mega ghost said: I assume one will involve his bite, one will involve his sense of smell, and one will involve his teleportation ability. He'll most likely be a support character.
These all make sense as a reasonable starting point for developing a set of abilities. A Bite ability could have him latch-on to an enemy, preventing Invisibility or Airborne status for a small period.
Sense of smell could have something to do with the change to fortifying trap tiles from a month or two ago. He could fortify enemy trap tiles - although this would make them harder to remove, it would allow you to easily identify where they are hidden.
And if teleportation takes the form of tile swapping, that might just be the perfect way to set up those identified trap tiles for cascading matches or otherwise get them out of the way so you don't trigger them,
JuanAV2141 said: They posted on Facebook that Lockjaw is coming out soon. He's a HUGE dog so he would win tug of war.
DrDevilDinosaur said: mega ghost said: I assume one will involve his bite, one will involve his sense of smell, and one will involve his teleportation ability. He'll most likely be a support character. These all make sense as a reasonable starting point for developing a set of abilities. A Bite ability could have him latch-on to an enemy, preventing Invisibility or Airborne status for a small period.Sense of smell could have something to do with the change to fortifying trap tiles from a month or two ago. He could fortify enemy trap tiles - although this would make them harder to remove, it would allow you to easily identify where they are hidden.And if teleportation takes the form of tile swapping, that might just be the perfect way to set up those identified trap tiles for cascading matches or otherwise get them out of the way so you don't trigger them,
Crowl said: DrDevilDinosaur said: mega ghost said: I assume one will involve his bite, one will involve his sense of smell, and one will involve his teleportation ability. He'll most likely be a support character. These all make sense as a reasonable starting point for developing a set of abilities. A Bite ability could have him latch-on to an enemy, preventing Invisibility or Airborne status for a small period.Sense of smell could have something to do with the change to fortifying trap tiles from a month or two ago. He could fortify enemy trap tiles - although this would make them harder to remove, it would allow you to easily identify where they are hidden.And if teleportation takes the form of tile swapping, that might just be the perfect way to set up those identified trap tiles for cascading matches or otherwise get them out of the way so you don't trigger them, Fortifying enemy traps would be horrible, surely that would just mean that you had used ap to potentially get hit twice by the same trap and also if you create a match 4 or something that kills a trap as part of a column, that still triggers a trap unless you are suggesting setting one up for the AI to match away for you?
Wumpushunter said: For the love of a generic diety please have lock jaw do something against countdowns. We literally have 20 people who destroy/steal strike, assault and protect tiles. We have 1/2 a dozen that improve, shorten, or protect count down tiles. Let lock jaw be the first to destroy multiple countdowns.
Absolutely agree that fortifying enemy traps would be horrible - but totally in line with what I expect out of the dev team. Still, there are a few cases where I could see it work in my favour. For example, using Coulson would allow you to overwrite the traps with the Charge status