Devs - Frankencastle Green - Is it being rebalanced?

Hi Devs, I’m afraid I need to know the answer to this.

I don’t seem to be the only person who thinks Frankencastle’s green power is actively bad and he’s better without any green covers applied.

I have a green cover for Frank on my vine with 12 days left on it. I’m reluctant to apply it for the above reason. If I sell it or start building a second Frank just to use it and it later gets rebalanced then I’ve disadvantaged myself.

I’m not demanding that there is a rebalance in the next 12 days, but it would be really nice to have confirmation this week if it is going to be looked at in the short term. If I have to apply the cover before the rebalanced happens that’s one thing, but it’d be good to at least know that a reassessment is coming before I have to make that decision.

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Frankencastle needs looking at generally, but agree that his green is the most egregious design failure.

  • Enemy matches in his strong colours decrease his rage. This surely can’t be correct?
  • At 5 covers rage is decreased by 3 per tile that is matched. That’s -9 for a match 3, essentially negating any rage gain from his Red for the turn (at 5 covers). Super unfortunate if you get a cascade, as you can set him back multiple turns. Cascades are meant to feel good/lucky for the player!
  • The ratio of healing per rage actually gets worse as you get more covers in the power. There is literally no reason to have more than 1 green cover, and even that is of debatable value

Other problems with his kit that needs addressing:

  • The numbers need a bump across the board to be in any way relevant.
  • The purple power doesn’t state that it consumes rage in order to increase the stun duration.
  • The stun duration barely changes, from 1 cover to 5 covers
  • The threshold for triggering passive team damage increases dramatically with extra covers, also disincentivising adding more than 1 cover to this power. (This would be fine, so long as firing the stun didn’t consume the rage)

Others have stated these issues elsewhere, but just summarising here for visibility. Feel free to comment with anything I may have overlooked

Essentially Devs, please design characters that are fun to play, rather than rage inducing! (If this happens to have been a meta joke on your part, congratulations, mission accomplished​:tada:)

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Thanks devs for the green. I see some of you actually read the novel. I see what your intention is. Melancholy and insecurity to calm that rage in the age of gothic romanticism. Smart.

Hoping that whoever comes in the future will interact well with that mechanic.

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I don’t remember Frankenstein’s Monster having a machine gun. I must have had a missing chapter when I read that in school…

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Does it really matter? He’s not essential in his own PVP and the only other times you will ever use him is as a placeholder essential in PVE where no essential character is ever expected to chip in anything useful. Though we are surprised if they actually don’t hinder in their node (looking at you, War, and your mutant status messing with Krakoa AP generation).

It would definitely be nice if they do rework him though as his kit is simply not functional currently.

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I think it does matter.

For one thing as an audience, as consumers, we shouldn’t be sending the message that quality of content doesn’t matter.

For another, someone has spent time developing the mechanics of this character and presumably the same person will work in other characters. It’s important that this person gets the feedback to learn from it.

Not every character can be meta, but as a minimum we should be expecting that a character can be usable by players who are fans of the character in at least some niche situations. For the sake of those players we should have characters that get better when more covers are applied, not worse. I can’t think of any current examples who get worse with more covers, but I know that 3 star Iron Man got fixed a long time ago when his optimum used to be 5/5/1 or something silly like that.

Anyway, it’s been an Australian work day and no acknowledgement from devs about this one. Not even an “I’ll ask the team”.

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Usually when they mess up a character by making them SUPER OP!!! they quickly address that they will be tuning them down, by this point in the release cycle.

The fact that no comm has been made about how terrible Frankencastle is suggestive they won’t do anything for a bit since he doesn’t screw up the meta at all, he just stinks as badly as a decomposed reanimated corpse would stink IRL.

I really wanted him in the game and it makes me a bit sad, or at least disappointed.

We’re not allowed to have fun, but we are allowed to suffer. Such is the world of quick nerfs and no buffs

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7 days left for the green cover on my vine now.

No acknowledgement from devs that having any green covers at all makes Frankencastle worse than not having any green at all.

Guess I’ll be selling the cover for ISO in a few days.

Dunno whether im allowed to say this but here goes

No, his green isnt working properly, from what I understand it wont be a quick fix due to the complexity of what the green power says it does.

ClemFandango says add him to the “Oh yeah hes a character in this game” pile until they work out how to get his green to work as intended.

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Thanks. I hear you Clem Fandango!

I saw nothing but the nothing I saw is nice to see, that there is acknowledgment of a problem.

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Im sure s0kun will let me know if I’ve overshared but the way I figure is at least people know its been recognised

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I can imagine a situation where everyone in the office looks at each other and says “I’m not going to be the one who responds to that.”

I also get that communication has to be approved, especially when it’s a subject that could blow up if mishandled.

Acknowledgment of an issue and a “watch this space, possibly for a very long time” I’d imagine is pretty much always better than radio silence though, right?

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If Im never heard from again you’ll know the answer

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I’m sure we will hear that french button being pressed frantically & fading into the background, as you are dragged away, Sir

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I hate to say it, but this doesn’t make me feel any better about the pre-emptive feedback they asked for in the new 6* post.

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They only actually asked for feedback on the numbers for Cho, not the mechanics. One assumes that the mechanics may be locked in but the damage numbers themselves can be changed last minute.

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Actually, they didn’t. They said after they finalized numbers they’d ask for our feedback about how they’ll fit into the meta.

To be fair, they never said anything about responding to that feedback, or that it would apply to the current character, so maybe we’re just letting them know what we’d like to see in the future.

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To me the most important part is knowing they recognize a problem/disconnect between intended design and in game actual experience.

This game has a million reasons things can go wrong or get missed or whatever because it’s got so much going on.

I appreciate their attempt to reach out about Cho even if I remain highly skeptical about 6s as long as distribution remains the same.

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