entrailbucket said: It's not as strong as Bishop because Blob doesn't really *do* anything when he jumps in front. Bishop reduced the damage significantly and then generated 4 blue AP, which he'd use to immediately stun you forever, or give to Beta Ray Bill to kill you. Blob just puts down a 4-star sized protect tile, and he can only make one per turn.
HoundofShadow said: That's a nice counter. If you're using Blob, chances are you'll be hunting Polaris + BRB/R4G.If I see Blob, I will use stun on him. Polaris + 4 blue ap will do the job, but it's expensive. +2 blue ap is fine. Thinking defensively, I would put Blob with someone who can bring him out of stun mode quickly. Invisibility or Airborne mode will override his stunned mode. I'll throw someone in with cheap stuns as another deterrent. My theoretical Blob's defensive team would be: Blob + "anti-stun" + stun/heal/ap gain/row destroyerAnti-stun: Invisible Woman, Throg, Heimdall, Agent Venom.Multi-Stun: Spider-Gwen, Mantis (potential) Gamora, Black Cat, Jubilee, Peggy Carter, TaskmasterAP gain: Medusa, Vulture, C4rol, Black Cat,Row destroyer: Hellcat
KGB said: entrailbucket said: It's not as strong as Bishop because Blob doesn't really *do* anything when he jumps in front. Bishop reduced the damage significantly and then generated 4 blue AP, which he'd use to immediately stun you forever, or give to Beta Ray Bill to kill you. Blob just puts down a 4-star sized protect tile, and he can only make one per turn. Bishop didn't reduce any damage. He just jumped in front, generated Blue and dealt some damage (which as a 4* against 5* wasn't significant). It was really the endless generation of Blue AP that was the issue since Blue was used so much for stuns or BrB as you noted. Had he generated another color like say Yellow (or your strongest color), no one would likely have cared to the same degree.Blob is the one who reduces incoming match damage. So it means it's going to take a long time to kill him off in a match (unless you have a 20-30K nuke). That jump in front, generate a protect and occasionally transform specials into CD's which resolve makes matches drag on. That's what players will hate, having matches drag on and constantly having to swap characters around when he jumps in front.@HoundOfShadow - Rogue at least can be played around by matching the colors that don't let her jump in front. She is definitely annoying but not to the level Blob is and she doesn't have his high health and heal potential.KGB
entrailbucket said: KGB said: entrailbucket said: It's not as strong as Bishop because Blob doesn't really *do* anything when he jumps in front. Bishop reduced the damage significantly and then generated 4 blue AP, which he'd use to immediately stun you forever, or give to Beta Ray Bill to kill you. Blob just puts down a 4-star sized protect tile, and he can only make one per turn. Bishop didn't reduce any damage. He just jumped in front, generated Blue and dealt some damage (which as a 4* against 5* wasn't significant). It was really the endless generation of Blue AP that was the issue since Blue was used so much for stuns or BrB as you noted. Had he generated another color like say Yellow (or your strongest color), no one would likely have cared to the same degree.Blob is the one who reduces incoming match damage. So it means it's going to take a long time to kill him off in a match (unless you have a 20-30K nuke). That jump in front, generate a protect and occasionally transform specials into CD's which resolve makes matches drag on. That's what players will hate, having matches drag on and constantly having to swap characters around when he jumps in front.@HoundOfShadow - Rogue at least can be played around by matching the colors that don't let her jump in front. She is definitely annoying but not to the level Blob is and she doesn't have his high health and heal potential.KGB Interesting. What you're dealing with here is the same issue I have with SW and Beta Ray Bill. Because their powers have no damage threshold, even doing 1 damage causes them to fire. This is awful design and they should stop doing it.(Also, they really, really need to get rid of the 1 damage "minimum." That was from the very early days of the game, when you could realistically 1-damage a guy to death. You can't now. Removing that is a giant nerf to characters like Beta Ray Bill, SW, and Blob, but it's years overdue.)I did not notice this with the loaner Blob because he only reduces match damage by 20% and my boosted 5* do over 10k match damage.
ThaRoadWarrior said: What happens to Blob’s defenses when he is stunned? Does the stuff he gets from those countdowns resolving stay applied permanently?