entrailbucket said: ThaRoadWarrior said: This might finally be the Heimdall Buddy we’ve been waiting for. Heimdall swipes hard on that red if you have enough fortifications in play, so people who are adding them passively are always nice. Tentatively hype. The problem with this guy + Heimdall is, who's gonna do damage? At some point you've got to kill the enemy team, and the only damage power you have is Heimdall's red. I'm not sure who can do enough damage to overcome this guy's zero in pick-2. In pick-3 he'd be an annoying 3rd to a lot of the premier big damage teams (pick-3 is garbage).
ThaRoadWarrior said: This might finally be the Heimdall Buddy we’ve been waiting for. Heimdall swipes hard on that red if you have enough fortifications in play, so people who are adding them passively are always nice. Tentatively hype.
ThaRoadWarrior said: I think that Blue passive may prove to be a monster power with the correct partner the more I think on it. Particularly in Pick-3 where you can have 3x 5* characters, two of whom are at 5/5/5. I guess 3 if one of the other two is Bolt and you cast yellow on this character, but that probably isn’t that great.
entrailbucket said: ThaRoadWarrior said: I think that Blue passive may prove to be a monster power with the correct partner the more I think on it. Particularly in Pick-3 where you can have 3x 5* characters, two of whom are at 5/5/5. I guess 3 if one of the other two is Bolt and you cast yellow on this character, but that probably isn’t that great. It depends! When Black Bolt was released we were super excited about that power, but what everyone quickly found out was that most 5* were designed with at least one power that's just trash. The 5* of that era at 5/5/5 pretty much played like they were 3/5/5, because the power everyone set to 3 was useless anyway.I haven't paid much attention to the more recent guys, are there some who benefit significantly from being 5/5/5?
ThaRoadWarrior said: I’m trying to figure out who would have jump in front behavior; wasn’t super thematic to white vision in my opinion. Could be 5* White Wolf (post-Winter Soldier) maybe? Play style is mega different from 4* Bucky, but that kind of feels like how he played on Flaptain and Winter Soldier.
TheRiddler said: ThaRoadWarrior said: I’m trying to figure out who would have jump in front behavior; wasn’t super thematic to white vision in my opinion. Could be 5* White Wolf (post-Winter Soldier) maybe? Play style is mega different from 4* Bucky, but that kind of feels like how he played on Flaptain and Winter Soldier. Well considering that the character only has the Heroes tag that rules a ton of characters out. For example I think that rules out Vision as he seemingly would have the Avengers tag as well.
entrailbucket said: This guy is going to need a partner who can bring some serious DPS to the table because he's purely defensive, even more so than Colossus and SW are. Maybe red at 5 covers will do more damage than "low?"I'm not sure if there's anyplace in the meta for him currently. He does seem like a pain to fight, at least.
If I am understanding this correctly, it will focus on the lowest health ally regardless of whether they are damaged or not. So for instance, if this new character takes a significant amount of damage, it will ignore the damage they have sustained until they have dipped lower than for example the 3* required character at full health. So basically creating blue countdown tiles that don't heal until the character with the lowest full health is damaged or one of the other two characters' health dips below the lowest full health character.If that is the case, I don't know how meaningful that would be for players at the 5* tier, especially with AoE abilities taking a backseat in the current meta.The yellow damage threshold will also have to be really low for this character to have any real potential defensive deterrence. But I guess it's best to just wait till the numbers are revealed to see.
fight4thedream said: (PASSIVE) At the start of the turn, if there are at least 4 colors of Fortified tiles on the board, create a 3-turn Blue Countdown tile that each turn grants a burst of low health to the lowest health ally. When it expires, it creates a random Fortified Strike tile of low strength. Other allies gain 2 levels in all powers (to a max of 5) for each of these tiles on the board.If I am understanding this correctly, it will focus on the lowest health ally regardless of whether they are damaged or not. So for instance, if this new character takes a significant amount of damage, it will ignore the damage they have sustained until they have dipped lower than for example the 3* required character at full health. So basically creating blue countdown tiles that don't heal until the character with the lowest full health is damaged or one of the other two characters' health dips below the lowest full health character.
If I am understanding this correctly, it will focus on the lowest health ally regardless of whether they are damaged or not. So for instance, if this new character takes a significant amount of damage, it will ignore the damage they have sustained until they have dipped lower than for example the 3* required character at full health. So basically creating blue countdown tiles that don't heal until the character with the lowest full health is damaged or one of the other two characters' health dips below the lowest full health character.