I just finished playing 10 games against Advanced Citizen Dawn. They were 2 hero games, just to see if we could take her down.
I lost 9 of them, and won 1.
the heroes that I played were:
Expatriate and Bunker
Chrono Ranger and Haka
Mr. Fixer and Fanatic
Tachyon and Tempest
and various mixtures of the above characters, as I was trying to feel out their strengths and weaknesses.
Haka and Bunker and Tachyon and Fanatic teams each did well, dispite failing.
Bunker had the hardest time of these 4, but still did alright compared to the others.
Expatriate and Chrono Ranger would fail as soon as the card that destroys on goings and equipment came out.
Chrono Ranger would also fail if he couldn't get out Bounties OR utilize the bounties. Expatriate would fail if she couldn't get out guns. Both would fail if Anvil and/or Truth came out.
Mr. Fixer and just failed horribly every game.
Mr. Fixer has incredibly underwhelming damage and can't remove environment or ongoing cards.
The team that finally won? Tachyon and Tempest.
I only used Tempest in the last game and was AMAZED at how he outshines almost everyone else! He has armor. He has auto-damage. He has a 2pt team heal. He has a core AoE attack, and high burst damage (and multi-target) One-Shots. He can decimate environment and ongoing cards. He can buff his damage against the highest HP villain. He can bring cards back from the dead. He can draw more cards. He can change his damage type. Basically, he's what most every hero wants to be!
Compared to him, Chrono Ranger, Expatriate, and Mr. Fixer are sad, sad pandas.
Bunker is also sad, but he has some amazing card draw and damage capabilities, and his own heal and armor that make him acceptably close enough to the awe that is Tempest.
I'm truly afraid to try to match Argent Adept in this comparison. I don't know how his slow building setup would survive Citizen Dawn (advanced).
But it saddens me to see such interesting heroes fall so far behind the okay and amazing heroes. Especially poor Mr. Fixer and his inability to stop ongoings and environments, and inability to do more than the occasional 8 damage around if he has enough time and is lucky enough to get the cards he needs (best average of 4 just through passives, normal average of 2).
Chrono Ranger and his lack of damage mitigation and reliance on Bounties does OKAY, unless damage reduction shows up. But he doesn't have the sustainability to get enough powers up to overcome full enemy damage reduction before he gets slaughtered. Sometimes all he can do is Temporal Grenade an ongoing for his ally. At least he has that.
Expatriate has almost as aweful damage mitigation, but at least ammo boosts can help get her guns past Damage Reduction. AND, unlike Chrono Ranger, she doesn't need to use a power to destroy environment or ongoing cards.
She still dies faster than she can get into power, though.
Has anyone else seen these same issues? Is there a way to help these poor half-heroes reach a more balanced level of skill and playability?
I would suggest Chrono Rangers power be changed to: Get a Bounty from trash or from your deck and put it in your hand.
Add an ongoing called Quick Draw: Whenever a Bounty is put into play, Chrono Ranger may deal 1 target 1 projectile damage.
Expatriate: Load is great. She just needs some one-shots that deal damage, or to be able to play ammo as a one shot OR onto a weapon.
Mr. Fixer: He NEEDS to have some method of removing environment and/or ongoing cards. Perhaps one of his irreducible damage stances could be changed to: If damage was dealt by Mr. Fixer this turn, destroy an ongoing/environment card. Then his utility would skyrocket and his damage issue would be less debilitating. And Damage Reduction would still be an issue for him.
What do you guys think?