kennn712 said: Does Kitty's Circuit Breaker overwriting a strike tile count as destroying it (thus giving CM yellow AP)?
RickOShay said: Champed Carol a few days ago and I think many are giving her a bit of a rough review. I would rather have direct damage abilities over repeaters / CD's, but her red is probably better than Hela's against any random team. If played when there are no dangerous red matches available on the board, Carol's repeater should count down 2 or 3 times (unless you are very unlucky) before the repeater gets matched or destroyed. I use it at 5 covers so that it's a 2 turn repeater, 3 turns is just too much. Hela's red is quite good, but if the enemy has no specials out yet it's just strikes on random colors (no direct damage). It's best played when the enemy has special tiles to overwrite of course. Played Carol with Goblin a few times to fortify the repeaters and it was fantastic. Brought along Hawkeye to earn additional red AP from expiring CD's, and I had 2 of Carol's repeaters running quickly. Continual damage plus all of the strike tiles was great. I would have designed her green differently, and something tells me that Hela's green ability should have been Carol's instead (quite good).
kennn712 said: RickOShay said: Played Carol with Goblin a few times to fortify the repeaters and ... I'm about to champ CM as well so thanks for the insight. I'm assuming you're running her 5/3/5 based on your thoughts?I didn't realise repeaters worked for Hawkeye's passive ability!
RickOShay said: Played Carol with Goblin a few times to fortify the repeaters and ...
Vhailorx said: I do not have her champed, so to be fair this is my thought experiment v. Rick's real world experience. To me, this is an unsurprising observation. Repeater and CD tile powers will generally have higher ceilings than immediate effect powers; that's a truism of the game deaign (otherwise they wouldn't be justifiable even on paper). But in practice, being more useful ONLY when (I) there are no dangerous red matches on the board, and (ii) the outcome of the match is and will remain uncertain for several more turns, is not particularly useful in a game where extremely fast victory is substantially more valuable than plodding victory.And even if we concede that 5carol's red is better than hela's, that does not end the analysis. In order to get Carol's red, I also have to take her mediocre green and average yellow (and her very high match damage). But hela's red come along with her very useful black and her exceptionally good green.And that's before considering collateral requirements like bringing GG or other mid tier 5*s just to cover her weaknesses. i still think carol is mediocre as designed and plays down because of the long-standing mpq meta that favors speed.
Richyyy said: I find it pretty ridiculous that they don't just tweak characters that are immediately glaringly terrible, right out of the box. You don't have to completely start from scratch, but for example at least make it so that Marvel's red power activates right away then starts the repeater, rather than having to wait 2 or 3 turns to do anything at all. Or make Loki's green power a 2-turn repeater instead of a 3, like it blatantly ought to be. Or, well, chuck Kingpin in the garbage and try again.
ThaRoadWarrior said: At some point since that November nerf, perhaps at the same time, her Red passive was adjusted to create 2x yellow per friendly strike destroyed by a means other than a match, but there still aren't too many good options by which to create an engine for that.