There’s been a growth in the number of special tiles: traps (Electra, Hand), invisibility (Prof X), Bombs (Ultron), which is very cool, and adds a great dynamic. (Aside: some power that counters traps might be interesting, if not too focused.) I’m particularly a fan of the Ultron-style “drop-to-the-bottom” play, which requires different character types than the norm.
However, many powers aren’t updated to deal with the increased variety of specials. Cap continues to work fine, due to the “any tile” description for 5 covers in red or blue, but other characters aren’t so lucky.
May I suggest expanding the number of characters that could be modified to deal with any opponent special? In all cases, I suggest that such an extraordinary benefit require a fifth cover in a power. Some examples:
Daredevil (purple): Modify rank 5 to cover any enemy special tile (including CD, bomb, or as would be especially fitting for this char, invisibility). It might be especially fitting for DD to be able to detect and remove trap tiles, too!
Doc Oc (blue): His black passive says it works with any enemy special (haven’t tried it), but can we update his blue as well, on the fifth cover?
Falcon (blue): Modify 5th cover to work with any enemy special. This might have the unintended consequence of making Ultron-style too easy, or wasting Redwing on web tiles, so this needs further consideration. Maybe if there are no cd, strike, protect, or attack tiles AND the player has a higher threshold of blue (e.x., 8, instead of 5) then remove other enemy specials as well.
Bag-Man: The upgraded blue costs are out of control, imho, making bagman (more) useless until very late stages. Maybe lower the cost at five blue covers without an additional web? Also, at 5 covers and 18 ap cost (!), purple should work on any tile.
I’m sure there are more. In each of these cases, this would, I hope, breathe some new life into less used characters.