New Character - Famine (First Horsemen) 4*

Here’s an early look at Famine (First Horsemen), the latest addition to the growing Apocalypse roster in MARVEL Puzzle Quest.

Health & Match Damage

Lvl 70 / 270 / 370

Feeder Flow

Abilities

Ability: Ravenous Hunger

Color: Purple
AP Cost: 8

How long has it been since we have eaten? Deal 741 damage. Create a 3-turn Repeater tile that destroys 1 randomly selected surrounding tile(s). Gain 176 health for each tile destroyed.

Destroyed tiles do not generate AP or deal damage.

Ability: Raging Torrent

Color: Blue
AP Cost: 6

Wash clean, the safety, the sickness, every speck of soil. Create 1 strength 65 Blue Strike tile(s). Destroy 1 enemy Strike, Attack, or Protect tile(s). Does not deal damage or gain AP for destroyed tiles.

(PASSIVE) Whenever an enemy fires the same color ability more than 3 time(s) in their turn, raise the cost of all remaining same-color abilities by 1 AP until the end of their turn.

Ability: Corrected Error

Color: Green
AP Cost: 7

They have feasted too long on the bones and blood of the free people. Deal 574 damage. Deal an additional 93 damage for every Strike tile destroyed, up to 3 tile(s) destroyed.

*All character abilities are subject to change.

1 Like

Cute, but it’s not going to work. Just do the nerf already.

5 Likes

Hot take is that the second ability is the only significant one. It might affect a winfinite team if they don’t 1 or 2 shot the guy, but other than when essential or boosted, people aren’t going to play this character.

Also, lose points for Famine not being Sunfire.

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The second passive is cumulative for each power fired after that right? Because that pretty much is a much worse Purple Man passive else.

Should have gone with the original crit thing.

(Also don’t design 4s to counter 5s and especially not 1as5. They won’t be relevant for months at best and only for a very few)

5 Likes

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)

3 Likes

Damage seems to be really low of late, am I missing something?

This guy is a 4​:star:. They haven’t given us ascended numbers here.

Probably been counting number of posts complaining about Hawkeye.

We need to swamp those out with more complaints about Iron May. Let’s have hard counters to Iron May. "If a characters match or ability damage would be boosted, they are instead reduced by that amount. :hamburger:

3 Likes

I’m not a big pvp player. I don’t put much effort into pve either honestly lol. But in pvp I try for 25 wins and then shield up at 12 hours if possible, otherwise, whatever.

That said, I don’t see the problem with may OR hawkeye on the defense. Maybe it’s a specific problem to people that set 10 alarms at the start and end of an event and super math out how to optimize pts and retaliation and stuff?

On the defense, May’s super easy to me. Even if she’s with a boosted 1-5jugg and he’s going to have a metric crapload of HP, that’s fine. I just use 1-5 hawkeye/shang and chip him down bit by bit. It’s slow, I’m not getting t10 here, but it gets the job done.

And like I said, 1-5 hawkeye is random on the defense, it’s rare that he’s going to take out whoever I have in front. I mean, it CAN happen, but it’s not likely.

But either way, I think trying to build a character specifically to counter another is just a failing strategy. They’re going to devote so much to it that they’re going to suck in every other situation, and also probably not counter them that badly.

Hawkeye should still get off 2-3 firings, maaaaybe 4, and that might be enough to take Famine out. So he’d have accomplished nothing but stalling you for a few moves.

1 Like

Cover guess

4* Famine

X-Men: Before the Fall - Heralds of Apocalypse, Issue #1, June 2023. Cover Artist: Pepe Larraz


or Variant Cover by Leinil Yu

I wonder if this is a good place to bring up ascended character critical multiplies again. When ascended characters were introduced it seemed to become standardised that no matter what the base characters critical match multiplier was the ascended version would have a 4.0x multiplier. That’s how most characters still are, but it seems that any character that was touched by the last 2 batches of BCS rebalances last year now carries their base ranks critical multiplier through their ascension tiers.

In most cases, it’s a small unintentional nerf (the focus BCS had at the time was on buffs and a lot of the affect characters now have lower crit multiplies) one notable outlier though is Hawkeye who now has a 4.5x multiplier even after ascension. Not saying it’ll be a massive difference, but knock that back to 4.0x and it will make it slightly harder for him to 1 shot the counter characters and seemingly no one will even notice what changed. Heck, knock Hawkeye down to a 3.5x or 3.0x multiplier and you’d have a stealth nerf that you could probably get away with.

You’re commenting on the wrong thread. Rebalances on a different thread.

Yeah, I don’t see any point on attempting meta adjustments on 4 star characters at this point in the game, and particularly just dropping counters on characters who offer nothing else at all.

Kudos for the creepy writing, but someone should have had Famine and Shatterstar side by side and thought:

  1. Famine should be the 5*
  2. Famine should have the repeat move counter and the reflect power (and ideally a cheaper true heal/board shake)

As it is we’ve got two characters with half a good idea each, neither of which will make a splash.

1 Like

I was only here to post this comment in the name of Bucket, but he caught on too fast… was it that obvious?:laughing:

No feedback from me, just balance the characters you know are broken, this is weird and sloppy.

Agreed I like the writing even though that text is usually just in the way.

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Abilities aside, I’m thrilled to see a feeder chart before the character release :tada:

6 Likes

The people calling for Hawkeye nerfs are the tiny percentage of PvP players who are playing for placement. They want the nerf to Hawkeye (and May) not because they are hard to beat but rather because it lets lesser rosters beat theirs in a short time period which affects their hops for placement or stops them from floating on defense because they can lose points.

No one else (esp PvE players or wins based only PvP players) wants those characters nerfed because as you noted, they aren’t an issue on defense and many actively hunt those teams for easy wins.

KGB

P.S. I have no idea why anyone would think this character is a Hawkeye counter. You can do INFINITELY better just using 4 star Peggy who increases power cost by 3 on turn 0 so why would anyone use this character for that specific reason (increase power cost) when Peggy exists and most have her already at 370 or 4A5. This is just another mediocre 4 in a sea of 150+ 4 star characters who will be forgotten the instant they leave ‘latest’.

2 Likes

To add to this, Hawkeye wouldn’t be nearly as big of a problem without AP generating supports. Similar to 1a5 Widow with her Yellow or even 1a5 Moonstone with her Purple.

Wanting to nerf characters instead of addressing the turn 1 win chances because of supports seems a bit backwards.

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All the other horsemen: I’m a 5*

Famine: Am I a joke to you?!

Wait, I just ascended my Mohawk gal to 5*,* does this mean I’m f***** feeder wise?

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HE also isn’t scary on defense because the AI can’t fire the same power twice a turn anyway. Famine is trying to deter HE or any other winfinite team from hitting you in retals.

I do question the flavor text for the last power, too. Fea
sted too long on the blood and bones of the free people? Sounds like someone trying to stop Apocalypse, not one of his horsemen.

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If that power isn’t designed to counter Hawkeye, then what is it for?