This skill needs a cooldown and it needed it on his release. Having to fight him a lot this week because he’s boosted, I’ve lost count of the number of wipes I had because the AI got 6 black and for the rest of the match Vulture was airborne, coming down only to spam blue/green then going back up… That is just incredibly frustrating.
In PVE, it doesnt matter. In PVP, its a BROKEN ability. Even if you introduced a character that dealt with airborne characters, it wouldnt matter, its too unbalanced and only having that one character being able to deal with Vulture is silly.
Fix: after landing, Vulture cannot go airborne for 1 turn. Its not even a nerf, just common sense.
Honestly, i haven’t had this problem. Deny black as best you can and you’ll be fine. You may lose once or twice (I guess…? He doesn’t gain enough black on his own to keep him airborne) but you can probably call those unlucky matches. Just because a character has good self synergy doesn’t mean it’s broken or OP.
I personally think he’s one of the most fun characters in the game right now. Plan to kill him first and deny black or AP steal black and you’ll be fine.
Do you have Iceman? If not (or even if you do) you can bring OBW TUs and stun lock him. Gamora is great for the task, too. Strange can stun and destroy AP of a chosen color, so that’s an option. He’s fun to use as well as being fun to fight. Build a good team, try new things. Enjoy a good character that has good synergy with so many teams instead of calling for the nerf bat. Remember there’s another battery in play that’s actually broken to the point that it enables the AI to stun lock your team on turn 2 if on the right team.
Actually, it is. There is a strategy to beat all characters, weak or strong, and there is a strategy to beat Vulture.
The AI can luck into a cascade that leads to victory at any time - Vulture is not required for this to happen. Fortunate (or unfortunate) cascades are part of any match-three game.
It isn’t? I can’t think of one character that has a ‘cooldown’ in MPQ. It isn’t a mechanic that is used.
Its not about strategy because the point is, a character gaining X AP becoming permanently
invincible is UNBALANCED, do you people not get that? Its pretty frigging simple to understand.
Its not invisibility which you can remove. No, literally invincible, cannot be hurt, cannot stun, cannot die.
If you really cant see its unbalanced then nothing is I suppose!
And yes there is a cooldown, look at IM40 that I just mentionned, he stuns himself as a cooldown mechanic.
Goblin Glider also has a (sort of) cooldown. But no, there’s no explicit mechanic that says “you aren’t able to fire this power for 2 more turns”
Strictly speaking, that’s what the AP mechanic does, in a roundabout way.
Sure, but technically, Vulture has the same cooldown. He can only fire the power while he’s not airborne, which is once every 3 turns. The primary difference is that Circling Prey generates Black AP, while Recharge does NOT generate Yellow AP. And, I suppose, Vulture is less vulnerable during his “cooldown”, while Iron Man is more vulnerable. The comparison still isn’t that easy, though. IM40 generates (up to) 36 AP with one Recharge, while Vulture only generates 20 AP with one Circling Prey. You can even save up 12 Yellow and double-fire the recharge and net yourself up to 72 AP in a single turn. You pretty much win the game at that point with any proper team. (The AI won’t do this, of course, for which we should all be very thankful)
In any case, a cooldown doesn’t seem necessary here, any more than it would be needed on characters that are constantly invisible.
Also true, although less helpful in this comparison since you’re already prevented from firing Circling Prey multiple times in the same turn (which wouldn’t matter anyways since it’s not firing the power that’s generating the AP).
Goblin Glider is probably a better example of a power with a “cooldown” (although again, not an explicit one)