hibikir wrote: At the very least, we have to be able to choose the trap's location, so that we have a prayer of having the AI hit it. The AI itself could get some extra routines to decide what's the best trap target. Even with that, Daredevil would probably not be that strong a character, but right now, he might as well be Modern Hawkeye.
Narkon wrote: The main reason I don't like Daredevil at all is that all of his abilities depend on the opponent matching a tile. If he had 1 or even 2 trap tile abilities and a strong and useful instant ability he would be fine, but now he is way too passive for my taste. Since they gave us the opportunity to test him buffed in the ISO event, I tried a couple of times to use his red, just to see what happens. Both times he placed the trap in a red tile in a corner with no way for me or the opponent to make a match. The second time this happened I knew I would never use him again. Most of the time he is a waste of AP. What I am sad about is that today I decided to open 13 of my 48 standard tokens I have saved. Standard 1* covers until the tenth token. Then came a 2* Bag Man and the final 2 were purple Daredevil. I expended all my luck for this month for 2 purple DD. What a waste. I will keep him in my roster since he is 4/2/1, but he is stuck at 20 lv indefinitely.
Microtom wrote: Daredevil has a somewhat novel mechanic, but he's definitely a very weak 3 star characters. One way to adjust him could be to set a timer on his tiles. Keep the same mechanic that if the opponent matches the tile, daredevil gets a lot of value from the ability, and if you match the tile yourself, you get a medium value for the ability(which I would increase from what it currently is). If nobody matches the tile, then the timer goes of a you get a low value for the ability instead. It seams like a good compromise to me, it keeps the novel mechanic while still giving the abilities a minimum of usefulness in a timely manner.
DayvBang wrote: Overall, I like this suggestion, but I also think it's really frustrating to have a character that only lays traps, especially one known for his dynamic fighting skills and keen senses far more than, you know… laying traps. If only Marvel had a character like, say, The Trapper to put these on instead.
Jathro wrote: If abilities like strike tiles and the like would NOT overwrite traps, wouldn't that make it obvious where the trap is? Example: 2 red tiles on the board (all other reds are strikes already). Daken's team makes a green match, but only one transforms into a strike.... is that how you'd imagine it plays out? Cause that last red is definitely an ambush Example the second: Captain America tries to target a red tile with Sentinel. Would it fail if he chose the trap?
Phaserhawk wrote: Daredevil (Man without fear) - rare character How to destroy traps - match-4 and match-5 activate traps - overwrite abilities like Daken's Stroke or Venom's Web DO NOT overwrite traps- Moonstone' relocation ability doesn't affect traps - destruction abilities like Storm' Lightning disarm traps Thats is, switch his purple to purple, and reduce the way of blowing up traps, done he's fixed, you can talk about manual placement all you want, sure that would be good, but this is the easiest fix and would allow him to keep his high damage lvls