Thursday, April 30, 2015

Hearthstone Blackrock Mountain Review: Blackwing Lair

File:Flamewaker(14445) Gold.png 
I haven't seen this card much at all so far in constructed but its a card that I can see getting play later in the game. Its a card that clearly is better per spell you have and preferably cheap spells, making it quite bad in arena for most decks. But it will become better and better in constructed the more mage spells the game has and likely the game will have more spell effect synergies in the future, not like this card has but e.g Mana Wyrm and this card got the same trigger mechanic so does mana addict, I can see more of those cards, more spells and then this card grows and becomes better and better. Its a card I definitely can see getting some serious decks.

2.4 for 3 can be hard to remove in arena and its effect can be devastating but its a very clear cut if to pick this card. Got enough cheap g good spells like Frostbolt ? If you don't this card wont do anything so you can only draft it late in when knowing most of the deck or gamble but the thing is that its like not an unbound elemental which really becomes crazy strong if you get enough overload effects on it. Thats a huge pay off this card is a random effect that might have zero real reward for that risk. Its one of those cards were its most of the time useless but sometimes its really, really good.
File:Dark Iron Skulker(14434) Gold.png
Backstab on everyone. 

This card is so good I am surprised its not a combo demand on this battlecry. You play it out kill a smaller minion hurt another one so your weaker minion can trade it off etc. Its really good in arena. You will always damage something but many times it can kill of several minions. And its still a decent body. Coining it can be a huge tempo swing, it can handle cards with deathrattle etc.

They have to be undamaged but for the most part its like a consecration for 1 mana more but you get a 4.3 thats strong and why as I mentioned especially a coin play when it can clear the board is really huge for tempo. Comparing to getting a good consecration at mid timing. What does that amount to? IT amounts to clearing hte opponent board and you are somewhat back in the game but it will leave your board empty as well as you just paid all your mana for a consecration at turn 4 or 5 for that mater as you at best got a secret to play for 1 mana. With this card instead we are left with a 4.3 making the swing be so much stronger.

Of course its not always as good or better as if they got a big minion which is injured you wont get it with this card, like a 7.1 + a bunch of 1.1 will not kill the 7.. Its not the ultiamte card or anything like that but a strong minion. 

I also found it great in constructed because of all the aggro decks, all the popular deathrattle cards like spiders,shredders etc that leaves minions that will die from the 2 damage. It does not really fit the current oil rouges but its great for the control late game rogues which might become great with the dragons.
File:Fireguard Destroyer(14455) Gold.png
This is one of the cads I been waiting for in respect to arena. This card is incredible strong bulk type of minion. Just like water elemental it has 6 life so hard to get ride of by damaging it and while it cost 1+ overload mana over water elemental it do gets 1-4 extra in attack and that means that it for the most part can kill anything when its played. Landing on 5-7 attack which is 75% of the time means it can kill a yeti and it will kill obviously kill pretty much all other cards played up to 5 mana cost at 5 attack and if it gets 7 attack it can kill anything up to 8 mana so very strong. 

It really has huge value for it cost and it probably the best new card for arena. Because its so simple. Right its not much I can say about it, its just a big guy for low cost of mana. Yes it has a random effect but even a 4.6 is a great thing to get turn 4 and coining this card and they dont have an answer like a fireball, thats will be at least 2 cards. 4.6 is just the worst case to and its far likelier that it 5 or more. Simple consistent value is what is the best in arena.

In constructed its a pretty good card it does not really have any combos or anything just like I went over its strength in arena that its just strong alone and amazing in a void does not really translate well into constructed then as it cant really do anything special with anything else except boosting an unbound elemental. But it still a good stats minion, I can see it being played in a bunch of different decks and while its a little boring in constructed its one of those cards I can see being played in a year from now. It has nothing to do really with the other new cards(well a little with lava shock but its only 1 overload) but its just a solid minion so it can easily be played in several different decks and in the future might be really strong in some type of shaman deck. 
File:Demonwrath(14463) Gold.png
Demonwrath, Demons and more demons. 
 
 
I have had great success with all my demon decks in arena. Both that Imp Gang Boss is so strong but also this card. Its a really good card, most of the time when you are behind and using it just like any other aoe, you usually got your board cleaned out or it becomes clean as you trade or last guy in to their big guy to make it die from the aoe. This means this card is essentially a 3 mana consecration. Which obviously is really good. 
 Very rarely have I ever seen this card with to much of a backfire on your army, given that I currently pick almost all demon cards alwasy in arena as that has vastly made lock better. But its also becsue of  that, Demonlcok is strong in arnea so you espect to pick demons meaning htis card wont hit youur guys.

And in constructed  I am currently maining imp lock, so I don't have only demons but the demon cards have gotten pretty good now so a full demon deck is no issue to play at all. And then of course this card got no drawback. One of the few cards you might have who is not a demon is Dr.Boom but that means you can trigger the doom bot the same turn he is played that can be pretty good actually.

File:Revenge(14464) Gold.png
This is shit. 

1 damage to all so its just gonna be a 2 mana cost wirldwind and wirldwind is arleayd almost 100% useless in arena -- never pick this card. 

And even in counstricted is not taht good, becasue the extra 2 damage that is a lot easier to get away with in constructed is not that great. The current decks are Grim or Protection, Grim you would just kill the Grims or other cards on the field..so hat is just horrible. So then tis just an extra wirhdild in the deck, whcih can be ok but still 1 more mana cost makes it a lot harder to get away the frothing berserker etc combos. SO thats bad. 

And in protection warrior, when you can use its extra effect the game is at like turn 10 or something. And then they won have so weak minions. So its only good if you play against super aggressive aggro and then you can get use for it at turn 5-6 or something but you likely have to play something else as well like warrior weapon deck or something.
File:Hungry Dragon(14436) Gold.png
Finally a good neutral card.

People say this is great but compare it to fireguard destroyer who has the same or better stats and does not give your opponent 1 mana creature but cost 1 overload instead thats a lot better - I just want to point out how good fireguard destroyer is.

Anyway this is also a very strong arena card as its also just a huge minion for low cost. Its also like the first neutral this expansion to be better with certain classes which si mainly as all other neutral has been pretty bad so far. The 1 drop minion can really screw you over even more so in constructed. e.g giving a mage a mana wyrm and they have a lot of spells on hand or given a priest a northshire cleric. But in arena giving a mage a mana wyrm is not as bad as they likely wont have so many spells. 
+ This card is a big minion with 6 life and as I went over with fireguard it has 5 in attack so it can kill yetis and everything else at 4 to lower mana cost (except the water and fireguard) with it being hard to remove as people well don't have spells.
So in arena this card is very strong not amazing because of the 1 cost minion but a strong card.
 
In constructed I think its ok, I like it in Dragon Paladin because you don't play so much minions or card at all before this card so that leaves you with token 1.1 that often can kill the 1 drop that is summoned. Likewise this card works better with Mage,Druid and Rogue who can often remove the spawned 1 drop and this is especially better in arena. And why its a better card for those 3 classes.
 
Mage,Druid, Rouge +




File:Chromaggus(14451) Gold.png

I actually think Chromaggus is a pretty good card in constructed maybe really good. Of course he comes late so its a control deck we are playing but when he is out its really hard to tell what cards the player got more of if you get in 1 or 2 extra draws. Suddenly they got 2 Tirion, maybe its 3 consecration can be played and so on. It gives option to a lot of combos but mainly that its harder to read what 2 card limits has been reached by the opponent. It also combos great with Dragon Consort for th specific paladin deck. Were you can play Consort turn 5 and then drop this card turn 6. While the other dragon cost 9(7) so they can first be played one turn later. That makes this card a lot more impact full in Dragon Paladin.

In arena its ok, it does not do anything when it comes to the field so you have to survive with it. But its a really strong late late game card where both player are having a top decking war which often happens in long drawn out arena games, This card then doubles what you draw and its likely very hard to remove it for your opponent. Its issue is that its not very good at turn 8 then its good post turn 10 well maybe around 8 I guess but for the most part its good really late game. Not a very good arena card but better then all the random shenanigan cards and better then some of the other late cost card. Is is better then Ragnaros? No far from it, its a mediocre card in arena.

Friday, April 24, 2015

Quality Maniac: Marvel Avengers Alliance: Age of Ultron Special Operation part 1

I am sure its a lot more bugs on this SO and have already logged so many bugs on this game I wont bother finding the real number.

Anyway this just annoyed me a lot:

The first screen you find when entering the new Special operation mission has an ID string fucked up. That just looks sad to me, the first dam screen, do better then that please Playdom.



Also the whole SO thing is by far the worst retention design they ever did, this SO gives a freaking Suit for Iron Man that wont make him playable anyway instead of a new hero like all otehr has done before and no lockbox. That is really bad monetization/game design. I don't see why most people are even gonna play this SO at all. I will but just barely, the suit don't even have a new alt class for Iron Man, its Blaster again which he already is(and is the best class to be for bonuses) so no real reason at all to get the suit.

Hearthstone Blackrock Mountain Review: Blackrock Spire



Not much deep isnight from me except that I hate this game--- 5 last arena runs all ending in 6.3...

Alway a little hearthbreaking to not reach 7 especially so many times in a row. That has always been my least favorite part of HS arena, its such a steep step at just 6 - to - 7. Instead of having it more linear like, 6 is garuented 120, 7 is 135 etc We get 6 is 50-120 gold... and 7 is 150. So it can be a 100 gold difference with just 1 more win.





File:Volcanic Lumberer(14458) Gold.png 
Volcanic Lumberer is a very strong arena card. I been thinking about it a lot, I been doing a lot of Druid runs the most this week and this card is awesome. First of all Ironbark protector is pretty good in arena right.

And this is just a better Ironbark.

When I did the math for Dragon's Breath the bad mage card I concluded that as it for the most part cost 3 mana and do 4 damage like a 2 mana card. And while it can cost less it also by default cost 5 mana its a lot worse then Flame Canon.

This card instead cost less then its counterpart. IT will for the most time cost 7 mana or less, its very easy to trade 1 for 1 minion, this will be the same math for volcanic dragon as well etc. So its cost 7 mana, that is establish. Thats 1 mana less!!!! Then Ironbark. This card starts at only 1 mana more, instead of like 11 which would be if it was bad like Dragon's Breath. So its kinda clear its easy to get it down cheaper, 1 dead minion same cost and the easily achieved 2 dead makes it cheaper. Then it can also be throw out after A Swipe or other board clear plays thats huge, combo it with Force of nature, kill a few cards with the trees they die get this out etc. A lot of potential but the important thing really is that is not only easily cheaper then Ironbark protector its a card a big dam card.

If you get the Dragon's Breath effect in that might mean you can safe 1 minion and kill their last with it. If you just clean board...you can just deal 4 damage. Here instead we get out a huge big guy. Which in arena is a big pain in the ass and the tempo swing can be amazing. In constructed is also a solid card not as powerful as in arena but still good.

There is 2 reason for that, its more minion trading making it easier to get out for a 5-7 cost in arena. But more importantly, 7 or 8 attack don't matter. Comparing it to ironbark it really is the same type of card in Arena. You never fight anything with 8 life in Arena, it can happen but its very rare. Biggest card you will face are Ogres and War Golems maybe a buffed minion can get to +8 but they also mainly are under 8 life. So this card can almost always kill anything. That extra 1 attack is very insignificant. Its similar with Ancient of War, its a 5.10 but that can almost always also kill everything in arena.This is because you don't face the big health guys you might see in constructed so 7 will be enough, no 12 life etc. (Well here the 12 life would survive anyway, but you can kill a Rag with 8, the only issue it has really in arena is vs Ironbarks as they got 8 life;)

So very good very solid in arena, one of the best rare picks to get.

In constructed it might see play its a lot better then Ironbark easy to get to with board clear cards which you have more of but not in Ramp then I think it would be in combo or my old Legion deck were you just get 100s of token characters there it could easily be played at mid game. Legion is easily the best place for it but the deck in itself is not as good compared to overall combo aim with savage roar and force of nature(which his also in legion but legion lacks draw etc to and focus on other stuff as well). It seems kinda slow for constructed but I can see it being played in a few decks. I guess its not all about "slow" but more that it don't really do much its just a big card. Big cards are great in arena, not so great in constructed its just big, I am not one of those people that just say, "BGH will kill it" sure it will but the aim is to play this card pretty cheap so its not the end of the world if BGH gets ti and depending on the deck you got bigger guys that BGH then misses(well that is unlikely as I don't see this at all in big slow control druid deck). Its more about I rather see a minion that can be cheap to play and it has some cool ability. Its actually kinda weird on how but this card and Volcanic Dragon are just big cards would be interesting to have a weaker but an ability instead  that can get out really fast or give some type of combo.
 That's its downfall in constructed I can see it getting played to finish people of clear the board with tokes and/or spells and then play it out on empty and if they cant kill it you win.

But to repeat the important part--- its really good in arena, there getting a big thing out faster is a huge tempo play and is often a game won right away. For the most part they have to use 2-3 cards to get it away and thats a win.

http://hydra-media.cursecdn.com/hearthstone.gamepedia.com/a/a6/Core_Rager%2814444%29_Gold.png 

I tend to argue with my friend that this card is playable in constructed just play a super cheap 1 cost mana type of hunter deck and make this the most expansive card in the deck pretty much. It can be done). If then its a huge finisher a horrible card to have the misfortune to play. Well I tried a little and its not impossible but one thing that is a factor is: It wont be played turn 4. Usually you will get it out at like turn 6 maybe 5 and drop 1-2 cheap cards before it. Still a very strong play drop 2, 1 drops and this card at turn 6. While they already should be at very low life. (or you lost already) so a good finisher.

In arena its..... well Its not a good card its effect will never happen. But 4.4 for 4 is not unplayable. There is far worse rare cards its also a beast. So it can be picked, is it worse then a Tall Strider, which is a 5.4 beast for 4. Most Definitely, is it worse then Savannah highmane, YES so much worse. But its not completely useless. Its a card that you can pick if the otehr rare cards sucks, which they do sometimes.
 File:Dragon Consort(14452) Gold.png
I been doing Dragon paladin whole week so this card is super important there. Its a really, really good card in constructed, 5.5 for 5 and then you can get out your legendary at turn 7. Some argue you can play big dragon + more but I think its a lot more about that you can play a Dragon like Ysera at turn 7, thats huge. Gives you time to get a few cards.

One thing I can see happing in with the coming 2 weeks of cards is that actually mid range dragon is gonna be even better for ladder. Because playing this card and then next turn dropping 2 medium minions can be a huge tempo swing, or e,g playing this card turn 8 with an 5 drop like Azure drake the same turn is for the most time a really hard tempo swing. So the cost reduction is definitely not just useful to play the most expansive dragons. Sometimes I just play it + a Fairy Dragon at turn 5, that can be enough to get board. But its not as good right now needs those middle sized bulky cards.

Because of this I found it being a decent card in Arena. You want get those big Legendary plays but you can play it pretty easily and then next turn put out one of the 4+ dragons and something else for more tempo. Which is very big in arena, obviously it has an increase value per dragon in the deck so its kinda hard picking it early but it is at its worse a 5.5 for 5 so its never a dead card. Especially as it effect last forever, I want to go so far and say its quite good actually. You can play this turn 5, then turn 15 you can get that other dragon out for cheap. Sure that wont help in arena, but let say you pick like 4-5 medium sized dragon thats enough to make this good as you can play and then likely before the game is over play one of those dragons at turn 8-10+ and get it out and potentially get a lot of tempo. Well you do need a few dragon to make it really be a good, but given that a lot of rare sucks. I have picked this just having 1-2 dragons over a lot of rares.



File:Twilight Whelp(14460) Gold.png
Horrible card---- in both modes. In constructed it just feels like a bad Zombie Chow as you can damage then with it as priest but overall as I went over with the Zombie Chow review its not a bad to heal the opponent for priest. As you are aiming for a long game. Even with a lot of dragons this cad then is met so much useful and it might misfire. Well I guess I would go with both kinda to make my deck last longer. If I use this one but I prefer spells + resurrect to get longer into the game.
 A huge meh card I think it really is badly designed into the game, as it feels like it should be super aggressive type of deck to play it but Dragons are inherently slow...so. Well I guess you can do one dragon theme deck that tries to win very fast ending the highest card around 5.6 or something but that is still slow for a 1 mana drop. It just really don't make sense to me. To me its a wasted priest card.  I can see it getting played but it will be so limited, like 1 specific aggro deck and 1 control dragon deck or something.

For arena of course it sucks horrible, its a 2.1 for 1 for the most of the time. Hold Dragon is better the more the card cost. The more the card cost the easier it is to have drawn a Dragon. A 1 mana drop with the demand of the dragon is very, very bad as it by default the lowest chance to have a Dragon at that time. So only chance it will work if its the deck is just Dragons. Making it be near impossible to get it to work in Arena.
File:Dragon Egg(14442) Gold.png
This card I think its pretty fun in the warlock taunt theme etc. IT has some intresting plays but I dont find it very strong.

In arena it sucks, its a 2.1 for 1. But delayed. Almost always will it not get triggered by 1 damage nor will you be able to boost its life so it will die in 1 attack and spawn a 2.1. So thats 1 mana for 2.1 which is bad, and its delayed...so yeah avoid this card. A little of a angry chicken type of card.

File:Rend Blackhand(14438) Gold.png 
Well obviously Rend sucks at Arena.

He is worse then Majordomo--that says a lot. Actually I can even see Rend being the worst legendary in arena in the game!

Why? Well he counters Legendaries, which you face at like 1/10 of the games at best. Meaning he will have his effect happening once per arena run IF you also hold a dragon at that time and IF you actually have even drawn him.

Its one thing that a Legendary is played every now and then but you also need then to have Rend and  Dragon on the hand at that time.

His ability is never gonna happen and he is just a 8.4 for 7 which is horrible stats for that mana cost.

Well if it happens it would be amazing as they likely only got that one legendary so that would be quite the swing in arena.



In constructed I think Rend is pretty good, as I mentioned I been playing Dragon Paladin whole week and he is often really handy in the late game, if you get to the late game that is. I think that the hardship of Dragon Pala is not to win past turn 10 but to survive the aggro decks mainly face hunter. So when you managed to get there Rend is strong as he can remove any legendary, he is much better then BGH, late game. Yes he cost more but he can remove cards like Kel'thuzad which can definitely win the game. And remove the more and more common Dragon drop Ysera, emperor Tharrusian is super, super common and great to remove and something  that other Pala cards really cant do, you cant kill him with Truesilver as he got 1 to much life, misses with BGH etc.  And of course everything else like Dr.boom etc that could also been done by BGH but rend is not just a bad BGH like many people say.
 But of course he only works in a Dragon deck. Still some argue that his ability might not even happen as you lack a dragon in the hand, that is absolutely wrong. So late game that you can play rend-. yeah you have drawn a lot of cards by then and collected the big dragon drops like Alextressa,Ysera,Malygos etc so you very, very likely have at least 1 dragon to trigger his Battlecry I often sit there with 3-4 dragons so that is no issue.


Overall I think that the Volcanic Lumberer can definitely be a game wining card several games so something to be afriead of when facing Druid in Arena. It can be wise to not let them trade to easily, even more so when the Dragon comes as well.
 Dragon Consort is an Ok card that can give tempo the rest are really bad so they wont effect the arena at all, especially not the neutral cards.

Tuesday, April 21, 2015

Marvel Avengers Alliance PvP Season 20 Recap


 




Its not much new to say in this season as like season 19. Kuurth + Nul was by far the popular team to go with.

If anything just more of it and it was very clear to me that the higher up you get in ladder the more common it gets.

I started out at 1400 the last day and did a classic play run up to 1900 as always safe buffer and having to do very few total battles, this is called being efficient and not wasting time before the last day or two, the most safe is to get to like 2000 the day before.

Anyway, it lower ratings it was a lot of Nul teams but with him mixed with all kind of characters, Molly,Groot,Gamora etc. But the higher I got the more common the Nul + Kuurth become and at like 1700 rating+ it was bascily 9/10 battles....so yeah super overly played in the meta.

So actually if there is any reason to not play this team I went over last recap why the team is super bad and easy to beat(mainly as the 2 character don't have any synergy at all) this is by far the most logical reason not do. If everyone is using one team, you really shoulden't be using it even if it was the best the to use as then everyone with half a brain just counters that team. Same in any game, e.g if everyone is playing super aggressive aggro decks in Hearthstone, just counter that even if your deck would suck against everyone else. If you face like 80% aggro decks its worth it, thats 80% wins, which is awesome. Here it was freaking 90%+ NulxKuurht, I would never in my life use this defensive team, as I assume everyone is just running an attack team that is good against them.

I really don't get it, they are not even hard to beat, I even used Emma/Enchantress + Molly all day long and Kuurht hard counters both Emma and Enchantress so I would even have issues some games, even so she still sucks. I swapped to Emma more to get cosmic power on Molly so it would go faster, if I had any real issues with them I would just bring in IP to blast Kuurth away 3 turns before she does any damage.
 Whatever it just the same team as last season just more of it.

Another thing that was new and was super common, like almost everyone used it was the mugin eye, which makes the agent immune to melee attacks. As its always an agent, this item on its own was the most common meta thing.
 And I don't get it, it really does nothing. No one of the top characters that are common use melee attacks or better phrased are subjugated to only melee. I can agree how much it rapes Iron Fist for example a mediocre character no one ever uses. When I talk to people about it everyone giove me the same answer - it counters Molly.

Fuck no it don't counter Molly, when you face the AI maybe sure. But when you are putting it vs a Human it does nothing. When I faced that item, which I did for like 100 games in a row with Molly in my team. I just spam her ultimate which is range and it does nothing. I often just spam the aoe ultimate anyway as it is easier to kill the opponents with it going passed a tank etc. Other top characters like, Emma, Magneto, Enchantress, Iron Patriot etc are using ranged attacks so it has not effect there.
 If it was immune to range it would be like so much better, still its all about what will attack you and plan for that. Right now Excluding Molly as she is uber broken(and not countered by this) the second top attacker is Emma Frost, which she has been since season 1. She has always been the amazing so what item has always been good for the agent in defence? Psychic immunity, especially during the Emma/Phoenix/Psylocke reign of season 3-4 psychic immunity was amazing. Now its not so common as everyone is using the worthy ones even if they are much worse then Emma. For that matter the worthy ones like Nul can just spam his aoe range like Molly, Nul's uses her rune range moves and her melee attack still triggers runes even if it misses...so I do not know what this melee immunity is supposed to counter? War(X-23) is like the only top character I could see it truly countering but he is never played anymore even do she is really good and I guess Quicksilver but thats kinda iffy as he can go past the tank agent and kill the other 2 characters easily and then the agent will be left alone vs his team for the most part so not really. 
 The way I see it this item will hard counter bad characters you would have beaten anyway. Making it really pointless, that does add into the overall win ratio.

Saturday, April 18, 2015

Marvel Avengers Alliance: Best Team PvP Season 20. Guide for best characters for PvP. Review Angela

 


So Angela is ...I still dont know when I first heared Angela was gonna be in the game I thougt it was 

 
The X-men character (Married to Beak and that's why I remember her so clearly as I loved Exiles) that for w.e reason was in the X-men First class Movie e.g

 


I never got why she was in the movie, so I was like oook, guess shes gonna be playable, and likely the movie version then and not her comic versions.


But apparently its the Angela from the Spawn comics, I have barely read any Spawn actually and just a few of her now Marvel version(pun intended). So I am just gonna assume she has an excellent game design to her comic versions. As Playdom is always so good at that, well actually jokes aside they are often pretty good and making the abilities make sense to the comic but just not making them balanced or fun like they are picking the worst part of the characters in many cases.


Game wise then, she is really uninteresting, so I would say they nailed her design. I found her really uninteresting to read about in the comics and the game version is just there. High damage scrapper with no real good abilities just pure damage, which its a lot of.

Her passives are not very good, she has the asgardian passive + also gains life when enemy dies(from nay source). Its ok, never was the top passives in the game. Then she also can preemptively counter attacks and she will also always counter them if they are marked with her unique debuff: "Mark of the huntress".
 Right away one can see that she is all about this debuff and here her major issue comes. Its only her first ability a simple single target attack that sets out this debuff. Yes she can do it more then with follow up attacks from coordination and counters etc. But the is very limited to bascily debuffing one guy and then trying to kill that person fast or spending 3 turns debuffing people and not really doing anything until turn 3(except with minor counters).

I focus on killing one target so first this attack to one enemy and then her other abilities that then of course gain bonus if the enemy is marked, so yeah all about this mark. She does deal good damage to 1 character then, that is pretty much the only thing she can do.

Her third ability I like the theme of, instead of team attack buff or team defensive buff that Thor and Sif has respectively. She instead has the random of all 4 buffs but only to herself and also some minor healing + from blessing that I guess is to combo with her passive that has almost zero effect so its kinda w.e. Its quick action so good to deal damage fast.
 It also has an weird effect that gives enemeis with the mark, intimidate and cower. So here again is her massive issue, either spend 3 turns attacking each enemy to get this effect to be good or again then attack 1 to kill them faster. Thing is doing those debuffs turn 4...is really bad game plan as the battle should be over by then.

And turn 1 you either do this QA to deal more damage but it will be no marks the so the extra effect usually never happens in the game or you safe it for turn 2, combo this with her ultimate and going for the kill on the marked target. However, in this case that target will likely die so what are these abilities supposed to  do?

It really does nothing, either you don't ever get it, it comes way to late or you do get it in but you have also spend all your abilities on single target on that enemy (in this case the other characters should also of course try and killing that enemy or its just a shitty team combo you got) and then the enemy dies and the effect does nothing.

SO really a pointless extra ability. And here the clearly tried to give her somewhat of a not just damage stuff but it really was horrible implemented.

Really not so much to say about her, her second ability removes buff if they are marked, decent but her ultimate is also just single target damage that gains extra damage if they are marked and/or bleeding, extra damage from her having buffs etc and that is better to use then the second ability as it will just kill them or at least nearly kill them.

Lastly, I am very confuse that she does not have fatal blow, the finish of attack if  they got low life. YES is overly used on all the games assassin characters like Gamora.X-23 and Elektra etc. But now this case is just so inconsistent, shes like the only assassin who cant finish low life characters. Her ultimate should really have had if they are marked  + gain fatal blow.
 She does do enough damage anyway but as her passive and the ultimate is based on killing stuff efficient(it gains + 1 turn if it kills a marked one, which I still say should be there + fatal blow) fatal blow would make it more safe so she really can get it working.

A very mediocre character. 5/10, I really do not think she will see any play at all in the game.