Quicksilver (Pietro Maximoff) 3 Star Rarity (Rare) Wiki LinkAt Max Level: HP: 8670 Tile Damage: 11/12/70/13/61/79/4xIdle Hands - 11 AP Quicksilver just can't help using his speed to make the enemy look stupid. Swaps the position of 2 selected basic tiles. Costs 1 AP less for every Locked tile on the board (minimum 7 AP).Level Upgrades Level 2: Also deals 55 damage. Level 3: Deals 110 damage. Level 4: Deals 248 damage. Level 5: Deals 523 damage.Max Level Level 3 - Deals 348 damage. Level 4 - Deals 783 damage. Level 5 - Deals 1653 damage.Supersonic - Passive (PASSIVE) Quicksilver dashes through the battlefield messing with the enemy's plans and causing a bit of chaos. Whenever anyone makes a Blue match, Quicksilver locks 1 random Team-Up tile. But if there are already at least 4 Locked tiles, they detonate, dealing 190 damage to the enemy team instead.Level Upgrades Level 2: Deals 251 damage. Level 3: Deals 312 damage. Level 4: Deals 433 damage. Level 5: Deals 678 damage.Max Level Level 3 - Deals 991 damage. Level 4 - Deals 1377 damage. Level 5 - Deals 2156 damage.Fists of Fury - 10 AP Quicksilver grabs his enemy and pummels them with a furious blur of punches. Creates 1 random Critical tile. Costs 1 AP less for every Locked tile on the board (minimum 6 AP).Level Upgrades Level 2: Deals 71 damage. Level 3: Deals 137 damage. Level 4: Deals 289 damage. Level 5: Deals 579 damage.Max Level Level 3 - Deals 435 damage. Level 4 - Deals 921 damage. Level 5 - Deals 1843 damage. Edit: Updates from pre-release info: Idle Hands - AP cost raised from 9 to 11. Damage increased with a large bump at level 5. Removed extra swap from Level 5. Fists of Fury - AP cost raised from 9 to 10. Damage increased with a large bump at level 5. Removed extra critical tile from level 5.
Buret0 wrote: Since you didn't identify the changes... Changes that I see: In the 1 v 1 against IW, Quicksilver would cause the detonation if there were 4 or more locked tiles. Locked tiles must now be Team-up tiles. The same is true for the reduction in his AP costs on his other two abilities. So by "change to make him better" did you mean, "change to make him worse"? What other changes did you make? Is there a balance or trade-off with a boost to his damage?
Buret0 Since you didn't identify the changes... Changes that I see: In the 1 v 1 against IW, Quicksilver would cause the detonation if there were 4 or more locked tiles. Locked tiles must now be Team-up tiles. The same is true for the reduction in his AP costs on his other two abilities. So by "change to make him better" did you mean, "change to make him worse"?
turul wrote: So we should get heightened sell rates.
CaptainFreaky wrote: He still seems pretty meh to me - locked TU's are surprisingly hard/random to keep on the board. And while a bit random, the crit tile his current green creates could be fairly powerful at times. I suppose increasing damage on green makes up for lack of crit tile. But why does his black now do less damage...? In a world filled with higher and higher health pools, Demiurge wants to do everything to slow down games it seems. BUT - it would be REALLY nice to have a list of other characters on the docket for updates, even if we don't see the actual updates for a little bit.
Phaserhawk wrote: CaptainFreaky wrote: He still seems pretty meh to me - locked TU's are surprisingly hard/random to keep on the board. And while a bit random, the crit tile his current green creates could be fairly powerful at times. I suppose increasing damage on green makes up for lack of crit tile. But why does his black now do less damage...? In a world filled with higher and higher health pools, Demiurge wants to do everything to slow down games it seems. BUT - it would be REALLY nice to have a list of other characters on the docket for updates, even if we don't see the actual updates for a little bit. In terms of dmg per AP it's still about the same 236 before, 226 per ap now
CaptainFreaky wrote: Phaserhawk wrote: CaptainFreaky wrote: He still seems pretty meh to me - locked TU's are surprisingly hard/random to keep on the board. And while a bit random, the crit tile his current green creates could be fairly powerful at times. I suppose increasing damage on green makes up for lack of crit tile. But why does his black now do less damage...? In a world filled with higher and higher health pools, Demiurge wants to do everything to slow down games it seems. BUT - it would be REALLY nice to have a list of other characters on the docket for updates, even if we don't see the actual updates for a little bit. In terms of dmg per AP it's still about the same 236 before, 226 per ap now ...which is still less. Less overall and less per AP. I grant it's not a big decrease and the boost to the green damage means that 3/5/5 is the likely optimal build. But still, I don't think his black needed any reduction, it just needed to be faster. The best part of black was the tile swap but every iota of damage is still welcome, especially if the goal was for QS to see more real usage. If they had allowed black at 5 covers to swap ANY type of tile (so as to eliminate specials), then it would be a noticeable change. But, of course they didn't do that. I think this is a very conservative change - which would be fine if MPQ was the kind of game that got lots of small, frequent balance passes. But if Demiurge only changes ability stats once in a blue moon, it's an extremely slight change that I don't think will materially impact his play time.