TPF Alexis said: himatako said: TPF Alexis said: I notice that a lot of reactions seem to depend on luck. Specifically, on what Imaginaut is doing for people. For those who have been getting it to spit out Attack, Strike, or even Protect tiles, he comes across as improved. For those who've mostly been getting tons of locked or charged tiles, he comes across as nerfed. I'm sure there are some exceptions, but that trend seems to jump out at me. It isn't a coincidence that all the team that "work well" with him are the ones that either trying to maximize his blue damage or get as many chances as possible to get his yellow to fire free powers. Nothing about his Imaginaut at all. Most of the reactions from play experience that I had seen at that point were from his Crash, which pretty much was all about Imaginaut.
himatako said: TPF Alexis said: I notice that a lot of reactions seem to depend on luck. Specifically, on what Imaginaut is doing for people. For those who have been getting it to spit out Attack, Strike, or even Protect tiles, he comes across as improved. For those who've mostly been getting tons of locked or charged tiles, he comes across as nerfed. I'm sure there are some exceptions, but that trend seems to jump out at me. It isn't a coincidence that all the team that "work well" with him are the ones that either trying to maximize his blue damage or get as many chances as possible to get his yellow to fire free powers. Nothing about his Imaginaut at all.
TPF Alexis said: I notice that a lot of reactions seem to depend on luck. Specifically, on what Imaginaut is doing for people. For those who have been getting it to spit out Attack, Strike, or even Protect tiles, he comes across as improved. For those who've mostly been getting tons of locked or charged tiles, he comes across as nerfed. I'm sure there are some exceptions, but that trend seems to jump out at me.
himatako said: TPF Alexis said: I notice that a lot of reactions seem to depend on luck. Specifically, on what Imaginaut is doing for people. For those who have been getting it to spit out Attack, Strike, or even Protect tiles, he comes across as improved. For those who've mostly been getting tons of locked or charged tiles, he comes across as nerfed. I'm sure there are some exceptions, but that trend seems to jump out at me. It isn't a coincidence that all the team that "work well" with him are the ones that either trying to maximize his blue damage or get as many chances as possible to get his yellow to fire free powers. Nothing about his Imaginaut at all.I understand why people find his rework fun though. Direct damage is fun and satisfying when you set up the right condition for it. It's also a plus that his blue's damage has no maximum cap, so you can do insane damage with the right conditions. I admit I enjoy that too. And there are more characters that focus on creating many special tiles on the board at once. Kate Bishop and 3* Hawkeye's purple now work well with him and there's a reason to set them at 5 cover. Yondu's black is now useful. Nebula and Dazzler can help Mr. F and themselves ditch out heavy damage. But my problem is, all those teams @RickOShay mentioned, Mr. F worked well with them before too. ----snip --- I think I'm disappointed because I don't see him as a damage dealer, and his old version really makes the game feels like a puzzle game to me. The way you control the board, set the board up to satisfy some passive conditions, balancing between taking out enemy CD tiles or collecting the AP you need. Personally, I find this fighting style fits his character. His new version turns him into a conditional damage dealer with two powers with a random effect. When I think of Reed, I don't think of someone who's unreliable and gives you a random result. The new powers are not terrible (except for his new black), but it doesn't fit the character. His old powers are something I'd like to see in the game. If this is really how Mr. F is going to be, then I wish they would create a character with a similar powers set as his previous version in the future.
RickOShay said: himatako said: TPF Alexis said: I notice that a lot of reactions seem to depend on luck. Specifically, on what Imaginaut is doing for people. For those who have been getting it to spit out Attack, Strike, or even Protect tiles, he comes across as improved. For those who've mostly been getting tons of locked or charged tiles, he comes across as nerfed. I'm sure there are some exceptions, but that trend seems to jump out at me. It isn't a coincidence that all the team that "work well" with him are the ones that either trying to maximize his blue damage or get as many chances as possible to get his yellow to fire free powers. Nothing about his Imaginaut at all.I understand why people find his rework fun though. Direct damage is fun and satisfying when you set up the right condition for it. It's also a plus that his blue's damage has no maximum cap, so you can do insane damage with the right conditions. I admit I enjoy that too. And there are more characters that focus on creating many special tiles on the board at once. Kate Bishop and 3* Hawkeye's purple now work well with him and there's a reason to set them at 5 cover. Yondu's black is now useful. Nebula and Dazzler can help Mr. F and themselves ditch out heavy damage. But my problem is, all those teams @RickOShay mentioned, Mr. F worked well with them before too. ----snip --- I think I'm disappointed because I don't see him as a damage dealer, and his old version really makes the game feels like a puzzle game to me. The way you control the board, set the board up to satisfy some passive conditions, balancing between taking out enemy CD tiles or collecting the AP you need. Personally, I find this fighting style fits his character. His new version turns him into a conditional damage dealer with two powers with a random effect. When I think of Reed, I don't think of someone who's unreliable and gives you a random result. The new powers are not terrible (except for his new black), but it doesn't fit the character. His old powers are something I'd like to see in the game. If this is really how Mr. F is going to be, then I wish they would create a character with a similar powers set as his previous version in the future. Exactly! I agree with everything you stated, and in some cases he may actually have been a bit better previously. But so many here are not realizing that he realistically has even more team uses now (or completely missed his utility all along). You seem to be one of the few that acknowledges that Mr. F was - and still is - a viable option on Many teams. The majority are complaining that their few specific teams operate differently than before, or that the Crash surprised them. If you play him well, you can get just as much damage from his blue now as you did with his previous version of Imaginaut. I'll trade less healing for more damage potential almost every time. More F4 synergy would have been great though admittedly. And losing his tile swap feels a bit like a gut punch, getting free powers /can/ make up for that quite often.Another team, and wow. Domino and Cloak & Dagger. Black adds up super fast and you should get multiple Imaginaut repeaters out quickly. Domino's board shake on red should help get blue matches lines up a bit. You'll have so many specials from the repeaters and C&D's attack tiles from the abundance of black. Rainbow team of actives. Bonus if the enemy team makes specials you can match to earn free abilities.
RickOShay said: Mr. F was - and still is - a viable option on Many teams. The majority are complaining that their few specific teams operate differently than before, or that the Crash surprised them. If you play him well, you can get just as much damage from his blue now as you did with his previous version of Imaginaut. I'll trade less healing for more damage potential almost every time. More F4 synergy would have been great though admittedly. And losing his tile swap feels a bit like a gut punch, getting free powers /can/ make up for that quite often.
Spudgutter said: But the other part that is getting lost in the mix of better/worse is why?
Brigby said: Unfortunately, at the moment I'm unaware as to how to separate the data based on a specific star tier, as opposed to individual characters, but I can certainly show the last six months of 2017 for Thing, Invisible Woman, and Mr. Fantastic.6/1/17 - 12/31/17Thing - 2,924,119Invisible Woman - 2,909,663Mr. Fantastic - 1,882,239Now to be fair, I do want to give credit to those that mentioned the effect that event-featured characters have on usage rates, so please note that these are high-level values without any granular breakdowns involved. This is simply the information I have available at a given notice.Hope this helps!
sambrookjm said: TPF Alexis said: I notice that a lot of reactions seem to depend on luck. Specifically, on what Imaginaut is doing for people. For those who have been getting it to spit out Attack, Strike, or even Protect tiles, he comes across as improved. For those who've mostly been getting tons of locked or charged tiles, he comes across as nerfed. I'm sure there are some exceptions, but that trend seems to jump out at me. Ways to improve Imaginaut:Tell you how strong the tiles were, how many got locked, or how much AP you generated in the ability description.Locked tiles were limited to enemy specials. If there aren't any on the board, don't choose this ability.Charged tiles were either blue, yellow or black - colors that he has powers in. (Yeah, yellow wouldn't be overly useful, but at least it would be better than ones he doesn't have a use for and the match damage would be better.)Do one of each of the "random abilities" each time the repeater ticks down. Create an attack tile, protect tile, strike tile, generate 1 AP *and* lock a tile. Lessen the power of tiles you generate, but it would certainly help with your team out. Paired with a 3/5/5 Nico, this would get out of hand quickly.Locking your own special tiles seems ridiculous and counterproductive. I didn't have that happen, fortunately. Dotproduct said:Yes, I did feel the pain of not having the original Imaginaut. I took a low champed Mr F into the CotT and I was able to launch the power twice. All it ended up in was about 30 locked tiles including my own strikes and attacks...I had Imaginaut at 5* but with this nerf is it recommended to change, maybe 5,4,4 instead of 5,3,5 to compensate for the less than impressive heals in yellow? Blue at 5 is still obvious. Without knowing what the difference between LVL 4 and 5 for Imaginaut, it's tough to tell. The difference between 3 and 4 for his passive yellow isn't that great. My Mr F is at LVL 292, and the difference from 3 to 4 on his yellow is 326 at LVL 3 to 469 at LVL 4.
Dotproduct said:Yes, I did feel the pain of not having the original Imaginaut. I took a low champed Mr F into the CotT and I was able to launch the power twice. All it ended up in was about 30 locked tiles including my own strikes and attacks...I had Imaginaut at 5* but with this nerf is it recommended to change, maybe 5,4,4 instead of 5,3,5 to compensate for the less than impressive heals in yellow?
Spudgutter said: RickOShay said: You are missing some of the point. Sure, some are focusing on if he is better/worse, and is situationally subjective. Tpf said it best, so i don't need to repeat it.But the other part that is getting lost in the mix of better/worse is why?Why take a mid tier character, that is situational and really only used with certain teams (and already with a power that *should* have synergy with F4) and remake him into a mid tier character that is situational and really only used with certain teams, none on which are F4, all in the name of re-branding F4?If they hadnt done that, we wouldnt even be arguing about better/worse.
RickOShay said:
sambrookjm said: Edit - Just tried again, and you need at least 4 tiles for the damage to be dealt. So it's 0-3 just gives a stun, 4-7 gives X damage, 8-11 gives 2X damage... Yeah, that's worse.
Jaedenkaal said: sambrookjm said: Edit - Just tried again, and you need at least 4 tiles for the damage to be dealt. So it's 0-3 just gives a stun, 4-7 gives X damage, 8-11 gives 2X damage... Yeah, that's worse. Worse than... if he did damage from 0-4 tiles? I guess. It's never worked that way, though.It's better than letting you fire the power and then doing nothing.