Hawkeye (Clint Barton) and Captain America (Worthy) form a fun and exciting new team, but due to a peculiar mechanic in Hawkeye’s purple ability the combo is far less effective than it should be. Specifically, no matter what order your team is aligned, Hawkeye’s purple passive triggers first each turn, often fortifying Captain America countdowns that will expire seconds later instead of protecting his own arrow tiles that stick around for another turn.
Surely Hawkeye is smarter than this? Please fix it so that this team can be more useful.
I’ve noticed this with a few other things like that as well. “Start of Turn” passives apparently activate before Countdowns/Repeaters. Given that it’s a universal thing, it seems like it would probably be fairly difficult to change. Might be able to do a thing where Clint ignores 1 Turn Countdowns, but even that might be pretty involved.
And honestly, the team is a real pain in the tinykitty to play against anyhow. I don’t see any particular reason to make it stronger.
You jerk! I thought they nerfed Cap somehow to stop the 40 AP turn 2 phenomenon when paired with Hawkeye against 5* (and that’s assuming you don’t luck into cascades. I thought I missed the announcement and was super excited by your post. Kudos to you… you got me! Enjoy this “like”.
I understand that some people think this is a powerful team already, but regardless of your feelings on that, it doesn’t change the logic of my request. It makes no sense that Hawkeye would waste his powers on fortifying tiles that are going to expire immediately after he fortifies them. “Not missing” is the only power this poor “superhero” has, and as that ability is represented in the game he foolishly fortifies the wrong tiles. This is a clear “miss” and should be improved.
OK, I can see that. This is pretty legit in terms of thinking the game should fortify CDs/repeaters (for those other characters that do so) with a priority towards which ones expire last.
I have no idea if the code would support such a move…
I just don’t expect that this type of change would be easy, nor do I think the development team would tackle something like this strictly to improve a team given their small size. And going back to existing characters for any reason is something they have almost abandoned as far as I can tell.
think of it a different way: those 1-turn CDs are a metaphor for small, fast moving targets that are exceptionally difficult to shoot arrows at. So by sniping those things before they go off, he’s doing something only Hawkeye can do.
Fortifying those tiles even though they will expire on the same turn could be useful in niche situations such as a cd tile that has counted down causing a match-4 which in turn match away or destroy your cd tiles.
He’s been doing this with Coulson’s 1-turn tiles since day 1. Calling this a “nerf” is disingenuous. You may as well ask them to “un-nerf” Cap’s tile creation because it creates on yellow which then converts yellow - frequently there are no yellow tiles to either make CDs or convert, so the passive doesn’t do anything.
But that’s just the vagrarities of the game mechanics…
I guess you missed the stealth fix/buff for Worthycap: He now makes his CDs on any random color. Still converts yellow, but he definitely does something, and of course with HE you don’t need a yellow tile to convert in order to gain AP.
Repetita iuvant: it’s not Kitty/Hawkeye that should be “fixed”, but characters - i.e. their 4* partners - that give a huge advantage with 0 effort and/or have their powers triggered with an insanely low threshold damage (deja vu much?).
Hawkeye works as intended and he’s actually a fun character to play with.