Cthulhu wrote: Flames of the Faltine 0 By the Flawless Faltine’s flame - let the power you possess strike you the same! (PASSIVE) Whenever an enemy fires a power, deal 212 damage to the target and gives a burst of 45 health to the players team. Level 2: Deals 254 damage and a bust of 54 health to the team when an enemy fires a power. Level 3: Deals 297 damage and a bust of 63 health to the team when an enemy fires a power. Level 4: Deals 382 damage and a bust of 81 health to the team when an enemy fires a power. Level 5: Deals 551 damage and a bust of 117 health to the team when an enemy fires a power.Max Level: Level 3: Deals 925 damage and a bust of 195 health to the team when an enemy fires a power. Level 4: Deals 1190 damage and a bust of 361 health to the team when an enemy fires a power. Level 5: Deals 1719 damage and a bust of 361 health to the team when an enemy fires a power.
Puritas wrote: Cthulhu wrote: Flames of the Faltine 0 By the Flawless Faltine’s flame - let the power you possess strike you the same! (PASSIVE) Whenever an enemy fires a power, deal 212 damage to the target and gives a burst of 45 health to the players team. Level 2: Deals 254 damage and a bust of 54 health to the team when an enemy fires a power. Level 3: Deals 297 damage and a bust of 63 health to the team when an enemy fires a power. Level 4: Deals 382 damage and a bust of 81 health to the team when an enemy fires a power. Level 5: Deals 551 damage and a bust of 117 health to the team when an enemy fires a power.Max Level: Level 3: Deals 925 damage and a bust of 195 health to the team when an enemy fires a power. Level 4: Deals 1190 damage and a bust of 361 health to the team when an enemy fires a power. Level 5: Deals 1719 damage and a bust of 361 health to the team when an enemy fires a power. My only question is: What cup size is this bust of health?
vinsensual wrote: What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher? My only guess is to bypass the way the AI would play if paired with cheaper purple users.
notamutant wrote: vinsensual wrote: What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher? My only guess is to bypass the way the AI would play if paired with cheaper purple users. It makes the first cast more expensive.
monsieurmojo wrote: notamutant wrote: vinsensual wrote: What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher? My only guess is to bypass the way the AI would play if paired with cheaper purple users. It makes the first cast more expensive. Exactly. Should operate much like Human Torch's Fireball; only the first use costs full price.
Punisher5784 wrote: monsieurmojo wrote: notamutant wrote: vinsensual wrote: What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher? My only guess is to bypass the way the AI would play if paired with cheaper purple users. It makes the first cast more expensive. Exactly. Should operate much like Human Torch's Fireball; only the first use costs full price. Actually the Purple AP return makes the ability active all the time.. meaning that if there are no special tiles out, he can still use his purple to gain purple AP back whereas someone like Daredevil cannot use his purple if there are no special tiles to remove. This is horrible for PvP defense if you have a better purple user such as KK like many players already suggested for constant healing. The AI will use purple for 11AP to just gain 3-4 AP back.. stupid.
Punisher5784 wrote: monsieurmojo wrote: notamutant wrote: vinsensual wrote: What is the overall effect/intention behind making the purple power give back purple AP? Why not have it cost less AP at 1 rank and reduce the cost as you rank higher? My only guess is to bypass the way the AI would play if paired with cheaper purple users. It makes the first cast more expensive. Exactly. Should operate much like Human Torch's Fireball; only the first use costs full price. Actually the Purple AP return makes the ability active all the time.. meaning that if there are no special tiles out, he can still use his purple to gain purple AP back whereas someone like Daredevil cannot use his purple if there are no special tiles to remove. This is horrible for PvP defense if you have a better purple user such as KK like many players already suggested for constant healing. The AI will use purple for 11AP just to gain 3-4 AP back.. stupid.
Cthulhu wrote: Doctor Strange (Stephen Strange) 3 Star Rarity (Rare)At Max Level: HP: 6800 Tile damage: 61/12/79/70/11/13/3.0xCrimson Bands of Cyttorak 9 By Cyttorak’s seventh crimson band - let this brilliant whip ensnare your hand! Converts a chosen basic tile into a 2-turn Countdown tile, then stuns the target for 2 turns. The tile destroys 2 enemy AP of its color and deals 45 damage each turn.
Cthulhu wrote: Crimson Bands of Cyttorak 9
Melevorn wrote: Cthulhu wrote: Crimson Bands of Cyttorak 9 Rather than Crimson bands can they please be Cerulean bands - to match the active tile colour!?!
Spiritclaw wrote: Cthulhu wrote: Crimson Bands of Cyttorak 9 By Cyttorak’s seventh crimson band - let this brilliant whip ensnare your hand! Converts a chosen basic tile into a 2-turn Countdown tile, then stuns the target for 2 turns. The tile destroys 2 enemy AP of its color and deals 45 damage each turn. Which of the following is a correct restatement of that last sentence? 1) The tile destroys 2 enemy AP of its color each turn and deals 45 damage each turn. or 2) The tile destroys 2 enemy AP of its color upon completion and deals 45 damage each turn.
Cthulhu wrote: Crimson Bands of Cyttorak 9 By Cyttorak’s seventh crimson band - let this brilliant whip ensnare your hand! Converts a chosen basic tile into a 2-turn Countdown tile, then stuns the target for 2 turns. The tile destroys 2 enemy AP of its color and deals 45 damage each turn.