So after I obtained powers to have SW and Pun get tweaked I started getting PM’d like crazy to try other characters. For a little background, I have created board games with friends in which I was in charge of character balance or game balance, essentially play, find out what’s working or not and tweak it a few %'s then do it again. The key is to generally try to keep a character, mechanic, etc. as close to what was intended before having to scrap it, so no further ado.
1* and 2*. Most of these can be fixed with AP reduction. Yelena can, IM35 blue, Venom’s black needs to lower web tile requirement (more on web tiles with Spidey). Wolverine needs to have his healing be like Rocket and Groot’s. Bag-Man, if they left his AP costs the same and didn’t increase them as skills leveled he would be a solid PvE. anyway, to the meat of the issue.
Beast–okay
Black Panther–Defense Grid–everything is fine, but like Punsisher’s Moltov Cocktail, this needs to create a shield in addition to the CD tile, at least give the player something, as is, it’s pay 8 and hope you get a shield, at least let them pay 8, get a shield with the chance of more.
Black Widow–fix her color order
–Sniper Rifle–with PX not as bad as before, overall it probably needs a slight AP reduction with a slight dmg reduction just to make it more consistent.
–Pistol–I’m torn on this, being able to target is nice, but 17 at max? I think this needs a consistent AP cost same as Sniper and then have the dmg adjusted accordingly. She’s not in a bad spot, just needs a shine.
Blade–okay
Bullseye–health buff, he should be in line with Daredevil
Captain America–Sentinel of Liberty–If this is going to be left at 19 then it needs to overwrite all tiles, otherwise drop the cost. You are not going to break his power level if he could throw out some shields earlier, if this went to 14, dropped shield strength accordingly it would really round out Cap
Captain Marvel–fix her color order
–Energy Absorption–This is going to be similar to Hulk and Deadpool, but all of her skills are lower costed and lower damaged because she was suppose to be spamming skills from the AP on this…problem…she doesnt. This skill like Hulk and Deadpool, need to be tied into % current health. If you put Energy absorption as 7-10% of current health taken in dmg, oh wow she is a scary beast, her red and black would possibly need dmg tweaking, but she would turn into the machine gun of firing abilties she was meant to be.
Colossus–make red his primary color
–Immovable Object–this needs to protect against all damage, strike tiles included, this guy should not be outclassed by Cage
–Fastball Special–drop AP to 12, and drop time in air by 1 across the board, so max level no air time, at lvl 4 1 turn, at lvl 3 2 turns.
Cyclops–fine, he pushes the dmg line, he’s strong not broken
Daken–he needs a health increase, the character health buff’s really left him behind, I would put him to Iron Fist’s level for starters
Daredevil–Radar Sense–this just needs a dmg buff, short of that he’s a really fun character after getting fixed.
Deadpool–Life of the Party–this is where this character is limited, first off he’s already limited in that he can only dive in when another character is in front and of lower health. His passive needs to just like Marvels, tied into a % of characters current health. I would start with 10% of the lower character’s current health in dmg and then keep Deadpool’s healing rates current, then after more data you can tweak how much he heals for, but thinking if he could just dive in at 10% and then keep healing the same he would be so fun.
Doctor Doom–health increase, I feel he just needs about 5% more
Doctor Octopus–Insult to Injury–10% increase in dmg
–Armed and Dangerous–10% increase in dmg
Falcon–yellow needs to create a weak random tile if not 3 on board
Gamora–Bad Reputation–to me this is her signature skill and it just isnt’ quite up to snuff. First off, it’s restricted to yellow tiles, that’s fine, it keeps it balanced, but if I’m paying 12 AP for a skill that doesn’t do damage, I want a lot more than what she is offering. First off, 9 is the most you will probably get from this skill, but that is if she is last man standing. You will generally avg 6.75 assuming she is tanking 3 colors. First off, this needs to go from 4 that bare her symbol to 3 that way you are at least going to be getting 9 strike tiles more often. Second, I think these need to be at max level on Black Panthers strength, not Patch. Patch at least gets damage up front. Have her get 1 tile for every 3 on her name and increase to 175 and now we have the scary daughter of Thanos.
Human Torch–Inferno–this is a skill I never feel good using. The damage is meh, but the cost is bad, plus with tile placement you are rarely going to get all 8 tiles. This needs a fix. First and foremost, get rid of the the AP drain on the other colors if you are leaving this at 10AP, otherwise you can drop it to 8 and keep the AP drain. (If you haven’t noticed black skills usually have a negative drawback for power or speed). Second you are already gimping this skill with AP drain, and now you allow it to only go on basica tiles in a circle? I’m okay with the circle but If you don’t allow it to possibly overwrite tiles at higher levels then the cost needs to go down further, albeit with a dmg decrease too.
–Flame Jet–Ah Flame Jet, how the AI loves to use this for no dmg. This skill I feel also needs a rework. In keeping with the theme, what I would do is for 5-6AP have it create a tile with 3-4 charges that do dmg each turn, as the CD burns out, much like a flame. The more green AP you have when you use it, puts more damage on it, similar to Rocket and Groot’s green, have it work instantly, but the more you delay, the more dmg it can do. But having 2 skills that essentially drain AP is not good. But essentially I would have this cost 5, with 3-4 CD timers and for every extra AP you have over 5 when used, it adds that much extra dmg onto the countdown. This also allows you to use him with another green user since your AP won’t keep draining.
Iron Fist–not sure, he’s extremely strong, but I think that not getting the health increase really kept him a bit more in check. And with Jean coming in, he is a little less powerful, I think he needs a bit more time to tell.
Ironman–this guy needs a complete rework unfortunately, but until then D3 should at least get rid of the AP drain on his red and blue, there are many great ideas in IM40’s character page on how to take him
Kamala Khan–fine
Loki–he needs a health buff, I would start small though, 6500 seems good.
Luke Cage–fine
Magneto–fix his color order and most important his colors should have never changed, yellow should still be blue, and blue should be purple.
–Magnetized Projectiles–should be purple, and it still hasn’t quite recovered from it’s damage nerf, I would add about 10% more onto this skill, since it’s limited by the board and swaps
Mystique–Infiltration–it was too strong before, but when the number of tiles got decreased, the AP should have remained the same, bring the cost back to 9AP
Psylocke–Psychic Knife–dmg increase for starters, as well as either reduce AP by 1, or allow her to create 2 strike tiles of 113.
–Bewilder–I would copy and paste She-Hulk’s green on this, and drop the AP, when it resolves removes 1 color 100% and the second color depedent upon level.
–Psi-Katana–maybe a dmg boost on the intial black dmg, reason being because it creates attack tile on black, you are prone to having to match it to use ability again.
Quicksilver–this guy needs it all, but isn’t as bad as appears. To me blue is his signature skill, so that needs to remain core. The problem is how he original came out would have been broken. The thing is when you could have switched 2 tiles or created 2 crits, having blue at 5 made sense, but since you got rid of those, leaving blue at 5 just doesn’t work. To me he was always meant to be a 5/5/3, with black helping to create blue matches to have his AoE go off. So, either leave blue at 5 but have it create 2 locked tiles on blue matches, in which case you can leave everything as is, or drop it to 4. But IMO black should be able to go as low as 7 without triggering, and green to 6. So at 4 blue matches kaboom, black standard should be 10 and green 9. Then we can see again, but look to QS character discussion for great ideas
Ragnarok–Godlike Power–this either needs to do more damage for 14AP or drop the AP for damage now.
–Thunderclap–more damage
–Lightning Rod–add 1 more charged tile all around
Rocket and Groot–maybe a tad more dmg on green
Scarlet Witch–fine
Sentry–complete rework
She-Hulk–fix her colors
–Settlement–these kind of skills need to be able to create tiles if all requirement not mean, so have it steal 2 out of 3, if only 1, have it create tiles of low strength in order to get it to work.
–Power of Attorney–more dmg
Spiderman–total rework. The problem with Spidey is the web-tiles, it always has been. For a character that has 3 skills all reliant on web tiles being on the board, but only 1 skill to make them, while another consumes is a problem. In order for Spidey to work, because I love the webtile mechanic, is that all his skills have to create webtiles, or at least 1-2 making multiple. See Spiderman character page for great ideas.
Squirrel Girl–Furry Friends–1 less AP and she’s golden
Storm–Mistress of the elements–needs to do more damage
The Hood–needs a small health buff, I would give him Loki’s current health
Hulk–Thunderous Clap–a small dmg buff or a health buff
–Smash–Don’t have this consume green AP
–Anger– would like to see this as a % of his current health not total
The Punisher–Molotov Cocktail–if not for Judgement the dmg on this sucks, but because of that it’s okay, problem is attack tiles. This needs stronger attack tiles, and like BP, it should create an attack tile plus a CD tile upon use, and when CD resolves you get another attack tile and CD tile as the fire spreads.
–Judgement–either needs a 4th tile at max level or about a 33% jump in strike tile strength
–Retribution–needs a small dmg buff on the intial dmg, otherwise it’s perfect.
Thor–probably needs a dmg nerf, but I would then want to see a health buff, so in the end he’s very strong but not overly broken
Vision–Attack Protocol–I might be one of the few that loves Vision, but Attack Protocol is a problem, I like how it works with blue and yellow, and that yellow attack protocol has saved me a few times, the problem is with red alone, it does way too little dmg for a 10AP skill. I think dropping the AP would make him broken as you could do lots of AoE for very little, so I say bring his red only dmg up to Cyclops level, “he has a freaking infinity gem in his head, he should be anhiliating people with that blast”.
Patch–health buff, he got left too far behind, IF level I think
–Best There Is–AP reduction. This is already limited with him needing to tank, I would start with 12AP maybe a slight dmg reduction, but at least it would give him 2 servicable skills.
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Carnage–fine
Devil Dino–fine
Elektra–Double Cross–simple AP reduction, because for a 7/14 skill it doesn’t do much, but if it was 5/10 or 6/12 then she’s cooking, because all that’s holding this back is the AP cost.
–Shadow Step–I think it needs 1 less AP dmg fine
–Ballet of Death–simple, either have it go to random tile, or take the dmg and divide it amongst 3 tiles, boom perfect
Invisibile Woman–Force Field Crush–This gal has had more reworks than I don’t know what. For this I would do to Elektra, IF, Cage, where if no tiles have her create 3 for 5-6 AP, then blow up 3 for 5-6, nothing worse then being stuck with 12 AP and no force tiles, this would keep it from happening.
Iron-Man–not sure, he’s very strong, I could maybe see a reduction of strength on his attack tiles, and a beef up on protect tiles, but overall he’s strong but balanced.
KingPin–fine
Nick Fury–fine
Prof X–strong, but fine, especially with Jean coming
Star-Lord–Everyone with Me–like X-Force yellow it needs a blow up penalty, in forms of at least yellow AP return if not some other colors.
–Oldest Trick in the book–damage needs to occur on placement, and then on resolve so divide it up
The Thing–fine
Thor–I’ll roll of her skills in one. The nerf on her blue was too much. When I first saw her and did a progression, (before we knew max blue) I figured it should create 6 charged tiles and stun for 2 turns. When it was 9 and 4 turns I was shocked. 3 turn stun and 5 tiles not enough, I would either go to 3 turn stun 6 tiles or 2 turn stun 7 tiles. As for yellow, needs a dmg boost. Red needs 1 of 2 things, either have it create the charged tiles before dealing dmg, which means you can reduce the base dmg to zero, or she needs a bigger base dmg increase, because it’s just poor for 10AP to do that dmg. I for one think you remove the based dmg, and have her create 4 tiles first then deal 1000 dmg per tile, that means if you went blue (at 6 tiles) plus red, thats 19 AP for 10K damage. Antman is 18AP for 10K so that seems right on point.
X-Force–X-Force–this needs about another 400-500 dmg and it’s fine, to me this skill should deal about 2.5 on the blow up, if you average 42 dmg per tile thats 630, so green should be about 1870 at max, this puts him perfectly balanced on this skill.
–Surgical Strike–I’m 90% okay with this, but after seeing KingPin Purple, I would gladly take a dmg per tile reduction for maybe a 5 AP destruction of strongest color, but again, I can live with it.
Antman–fine, haven’t played much, although first take, yellow needs more dmg