Kolence wrote: Is this to be just about buffs? Iceman Make his CD drain 1 friendly blue AP at the start of the turn. He can still punch for 12 AP if you have it ready upfront, and leave someone stunned for 4 turns. But it would be costlier (up to 10 blue AP instead of fixed 6 AP) to keep someone perma-stunned every 4 turns, unless you can destroy your own CD somehow.
OneLastGambit wrote: Kolence wrote: Is this to be just about buffs? Iceman Make his CD drain 1 friendly blue AP at the start of the turn. He can still punch for 12 AP if you have it ready upfront, and leave someone stunned for 4 turns. But it would be costlier (up to 10 blue AP instead of fixed 6 AP) to keep someone perma-stunned every 4 turns, unless you can destroy your own CD somehow. Yeah I did specify in condition 2 that the suggested change had to be reasonable. Keeping one character permanently stunned doesn't strike me as reasonable. I do like that you've attempted a new mechanic though. Great creativity
DrDevilDinosaur wrote: 3* Sentry once again, spoilered for convenienceWhat need fixing? Sentry exists in kind of an odd space in MPQ. He counts as a Villain - a Dark Avenger, no less - but doesn't appear as an enemy in the Dark Reign chapters. He was the king of the meta at one stage, but nerfs and power creep have left him as a mostly toothless tiger (he's still got some claws, but he's not fearsome as he once was). There are some "gaps" in the 3* tier, mechanically speaking, which I think can be plugged. Gaps which essentially teach players about upcoming game mechanics or train them further on what they learned in the 2* tier. How do we fix it? :redflag: Supernova 7 Rework this ability so that it works like Ares' Onslaught or Hulkbuster's Rocketpunch. - Drop the cost to 7 AP - Remove the team damage - Ability now drains all Red AP when used and deals X damage per AP. IMO, Sentry is the perfect character to bridge between Ares and Hulkbuster, and he feels like a natural choice for a similar "overkill" style ability as those two. World Rupture 12 Sentry takes to the air (self airborne 1 turn) before slamming into his opponent (X damage to target) the impact creates 'aftershock' CD tiles (same X pattern, same damage as current) I don't really know what to do with WR. It's a bit of an odd duck, but I don't have any idea what to replace it with and I'm already reworking both other abilities. I think the 1 turn airborne and inital single target damage give some additional benefit which help offset the wait time on those CD tiles. The Void Also Gazes (Passive) Whenever an enemy gains AP from any source except from shattering tiles, if no friendly Strike tiles exist, create a strength X Black Strike tile, otherwise improve a friendly Strike tile by Y. Whenever Sentry or his allies gain AP from any source except from shattering tiles, The Void creates a strength X Black Attack tile. OK. This is a little convoluted because I'm trying to introduce a passive trigger that doesn't exist in the game right now. Basically, this passive should trigger whenever either team gain AP in any way other than matching tiles. The Hood steals AP? it activates. Carol Danvers generates AP? it activates. Recharge CDs resolve? it activates. (Goons have a turn? yeah, it probably activates... it may need some tweaking of numbers to account for this, but also Sentry should be able to decimate goons.) The result of activation depends on which team was generating AP. If it was the enemy, then Sentry strengthens (or creates) friendly Strike tiles. If you try to accelerate against Sentry, he'll just get stronger. If it was the friendly team, then Sentry creates enemy Attack tiles. This was the best way I could represent The Void working against Sentry, seeking a way to break out. Robert is afraid of his own power, and what might happen if he was ever unchecked. The strength of the enemy Attack tiles should be minor to average, since there is "no limit" to the number that can be created. In contrast, the Strike tile improvement should be quite strong, since it can be easily undone by removing the buffed tile (in which case the ability starts all over again with a new tile). And yes, the title of this ability is a reference to the famous Nietzsche quote modified just slightly to reference The Void. Final Comments The Void Also Gazes simply has to to Black, given the way it works it just fits that colour. That said, I'm not too keen on simply turning one of the RGY characters into another RGBk one. I'm also kinda cautious of making just another 2 actives and a passive type character, but agree that the 3* tier isn't really the place for too many experimental abilities. This build reinforces the overkill mechanic first learned from Ares, which players will definitely see again from Hulkbuster as they progress into the 4* tier. It also provides a second opportunity to interact with the Airborne mechanic (aside from Colossus), and retains Sentry's status as the go-to for learning about how to deal with self-damage before players go on to face Carnage. It also helps players identify when and how to accelerate AP and what to do against characters that try to stall you.
DrDevilDinosaur wrote: 3* Sentry World Rupture 12 Sentry takes to the air (self airborne 1 turn) before slamming into his opponent (X damage to target) the impact creates 'aftershock' CD tiles (same X pattern, same damage as current)
Pylgrim wrote: DrDevilDinosaur wrote: 3* Sentry World Rupture 12 Sentry takes to the air (self airborne 1 turn) before slamming into his opponent (X damage to target) the impact creates 'aftershock' CD tiles (same X pattern, same damage as current) I just came up with a way to improve WR in a flavourful way: Make it so the CDs are shorter the closer they are away from the centre. Make the four central CDs be 1-turn, the four in the "middle ring" be 2-turn and the eight towards the corners be 3-turn. That way, there will be a much more increased likelihood of more CDs going off (and reaping benefits each turn for all our new characters that care about CDs). Also, I think it should cost 10 AP
I've been wanting to do something with Hulk for a while, but I couldn't come up with that hook that really sells a character. Today, I finally had the inspiration that I needed and I think I have something to work with.
Hulk doesn't feel like the Hulk. Both of his actives have some conditions on the damage, and neither of them really feel like it's really worth it. Then there's that whole situation where his passive gets "worse" as he gets more levels.
Two words: Countdown. Management. The Hulk is a fairly devastating force when unleashed, but he's also known to get bored and walk away from encounters. So I wanted something that could resolve in a few different ways under a few different circumstances.