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Modded Abilities is more important than Team Composition when it comes to how powerful you feel on the battlefield imo.
I've got all the upgraded and modded cards I want for each character except Blade and Ghost Rider who I'm currently working on.
I thought each hero would get their own hand to play in place of the abilities we usually see in turn based games. They took the less exciting and less deep route on that for sure. You can see that in about every aspect of this game except the bad parts. They really doubled down on the exploration and pointless abbey interaction crap. The abbey should be essentially all menus, they could still use 3d assets there if they desired. The could have put that extra effort into taking their combat system to the next level.
I'd trade the Avenger's for pretty much any X-Men characters for sure. I'd even take Jubilee. They should have brought back Morph as a redeemable enemy, he'd be fun to play and would fit right in this game. They should have just made this an X-Men game and thrown in the Midnight Sons. I don't mind Spiderman, but they really douched him up in this game, that and I've seen way too many Spiderman games lately. Speaking of douching up Spiderman, I'd really like to see a more mature take on these heroes in a game for once. Even as a kid I found the kid-friendly stuff really cringey.
Some developers should listen to fan suggestion because they are good and often time better.
Yours is absolutely not one of those.
Quick attacks and marked debuffs certainly allow you to kill a lot more enemies, almost always enough that the remaining ones tend not to be able to finish anyone off, since there is no defence stat (just block) and everyone has comparable amounts of HP.
A typical quick attack strategy is to use quick attacks with knockback (Hunter, Scarlet Witch, Doctor Strange for example) to knock a stronger enemy into a minion to do chip damage and thin the crowd at the same time. Scarlet Witch, Blade and Iron Man all have the ability to mark several targets in a large area, which opens up powerful options for several additional card plays with chain attacks or smartly placed AOE.
In terms of what you do about the ones who are left, options like concealment (enemies don't retarget), removing yourself from the map for the enemies' turn (same deal), crowd control (e.g. Hunter's berserk card, stuns), inflicting the weak status or building up block via support cards instead of a dedicated tank all work reasonably well. Many of these options are easier to implement in the second half of the campaign after you unlock card mods.
Taunt and block works well on a couple of the "tank" characters. Captain America with retaliate plus generate block on damage is genuinely decent in the role and Wolverine can do something similar with lifesteal - a feat that can be replicated with a lifesteal consumable on anyone who can acquire retaliation.
Wow I agree with almost none of what you said. Thank goodness they didn't do that.
I imagine everyone has their own meta. Personally I've got Iron Man with his area affect marks and his damage everyone on the field, Wolverine with his chains (and several of those with a chance to mark on them), a quick card each (some with card draw), a bunch of items for card draw (either on K.O. or just draw), plus a Heal and a Fortify on Hunter. On a good turn I can play 6 or so cards I rarely take meaningful damage unless I get a bad set of draws.
edit : i don't think there is really a meta since it's a solo game and it has a lot of viable style. Personally i played all hero equally and none seem really that much better. Maybe tony and strange a bit over the top because they can deal with every situation.
In fact not bringing hunter on a side mission opens up a slot for you to bring someone else. meaning you can have a slightly easier time to keep their deck well developed. meaning less issues during story missions where you suddenly are forced to use heroes you rarely use.