Thanks for the much appreciated feedback. I took some time to review what I’ve posted and considered your suggestions.
It’s sad that there is a low probability of them being added. The “Homecoming” movie might be an opportunity. As far as I know: Shocker, Vulture, and Tinkerer.
@ErikPeter
Yeah, I agree Absorbing Man is kind of simple. Actually, don’t know what “PGU” is. Anyways, I was really more focused on incorporating “Absorb” into his kit. By the end, I just gave him an uninspired damage ability. When I first imagined the character, I wanted “Absorb” to alter offensive and defensive capabilities. That’s kind of where I decided to just simplify the character. I felt that 4 star tier really lacks tanks and batteries. There’s soft tanking (using a high hp character to move in front via match damage) and there’s the Thing, a reactive tank. So, I took “soft tanking” to the next level. “Absorb” would make the selected color of tiles to match his highest match damage to ensure that he’s in the front.
Naturally, since there’s a lot of his icons on the board, I felt that damage reduction that scaled off of that would be appropriate. I think that the flat DR mechanic could be balanced out by introducing a “true damage” mechanic (ignore DR). This can be seen with Peggy Carter’s “Ultimate Soldier”. I don’t think that the maximum DR value is too bad. The ideal situation of having his icon on 64 tiles is rather rare. Like you mentioned, stuns can counter passives.
Yeah, I didn’t realize black had +1K damage/AP ratio, until I looked at it again. There’s definitely a difficulty when releasing a new character. Players want high damage/AP ratios, otherwise, characters aren’t ranked very highly.
You’re right. I forgot to mention that the decoys have an 80% of getting destroyed at rank 5. Single target ability damage seems fitting because including all other types of damage would just destroy the decoys quicker, resulting in no damage output. I think that “1808*4” team damage is decent even if a decoy is destroyed. But then again, you do have to compete with Red Hulk’s “Hammer and Anvil”.
I don’t think “Mystifying Shroud” is that weak. If we factor in team-up tiles, there’s only a 1/6 chance for the player to get the color that he/she wants, when matching a non-desired color. Counter-play would be a rainbow team or dedicated batteries. I’m going to have to disagree with gaining AP in the weakest color. If that were the case, then players would know what color they were getting and adjust accordingly. I actually find that 6 turns of this randomness might be excessive.
Yeah, the leveling scheme of “Change of Scenery” is rather unimaginative. I just figured that a lower cost would lead to spamming the ability. I thought about your suggestion of +AP/match and realized the problem of the scenario of the ability being a dud and not leading to any matches. Would be a waste. So, I think I’ll just further reduce the ability’s cost. We shall see. Maybe.
I had another kit for Mysterio that revolved around doing more damage. “Grand Entrance” would have a passive that created a decoy if there wasn’t already one, in addition to what it currently does (Remove damage mitigation and move some of the final countdown damage to the prematurely destroyed damage). There’d a passive, every time a friendly countdown was destroyed creates attack tiles. Decoys would actually deal damage if matched away and proc the attack tiles. “Change of Scenery” would be like Loki’s “Illusions”. Well actually, that’s when I realized that there really wouldn’t be a difference between those abilities. That’s when I scrapped this kit.