hopper1979 wrote: I am really interested to see this character in play. On paper I really like the idea behind the blue and with the right team I think she could be very solid especially when paired with the correct teammates, Prof X being at the top of the list. I have to see how they group in the center to be sure. Also her HP do not seem to be an issue if you use her green properly (again I will wait and see it in action, Wasps yellow on paper is awesome but it should cost less this power may suffer from the same issue), she might be niche but it could be a very good niche. Imagine her with Carnage, blue then green then Scythes, that will be nasty. I always like when they introduce new play mechanics and the green and blue are both fairly unique in this game.
notamutant wrote: hopper1979 wrote: I am really interested to see this character in play. On paper I really like the idea behind the blue and with the right team I think she could be very solid especially when paired with the correct teammates, Prof X being at the top of the list. I have to see how they group in the center to be sure. Also her HP do not seem to be an issue if you use her green properly (again I will wait and see it in action, Wasps yellow on paper is awesome but it should cost less this power may suffer from the same issue), she might be niche but it could be a very good niche. Imagine her with Carnage, blue then green then Scythes, that will be nasty. I always like when they introduce new play mechanics and the green and blue are both fairly unique in this game. Nope, bad team. Carnage will miss the enemy as well as Riri. Also, Riri's red is her best power, so why would you use Carnage's red over hers? Also, we already have far better teammates for Carnage (another new character, Medusa). AI can't use her green properly either, so her health does matter. She will end up airlifting an enemy that has a lower cost weak green, allowing the enemy to build up more AP for the stronger one, and then launch it as soon as the guy lands.
seraphiel wrote: Even at level 5, of her two powers that do things to enemy special tiles, neither one affects countdowns. It was already of very limited usefulness in most situations; with this configuration it's almost entirely useless against goons. So she can be deployed against a few very specific opponents and hopefully almost maybe do something to handle their tiles. On top of being a meh set of powers it's more of Marvel's "All Rehashed, All Tokenism" thing and yet another Iron Person instead of one of the many still-missing characters, which doesn't help to make her interesting.
Tilesmasher wrote: I sincerely hope to see nothing but prof x / riri teams in pvp, that's like what... 19,000 health total? Too many "what ifs" needed for her to be usable.
Polares wrote: Tilesmasher wrote: I sincerely hope to see nothing but prof x / riri teams in pvp, that's like what... 19,000 health total? Too many "what ifs" needed for her to be usable. I doubt anybody will use her in PvP. Maybe in PvE, but definitely not in PvP. It is very annoying that in Hearts of Darkness node where you can try her, enemies produce exactly 0 special tiles, so we can't test her blue. Hopefully in the second sub or the third some enemy will produce any type of special tiles and we can check how this power works... Blue seriously needs to be buffed to also attract countdowns, this way at least, she would be useful in PvE ... More hitpoints, and countdowns included in blue and then, she might be usable.
Skygazing wrote: Riri Williams (Ironheart) :ironheart:4 Star Rarity (Legendary)Wiki LinkAt 70: HP: 2964 10/37/42/8/33/9/23/3.0xAt 270: HP: 10976 13/74/85/11/65/12/43/3.0xMagnetic Repulsors 9 AP Riri uses her magnetic repulsors in her armor's gauntlets to disarm her opponents. Attract 2 enemy Attack, Protect, and Strike tiles to the center of the board. Level 2: Attract 4 tiles. Level 3: Attact 6 tiles and lock 1 of them. Level 4: Attract 8 tiles and lock 2 of them. Level 5: Attract 10 tiles and lock 4 of them.At 270 these numbers are exactly the same.
Mr_Sinister wrote: Straycat wrote: I have to agree with Vhailorx, I think health is incorporated to the character balance and design. Its not directly related and not consistent for all characters, but its there. Hulkbuster has a self damage ability, so his health could be a balance to that. Red hulk has a passive that helps if he takes damage. Thanos has an ability that puts him in front, and he can kill his teammates so he might be alone more often. Yes, they should be durable according to the comics, but they are probably designed with that in mind. If you look at just their health, you will see they mostly line up with their comic durability, but that doesn't mean they have no correlation to their moves. In general, true healers (wolverine family), invisible characters (prof x, miles), or strong passives (Dr strange, Hood) will have lower health. There are exceptions and its not completely balanced, but I think they put some thought into overall design. And as you say, she has armor and should have more health, but she also doesn't have an awesome kit, so she should have more health. Also, for all the complaints about having variants, the all new all different Marvel is pretty explicitly making variant characters. Its a way of keeping the audience with built in fans of a character while also updating it and being more diverse. If you are upset about diversity... I'll just say thats not cool. "If you don't like this character, you're a racist..." Good first half of your post, atrocious, childish second half.
Straycat wrote: I have to agree with Vhailorx, I think health is incorporated to the character balance and design. Its not directly related and not consistent for all characters, but its there. Hulkbuster has a self damage ability, so his health could be a balance to that. Red hulk has a passive that helps if he takes damage. Thanos has an ability that puts him in front, and he can kill his teammates so he might be alone more often. Yes, they should be durable according to the comics, but they are probably designed with that in mind. If you look at just their health, you will see they mostly line up with their comic durability, but that doesn't mean they have no correlation to their moves. In general, true healers (wolverine family), invisible characters (prof x, miles), or strong passives (Dr strange, Hood) will have lower health. There are exceptions and its not completely balanced, but I think they put some thought into overall design. And as you say, she has armor and should have more health, but she also doesn't have an awesome kit, so she should have more health. Also, for all the complaints about having variants, the all new all different Marvel is pretty explicitly making variant characters. Its a way of keeping the audience with built in fans of a character while also updating it and being more diverse. If you are upset about diversity... I'll just say thats not cool.
zodiac339 wrote: That up front damage from red with no conditions is pretty impressive. 1 more red than Cyclops for about as much damage as Combined Forces when you have the 10 team up to boost it. Getting green to 5 will be nice too. So excited to see what Zendaya does with the character. What, you don't think she'd go to school letting people call her Riri, do you? Michelle is her middle name.
Straycat wrote: Mr_Sinister wrote: Straycat wrote: I have to agree with Vhailorx, I think health is incorporated to the character balance and design. Its not directly related and not consistent for all characters, but its there. Hulkbuster has a self damage ability, so his health could be a balance to that. Red hulk has a passive that helps if he takes damage. Thanos has an ability that puts him in front, and he can kill his teammates so he might be alone more often. Yes, they should be durable according to the comics, but they are probably designed with that in mind. If you look at just their health, you will see they mostly line up with their comic durability, but that doesn't mean they have no correlation to their moves. In general, true healers (wolverine family), invisible characters (prof x, miles), or strong passives (Dr strange, Hood) will have lower health. There are exceptions and its not completely balanced, but I think they put some thought into overall design. And as you say, she has armor and should have more health, but she also doesn't have an awesome kit, so she should have more health. Also, for all the complaints about having variants, the all new all different Marvel is pretty explicitly making variant characters. Its a way of keeping the audience with built in fans of a character while also updating it and being more diverse. If you are upset about diversity... I'll just say thats not cool. "If you don't like this character, you're a racist..." Good first half of your post, atrocious, childish second half. Well, thanks for saying the first half was good! My main point on the second half is that we can't really complain about getting variant characters in the game since the only new characters they are making are variants themselves. But I took exception to the "all tokenism" remark so I got a little preachy at the end. I'll stand by it tho, its not cool to be upset about diversity. I don't think that is atrocious or childish to say. All of the new heros are either women or non white, so if you are upset at the entirety of the All New All Different direction, there's probably a reason.
Mr_Sinister wrote: I like diversity. I don't like inserting diversity into "mantles" because creating original, diverse characters is too much of a risk. It's lazy and I find it far more insulting as it seems to say "we want diversity, but they aren't good enough to stand on their own merits". That's the issue many of us have with these changes.
Jaedenkaal wrote: Ant-Man (Purple Attack tiles, Yellow Strike tiles) Sam Wilson (Yellow Protect tiles) X-23 (Black Strike tiles) Nova (Black Strike tiles) Punisher (Black Strike tiles) Kate Bishop (Purple Strike tiles)