Reply To: Chuck's new Reset set – perhaps too OP?

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Jadedbacon
@jadedbacon

If it’s truly meant to counter the Valiant set, it’s doing it in the worst possible way: Punishing non Valiant players moreso than Valiant players.

Valiant revives in 2 turns, so you have 1 turn to reset them. 25% chance, not so gamebreaking – Increases to 38.75% of getting at least 1 reset if Chuck gets a Time Jump (10%).
Non valiant revives in 3 turns, so you have 2 turns to reset them. More like a 38.75% of having at least 1 reset in 2 turns, more if Time Jump happens for Chuck on either of those turns. So 1/3 of the time you’ll get reset… That means it’ll happen a decent bit if you’re not using Valiant.
The kicker being is that you can get reset if you’ve already been reset! That’s the part that breaks this whole thing. Waiting 3-5 turns can possibly make you lose, but there could be a chance you come back if you get lucky. Getting locked out completely means you lose and there’s nothing you can do about it.

Not sure if I mentioned this already, but I seriously think this set isn’t a counter Valiant set, but a “You need to have Valiant when facing this set or you’re going to have a bad time”

Like Time Jump/Ressurection/Valiant, the Sonic set needs to have a “Once per match” clause or it’s just too powerful when it keeps chaining.

Edit: Additional Musings: Tack on 1 turn to both if you get knocked out by Venomous… maybe this set is here to bring that team composition back? Wonder if Mana set can block Sonic…