GEFPenst wrote: New addition: image thanks to Coolbond Daredevil (Man without fear) - rare character11 AP - Radar sense Creates an Environment Trap tile that, when matched by an enemy, steals 2 AP from all colors. If you match the tile, it steals 1 purple AP and changes locations. Enemies cannot see the tile. Level 2: Steals 3 AP on enemy match. Level 3: Steals 4 AP on enemy match. Level 4: Steals 5 AP on enemy match.7 AP - Equalizer Creates a Blue Trap tile that, when matched by an enemy, stuns for 2 turns. If you match the tile, it generates 1 blue AP and it changes locations. Enemies cannot see the tile. Level 2: Stuns for 3 turns. Level 3: Stuns for 4 turns. Level 4: Stuns for 5 turns.7 AP - Ambush Creates a Red Trap tile that, when matched by an enemy, deals 473 damage. If you match the tile, enemy takes 24 damage and it changes locations. Enemies cannot see the tile. Level 2: 662 damage on enemy match. Level 3: # damage on enemy match. Level 4: # damage on enemy match. Level 5: # damage on enemy match. Max Level: Enemy match deals 7712 damage / Player match deals 148 damage to enemy Power: Purple, Blue, Red. Sounds like great defensive character for PvE - hard to destroy traps with nasty effects. Also, new mechanic is always good in my book. Your thoughts? Additional info on traps: - match-4 and match-5 activate traps - overwrite abilities like Daken's Stroke or Venom's Web overwrite traps, thus disarming them - Moonstone' relocation ability doesn't affect traps - destruction abilities like Storm' Lightning disarm traps
Rarre28 wrote: Can someone tell me there thoughts on a best build for him please
turul wrote: I think his abilities are just fine, except for overwrite "bug".
Knock3r wrote: A big way to improve this character is to let the user choose where to place the traps. Then it becomes more strategic trying to predict where the AI will go next. There's still a large random factor that keeps this from being overpowered (i.e. there's no guarantee that the AI will pick that guaranteed match or if the AI chooses a different match that shifts your trap to no-man's land). This is better than having no placement control and then feeling gipped that it's placed in no-man's land right off the bat.
Phantron wrote: turul wrote: I think his abilities are just fine, except for overwrite "bug". If his trap can't be overwritten, this allows you actually see where they are. You'd quickly notice how come there's one red tile that never turns to strike tile. If you make it such that a tile can be both overwritten and still a trap (so a red strike tile that's still a trap), then how do you actually get rid of the trap? Hit Lightning Storm and just hope it happens to hit the right one? There has to be some way to deal with his traps in a relatively consistent manner instead of 'hope tile destruction ability hits the right tile'. I think it works out well since the guys who can overwrite his red tends to be relatively weak.
KevinMark wrote: or blown up by 4-5 matches