With EoTS running, there are a few things worse than Caltrops when trying to get cap going! But in many other nodes, things like finally getting the AP to finish the round, just to be hit with Suppressing Fire, and of course Turn to Smoke..
I voted Caltrops and Pistol, but only because Strength in Numbers wasn’t an option. I only really have a problem with the abilities that proc almost constantly AND have timers that are so short that if you don’t already have a match lined up or a Cap shield ready to go, you’re boned.
Glad to see it there, but the more I think about it, Caltrops is easily the most irritating of them, but no goon ability has made me want to chuck my phone across the room more than a resolved, team destroying Tommy Gun.
Definitely need Flame Thrower up there.. very annoying team damage ability.
Definitely Turn to Smoke and Caltrops simply because it’s very difficult to avoid damage while all the other goon abilities you have a much higher chance of completing the node with full health. Even Threaten you can avoid damage even if a few go off because the tiles still need to be match (unless paired with characters).
Didn’t add Flamethrower or Rocket launcher on purpose. Those tend to be very long CD’s and you rarely ever see them go off.. sucks when they do, but no-one ever complains about it.
Sorta like ISO-Overflow that 10 count black Don CD.. if you get hit by it, it’s most likely because you forgot about it.. (which happens more often then you probably know)
Caltrops is easily the most annoying because it’s the only one that is dangerous on its own.
Threaten is irritating, Tommy gun is irritating, but they are really dangerous except in combination (it with a villain to make moves after threaten fires).
Turn to smoke is irritating, but is predictable and single target damage.
Caltrops is aoe and the only way to avoid it is to kill the kishu asap.
The issue is, If I screw up I can tank most hits and pick the character.
Having 1 low health character and having multiple AOE’s including the AI’s need to more often then not pick that one
in the corner for the next big aoe (flamethrower rocket) is super annoying.
I think the aoes should cost the cpu at least 3 ap.
Caltrops is annoying and always make me go after that ninja first. But since they seem to come in pairs, more often then not you damage yourself by killing the first.
Unlike most trap tiles that also activate when destroyed not just matched, which is more annoying then usual.
It’s like the one time cascades are bad.
Separately, all three stink, but threaten and caltrops at least make some kind of sense. TTS? An ability that fires AFTER you kill an enemy? Uhm, yeah, no thanks.
Seeing threaten and TTS together multiple times have ultimately turned a game I still got some enjoyment out of into a game not worth playing.
Caltrops and Turn to Smoke easily take this for me.
Caltrops is a pain in the tinykitty because it’s pretty hard to avoid and does AoE damage. And at higher levels it’s a fairly significant amount.
Turn to smoke is just straight up annoying. It’s constant damage after every turn, it extends match length, and the hurt adds up if you can’t get rid of them. There are only a couple of ways to avoid it: either stunning the teisatsu before killing them, or saving them for last.
Caltrops is what made it so hard for me to finish that last Ant-Man node. A few matches and Scott was down and I couldn’t finish 4 more waves with only 2 characters.
You can defend against Threaten. Caltrops has no defense other than luck and to kill the goon quickly. And when it has 9 or 10k health, it’s going to be around for a while.