Weird, why are devs so concernted about countering hawkeye? He’s not scary at all on the defense. His winfinite requires at least 2 specific supports, and he fires it randomly so it’s not like the CPU can keep it going. He’s also fairly squishy. I’ll take hawkeye on in pvp any day lol. By continuing to try to counter specific characters you’re just making very lackluster ones.
Maybe the new team didn’t study up on what BCS did with chasm? Chasm was a monster when he came out, very strong, very annoying to fight against. BCS made something like 10 different 5s trying to counter him. Trying to stop revive, stop heals, stop whatever. They all failed. Kang was the only one that I remember putting up a decent showing against kang, because he was the only one (I think) to fight the most annoying part of chasm, constantly draining AP. But kang was also just a VERY GOOD character on his own. Not someone you dusted off to fight chasm specifically.
Famine:
Purple - A repeater tile that destroys random tiles? That doesn’t sound very good at all. It heals? Is this true or burst? Either way, we don’t really care about that, unless it’s huge or a passive part of a power that does something already. 8AP gets us a repeater that’s vulnerable, takes 2 turns to trigger, is RANDOM, and does meh damage and is random. It’s way too complicated and winds up being bad at all of it.
Ideas: Repeaters need to be fast if they’re not protected, and/or more numerous. Damage and heal aren’t super high but there’s a bunch of them, and ways to make more without it being burdensome.
Ravenous Hunger - Purple: 6 AP
Destroy 4 random tiles (don’t gain AP), prioritizing enemy SAP tiles. For each enemy special tile destroyed this way, create a 1-turn (famine?) repeater tile.
Passive: At the start of combat create 4 1-turn (famine) repeater tiles that do ~2000 damage and heal ~2000 health.
Blue - Trying WAY too hard here, and only useful against 1Hawkeye really? Maybe Agatha? Either way, very niche, and like I mentioned, hawkeye isn’t a problem on defense. Maybe you guys are going off his usage #s or something but attack v defense is a gigantic part of it as well.
6AP to make 3 strike tiles is ok. Not that strong, but maybe at 4-5 it’ll be a lot better. Destroying enemy SAP is nice too. Not doing damage or gaining AP seems to be something the new team feels very strongly about. Please don’t? Not getting AP, that’s fine, but leave the damage in. The passive is just too convoluted and needs to go. Needs to be much better so it’s not just anti-HE
I’m not going to math out things at base and varying levels. So I’m going to put what I’d like to see for a 4 at 370, 5 levels in a power (for a 5 I’d probably look at what they do at 450 fresh champ)
Ideas: Going more for a famine theme, and making AP hurt more for them. Passive less complicated, less math every turn.
Dessication - Blue 5 ap:
Choose a tile and destroy it and all adjacent tiles (3x3). Instead of gaining AP from this destruction, both players lose that much AP in those colors instead.
(Passive) Whenever an enemy fires a power, that enemy’s abilities cost 1 more AP for the rest of the match (should be permanent even after famine’s stunned/downed? If that’s not how stuff like that works by default, should work that way for this power)
Green: You guys (new team) also seem to really like limiting triggers and thresholds. Another very unnecessary function. Especially since it seems like you DON’T want matches to be over super quick and infinite? A power like this could get stronger and stronger and that’d be good. Not cap out at 7.
That said, it’s also weak. At max it looks like it can do…20k damage for 7ap and if you’ve destroyed 7 strike tiles in the match? What if you’re not using/facing strike tiles? Then it’s doing 1/3 of the damage.
Ideas: just changing it completely lol
Tidal Wave - Green 9AP:
Remove the fortification from all enemy tiles, then reshuffle the board twice (checking for matches in between)