Zathrus wrote: Please note that tile damage is the same for all characters of a certain rarity and level. All that changes is what color does what damage. As for Cap -- I might even advocate for lower on yellow... even down to 11. That would turn it into a smaller version of BWGS's purple, but with a protect feature as a possibility instead of just AP generation/board manipulation. But to use the protect you have to trade off the AP/board bit, making it viable to stay at 11 instead of going higher.
Zathrus wrote: I'd also say both red and blue need to be lower AP cost, and the AP returned lowered equally. Instead of 11 AP, make it 9, with a maximum return of 8. Same for blue. As it stands even those two cost too much to be very usable. Lowering the AP cost on red also makes the current damage more reasonable. The only real danger you run by lowering the AP costs is that you could more easily gather enough AP to have multiple CD tiles on the board at a time. But the CD tiles are their own vulnerability, and having one matched makes his powers suddenly become very, very expensive.
Phantron wrote: Captain America's red is difficult to judge because you get most of your red APs back if the CD tile successfully resolved, which is probably why it does so little damage. He can use a buff, but figuring out the correct value for his red is pretty tricky. It'd probably be easier to make his red do more damage and return less AP, like say 1000 damage for 12r, returns 6r. That'd put it on Thor range if you always resolved the CD successfully, but still borderline usable even if not. Right now Captain America's ability is better than Thor if resolved successfully (it's basically 1 red AP), and garbage if not resolved successfully. That's too wide of a spectrum.
SuperRag wrote: Here's a go at making bagman viable (but not OP or completely concept changed): [Bagman Overhaul] With this, his purple and blue are a little more cost effective, his blue can be used to protect your special tiles while they still function and his yellow can deal some damage...in fact a lot if you're willing to pit him against a level 230 enemy.
SuperRag wrote: Thanks DerigiblePilot, I'm glad someone liked it. The biggest problem I see is that it's complex and the AI wouldn't be able to play it well on defense as is.
SuperRag wrote: Here's a go at making bagman viable (but not OP or completely concept changed):
RemusThirty wrote: (Green) Phantom Decoy - 14(?) AP L5 - Decoy tile affects all attacks towards any of the player's heroes.