BillyBobJoe wrote: So it seems the problem is the speed winning. So why not rectify the problems by eliminating boosts?
BillyBobJoe wrote: I'm just saying Sentry on defense isn't great, especially with a squishy Hood or a Daken whose CR eliminates strike tiles.
BillyBobJoe wrote: I agree it's a powerful move. But 10 moves in is not a speedy win.
BillyBobJoe wrote: When you play Sentry+Hood or Sentry+Daken without the boosts you face a different situation. Many people use Hulk as a defensive player. Daken's strike tiles aren't enough to down Hulk with one WR. Even with Sacrifice it may not be enough to down him and you have to worry about Anger.
CrookedKnight wrote: Also, because boosts make the game more fun to play in other situations and shouldn't be removed just to avoid balancing the most broken character we have.
Dantekamar wrote: A beat up Hulk with two dead teammates isn't likely to take down Sentry Hood Daken by himself even with 30 green, not to mention your team will be destroyed after the match.
BillyBobJoe wrote: You're right on the first two. Dantekamar wrote: A beat up Hulk with two dead teammates isn't likely to take down Sentry Hood Daken by himself even with 30 green, not to mention your team will be destroyed after the match. This I would contend with. A Hulk with level 5 Anger, and 8-10 Anger tiles on the board will do quite a bit of critical damage before he begins cascading with Thunderous Clap for 3 turns. But yes, by the time WR goes off Hulk will have been crippled. The question is can you survive the onslaught before you finish Hulk.
IlDuderino wrote: Frankly I will chew up and spit out Hulk on a shield hop and say thanks for the easy points.
IlDuderino wrote: The fact that the only threatening team to Sentry is Sentry / Hood seems pretty contrary to the alleged objective of roster diversity
Kappei wrote: Our problem with Sentry is that he's monopolizing the metagame.
BillyBobJoe wrote: If team diversity is the issue, then why are people always using the same character for defense? Hulk, Thor, Sentry, and even Ares at the 2 star level are usually what I see at higher point values. You never see Falcon, GSBW, Storm, or *gasp* Loki. Spider-Man makes an appearance every now and then, but for the most part people are playing the high health/high damage characters. Everybody started pumping ISO into X-Force when he was reworked. I see him everywhere now.
BillyBobJoe wrote: It seems to me that his Strike tile is OP. WR by itself, or with someone else's strike tiles (Punisher, Daken, Psylocke, etc) would probably generate more reasonable damage. If the damage is the only problem, then reduce or remove the Sacrifice ability. I don't care either way if the Devs change Sentry or not. They will do whatever they see fit. Generally, I feel the changes to characters have been sufficient (with the exception of Rags. I feel he got nerfed too far. But I understand why they did it in the first place.) I'm arguing devil's advocate for Sentry. I just don't see the reason for all the uproar. I think OBW is overpowered. She could compete with many 3*, although you'd be a huge target on defense. Sentry as a whole isn't overpowered, I think it's his strike tile for 674 is way too high. It makes any and all attacks lethal. In Balance of Power and Combined Arms, OBW Espionage + that strike tile eliminated everyone.
kthunder wrote: I don't see how sentry is a problem. He makes people buy more HP for shields, 1+ to all AP boosts and health packs. I have never spent so much on HP for PVP events to reach +1500 scores before I was able to max out Sentry and Hood to shield hop. Sentry and Hood combo is only good for shield hopping, good luck using them as your main team as they will rarely last more than 2 pvp matches, they are even worse if you don't boost.
BillyBobJoe wrote: flnn1 wrote: The short answer: Yes, you are. Haha. Yes. Great answer. It's not that I think Sentry isn't powerful, but my contention is that he's balanced. WR has a low AP cost due to the negative effects of the ability; team damage. Same with Supernova. 11 AP is cheaper, and maybe more powerful, than 14 AP Call the Storm. But the negative effects, team damage, reduce the cost of it. I think most people are upset due the the boosting bonus at the start of the match making it a quick win.
flnn1 wrote: The short answer: Yes, you are.
Phantron wrote: but it's like nobody on D3 even noticed that Sentry is one of the best strike tile generator in the game while having the best ability to go with strike tiles.
NorthernPolarity wrote: I think you're looking at the powers way too much in a vacuum.
BillyBobJoe wrote: Phantron wrote: but it's like nobody on D3 even noticed that Sentry is one of the best strike tile generator in the game while having the best ability to go with strike tiles. I totally agree with this statement. Which is why only Sacrifice is OP. NorthernPolarity wrote: I think you're looking at the powers way too much in a vacuum. X-Force, 8 AP, 3441 Damage + cascadeDemolition, 10 AP, 10535 Damage (conditional)Smite, 10 AP, 3409 + 725 per Charged tile Damage (conditional) Prehistoric Bite/Chomp, 7 AP, 2512 Damage Rage of the Panther, 12 AP, 3708 AOE Damage Sniper Rifle, 19 AP, 3912 AOE Damage + tile/cascade damage Star Spangled Avenger, 11 AP, 4031 Damage + 10AP CD Hypersonic Punch, 9 AP, 2504 Damage + stunColossal Punch, 11 AP, 2610 Target Damage + 1044 AOE (conditional)Chemical Reaction, 5 AP, 2774 Damage (conditional) Ambush, 7 AP, 9040 Damage (conditional) Whales Whales Whales, 14 AP, 4069 AOE DamageSummon Demons, 12 AP, 1110 Damage per turn (conditional) Fireball, 8 AP, 3390 Damage + 2 red tiles Unibeam, 13 AP, 3559 Damage Ballistic Salvo, 20 AP, 2669 AOE Damage + stunPolarizing Force, 8 AP, 261 per TU tile (? Damage) (conditional) Magnetic Projectiles, 10 AP, 4991 Damage Thunderclap, 6 AP, 1175 Damage + creates 2 green tiles Supernova, 11 AP, Power of Attorney, 9 AP, 1401 AOE Damage + cascadeHailstorm, 9 AP, 1248 Damage a turn (conditional) Smash, 14 Red AP + 30 Green AP, 6400 DamageRetribution, 8 AP, Instant Kill (conditional) (4590 damage for Hulk at 40%, 2040 damage for Storm/Hood at 40% Thunderstrike, 12 AP, 2486 Damage + creates 9 green tiles Call the Storm 14 AP, 4518 Target + 2259 AOE Damage Beserker Rage, 9 AP, 2087 Damage + 6*148 Strike tilesWorld Rupture, 7 AP, 148(+strike tile) per CD to enemies, 54 per CD to teammates (conditional) Sacrifice, 8 AP, 674 Strike Tile Let's say WR goes off without a Strike tile, AND you get all 16 to go off (unlikely) then WR is only doing 2368 AOE Damage. Let's say WR goes off w/ 6 Daken strike tiles (3 green matches for WR) (assume 16 tiles), WR does 6784 AOE Damage. Let's say WR goes off w/ 3 BP strike tiles, WR does 5168 AOE Damage Let's say WR goes off w/ 1 Psylocke strike tile, then WR does 5984 AOE Damage Let's say WR goes off w/ 3 Punisher strike tiles, then WR does 8224 AOE Damage Let's say WR goes off w/ 6 Patch strike tiles, then WR does 16576 AOE Damage Let's say WR goes off w/ 1 Sacrifice tile, then WR does 13152 AOE Damage Let's say you get 12 WR CD to ignite (75% of CD tiles deployed) W/O strike tiles = 1776 Daken (6 tiles) = 2328 BP (3 tiles) = 3876 Psylocke (1 tile) = 4488 Punisher (3 tiles) = 6168 Patch (6 tiles) = 12432 Sacrifice = 9864 I'll give you 75% of the CD will ignite because Special tiles and Teamup tiles do not become WR CD tiles. Also in 1 or 2 moves the AI will match some CD tiles. Looking at the 75% damage list (Punisher and Patch strike tiles are unlikely due to the fact they require green AP), it looks about right the amount of damage WR makes in comparison to other powerhouse abilities. Rage of Panther, Whales Whales, Whales, and Call the Storm all do similar damage. WR becomes a 4* ability, hello Demolition and Smite, when combined with the Sacrifice strike tile. So I will admit that Sacrifice is overpowered only.