heavy strike hits the enemy team for 274 damage. Level 2: Solar beam deals 267 damage. Light disruption deals 192 damage per tile converted. Heavy strike hits the enemy team for 329 damage. Level 3: Solar beam deals 351 damage. Light disruption deals 247 damage per tile converted. Heavy strike hits the enemy team for 384 damage. Level 4: Solar beam deals 519 damage. Light disruption deals 356 damage per tile converted. Heavy strike hits the enemy team for 493 damage. Level 5: Solar beam deals 854 damage. Light disruption deals 575 damage per tile converted. Heavy strike hits the enemy team for 712 damage. New: Level 1: Solar Beam deals 187 damage. Light Disruption deals 220 damage per tile converted. Heavy Strike hits the enemy team for 279 damage Level 2: Solar Beam deals 271 damage. Light Disruption deals 292 damage per tile converted. Heavy Strike hits the enemy team for 335 damage. Level 3: Solar Beam deals 357 damage. Light Disruption deals 364 damage per tile converted. Heavy Strike hits the enemy team for 391 damage. Level 4: Solar Beam deals 527 damage. Light Disruption deals 507 damage per tile converted. Heavy Strike hits the enemy team for 502 damage. Level 5: Solar Beam deals 868 damage. Light Disruption deals 795 damage per tile converted. Heavy Strike hits the enemy team for 725 damage. I'm not seeing a damage nerf here. I'm seeing (very minor) gains to Solar Beam and Heavy Strike and a 40-60% increase to Light Disruption. The costs are the same, and Density is better at all levels (so heavy slam damage is actually much better).
wymtime wrote: Actually light disruption got a nice buff and can so close to 5k damage of the enemy has 2 special tiles out. With this being the case there might a reason to actually use his yellow other than to spam KK heal or carnages attack tiles or OML strike tiles.
"David wrote: Moore"]Density: Heavy - 5 MAX: 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 1040 more damage and his Red power becomes Heavy Strike. Removes any existing Density: Light tile.
AdamMagus wrote: "David wrote: Moore"]Density: Heavy - 5 MAX: 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 1040 more damage and his Red power becomes Heavy Strike. Removes any existing Density: Light tile. Didn't think it was possible but somehow they managed to make Mr Fantastic's even worseVision - 5 - 4 turn - 1040 damage - level 166 MrFan - 9 - 3 turn - 812 damage - level 270 So, Vision's ability cost 4 AP less, lasts one more turn and deals 228 more damage, oh and it improves his Red ability (I don't think those numbers are for a maxed champion Vision) Yep, you can increased the duration on Reed's tile and there is no limitation on who matches the tiles, but I would take a cost of 5 , deal 2x more damage, and/or have it improve his AP generation, over what we currently have. As for this *new* Vision, his and are an improvement, minor, but any improvement is better than none. Boosted he is fun to play with just for the crazy match damage, but outside of that I don't see him being used much
"David wrote: Moore"]*Note: At this time there is no plan to offer an increased sell-back rate for Vision after the updates are live.
ammenell wrote: huh? selling a character for hp, not for iso? thats not possible, right?
"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?
optimus2861 wrote: ammenell wrote: huh? selling a character for hp, not for iso? thats not possible, right? They've done it in the past when they make significant changes to a character's abilities, usually for -- I forget, 14 days? 30? Something like that. The higher level the character, the more HP you got, up to a certain cap.