vudu3 wrote: notamutant wrote: You are forgetting that one of those nukes is just as good if it gets matched as if it were to go off with crazy strong attack tiles, and the other can be matched by you for extra damage. Not really comparable. You only get an attack tile if the enemy matches a trap tile. If the enemy matches away the blue CD tile then you just wasted 10 blue AP. Same with his red ability--if you match the CD tile you get extra damage; if the enemy matches it you get squat.
notamutant wrote: You are forgetting that one of those nukes is just as good if it gets matched as if it were to go off with crazy strong attack tiles, and the other can be matched by you for extra damage. Not really comparable.
notamutant wrote: vudu3 wrote: notamutant wrote: You are forgetting that one of those nukes is just as good if it gets matched as if it were to go off with crazy strong attack tiles, and the other can be matched by you for extra damage. Not really comparable. You only get an attack tile if the enemy matches a trap tile. If the enemy matches away the blue CD tile then you just wasted 10 blue AP. Same with his red ability--if you match the CD tile you get extra damage; if the enemy matches it you get squat. No, go reread it. If the enemy matches the blue CD you get the attack tile. You are right for red, but who cares with that damage? It is like a much better version of X-23 purple.
Pylgrim wrote: Hmm, it's a swingy one, this one. Problem is that you are strongly depending on then enemy team to collaborate with you. For example, his blue is rather impressive if the CD goes off (but completely useless if it's destroyed), but you really want the opponent to match away your traps! Red is great damage but on a super long CD that yes, gives you time to get even more juice out of it, but extra chances to the opponent team to make you have completely wasted 12 AP. I'd be much happier if the numbers on that red ability were 25% lower and it also had a clause that deals damage (25% less than normal) if the opponent matches it. It is a grenade, after all!
zodiac339 wrote: Pylgrim wrote: Hmm, it's a swingy one, this one. Problem is that you are strongly depending on then enemy team to collaborate with you. For example, his blue is rather impressive if the CD goes off (but completely useless if it's destroyed), but you really want the opponent to match away your traps! Red is great damage but on a super long CD that yes, gives you time to get even more juice out of it, but extra chances to the opponent team to make you have completely wasted 12 AP. I'd be much happier if the numbers on that red ability were 25% lower and it also had a clause that deals damage (25% less than normal) if the opponent matches it. It is a grenade, after all! If the trap work like traps, then it won't be useless if the enemy matches out the CD tile. The traps should still be there and still produce the attack tiles if the enemy stumbles upon them.
notamutant wrote: vudu3 wrote: notamutant wrote: Wow. Just wow. At first when I saw the descriptions in the Marvel interview, I thought it could go either way depending on actual numbers. Now that the numbers are out, Bucky is top 5 now. He could replace HB for single target nukes. Somewhat unreliable for some of his moves, but still insane damage numbers. He makes Ant-Man look like **** though with the attack tiles for Bucky being so much stronger. Meh. His two big nukes both rely on CD tiles. You know what other 4* has two big nukes that rely on CD tiles? Star-lord. You are forgetting that one of those nukes is just as good if it gets matched as if it were to go off with crazy strong attack tiles, and the other can be matched by you for extra damage. Not really comparable.
vudu3 wrote: notamutant wrote: Wow. Just wow. At first when I saw the descriptions in the Marvel interview, I thought it could go either way depending on actual numbers. Now that the numbers are out, Bucky is top 5 now. He could replace HB for single target nukes. Somewhat unreliable for some of his moves, but still insane damage numbers. He makes Ant-Man look like **** though with the attack tiles for Bucky being so much stronger. Meh. His two big nukes both rely on CD tiles. You know what other 4* has two big nukes that rely on CD tiles? Star-lord.
notamutant wrote: Wow. Just wow. At first when I saw the descriptions in the Marvel interview, I thought it could go either way depending on actual numbers. Now that the numbers are out, Bucky is top 5 now. He could replace HB for single target nukes. Somewhat unreliable for some of his moves, but still insane damage numbers. He makes Ant-Man look like **** though with the attack tiles for Bucky being so much stronger.
Vhailorx wrote: I think he will be strong but not not overpowered relative to the current top 4*s. He has very high damage abilities, but is a bit slow. 3/5/5 seems like the best build at first glance to maximize damage, but ap theft is such a powerful ability, especially targeted ap theft, that I might recommend 5/5/3 instead. Red has awesome damage, but it's also the most fragile ability. blue will almost aways give you something, even if the CD gets matched away. But red can fizzle completely if the enemy matches it away.
Tilesmasher wrote: He's the 4* daredevil, could be good but this that and this other thing needs to happen for his big damage to actually happen, too easy to shake the board or steal tiles etc. Bummer.
Varg138 wrote: When will he available in token packs (LTs, heroics, etc)?
hex706f726368 wrote: 3/5/5 seems like a no brainer to me. Going 5 in purple only nets you +800ish damage and 1 extra AP. I think I'd rather gamble on either of the other two abilities hitting it big than bank on 1 AP being the diff in winning or losing. *not that i'm going to use him that much anyway, in a 5* world this is just PvE essential insurance