Team-Up Feature Discussion
Comments
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They really need to implement some way to remove the **** team ups. Otherwise it will just end in long grinding on prologue to get rid of **** ones.0
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Having not updated yet, the lesson I am hearing is that if True Healing didn't increase health pack purchases, AI controlled Team Ups better. Otherwise, something new will roll out in August to kill our characters faster.0
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Has anyone tried or seen a Cap team-up yet? If you still get to place the countdown, do you still get the AP returned? If so, is it coloured or Team-up?0
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Dreylin wrote:Has anyone tried or seen a Cap team-up yet? If you still get to place the countdown, do you still get the AP returned? If so, is it coloured or Team-up?
Cap returns Red or Blue AP. Thus, even his low level version will be good, since they can convert TU AP into red or blue AP in a reasonably reliable way.0 -
Tonzil wrote:WOW, just WOW!
In a PvE fight, level 130s should be no problem. Matching away in this horrible nerfed roster...
And than BAM! 5K SUPERNOVA - everyone dead. Thank you have a nice day, oh and don't forget to use some health packs on your way back...
I joked in the other thread this is a health-pack grab, I now don't think it's as much of a joke. With the tiles doing damage and huge team damage spells that are impossible to prevent -- apparently the true healing change wasn't big enough to promote more health packs.0 -
Nonce Equitaur 2 wrote:Dreylin wrote:Has anyone tried or seen a Cap team-up yet? If you still get to place the countdown, do you still get the AP returned? If so, is it coloured or Team-up?
Cap returns Red or Blue AP. Thus, even his low level version will be good, since they can convert TU AP into red or blue AP in a reasonably reliable way.
On another note, I wonder how soon we'll see them start to whittle down the list of possible team-ups...0 -
Seems like teamup abilities arent based (correctly) on average enemy level.
Storm1* black teamup did 7/tile dmg as usual...
As others have said, delete function and non-similarity to crit tile should be fixed0 -
New fix instead of Prologue healing we will have prologue TU drops where everyone tries to get off 3 really bad TU in the prologue!!!0
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ZenBrillig wrote:scottee wrote:Interesting.
My alliance just noted that using a Team-Up of Ares' green consumes your actual green AP, because the ability says it depletes your green AP.
Good observation - can't tell if that's a bug or a feature.
Depends on whether it sells more health packs or not.0 -
Maybe someone said it already, as I've not read all posts, but I HATE the TU tiles. They are too similar to crit tiles for my liking, especially when you're trying to play a fast game (and using C.Mags).
I really wish they would have kept them square like the environmental tiles.
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So why do all these team ups display "5" next to the ability text? I just used moonstone TU and it doesn't cost 5.0
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Here's a TU that proves useful at even low levels.
mBW's Widow Sting is awesome to have in your back pocket. Stuns for 4 turns even at 3 Covers and costs 9 AP.0 -
It seems that in the PVE, the enemy team is only using Dark Avenger team-ups (including Sentry). So it looks like they CAN limit the enemy team's team-ups.0
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This does some interesting things that they have been planning on making to the meta.
1. This nerfs tanking as the level of your opponent dictates your collected move. If I want to go into LRs, I also have to collect some lvl 1-20 moves.
2. It encourages trying to step out and fight higher level opponents to get better abilities. However, I have noticed that defensive wins are on the rise as a result.
3. It encourages longer (or more) games as the player now has to manage and constantly consume TU moves so stay under the limit. I've found myself either going to prolog or extending my normal fights to use up bad TUs. This may also be why strike tiles dont impact your TU match damage.
4. Defensive TUs were purposely left random to prevent exploits as well as bring random danger to fights.
While not perfect, I think this implementation was well thought out.0 -
Tonzil wrote:WOW, just WOW!
In a PvE fight, level 130s should be no problem. Matching away in this horrible nerfed roster...
And than BAM! 5K SUPERNOVA - everyone dead. Thank you have a nice day, oh and don't forget to use some health packs on your way back...
The **** must be all like "FINALLY! OUR DAY HAS COME!"TheHueyFreeman wrote:This does some interesting things that they have been planning on making to the meta.
1. This nerfs tanking as the level of your opponent dictates your collected move. If I want to go into LRs, I also have to collect some lvl 1-20 moves.
2. It encourages trying to step out and fight higher level opponents to get better abilities. However, I have noticed that defensive wins are on the rise as a result.
3. It encourages longer (or more) games as the player now has to manage and constantly consume TU moves so stay under the limit. I've found myself either going to prolog or extending my normal fights to use up bad TUs. This may also be why strike tiles dont impact your TU match damage.
4. Defensive TUs were purposely left random to prevent exploits as well as bring random danger to fights.
While not perfect, I think this implementation was well thought out.0 -
I've tried to match a TU tile with other colored tiles at least three times now thinking at a glance it was a crit. Granted it's during LRs and I'm moving pretty fast, but I agree with others that it's something of an issue. And some of these TUs are just way overpowered. You can get royally screwed if the AI lucks into drawing a low cost Recon that's pretty much impossible to stop from happening. The added level of randomness is not something I'm enjoying already, and trying to use it to your advantage by collecting good TUs (while ridding yourself of the **** ones) is a huge pain in the ****. I'm sticking to my previous position, some interesting ideas here but the implementation is pure garbage.0
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Thugpatrol wrote:I've tried to match a TU tile with other colored tiles at least three times now thinking at a glance it was a crit. Granted it's during LRs and I'm moving pretty fast, but I agree with others that it's something of an issue. And some of these TUs are just way overpowered. You can get royally screwed if the AI lucks into drawing a low cost Recon that's pretty much impossible to stop from happening. The added level of randomness is not something I'm enjoying already, and trying to use it to your advantage by collecting good TUs (while ridding yourself of the tinykitty ones) is a huge pain in the ****. I'm sticking to my previous position, some interesting ideas here but the implementation is pure garbage.
I think the implementation is fine. A lot of problems people are currently experiencing will go away after people get used to the mechanic. Things like recognizing crit tiles, denying TUAP, checking what TU abilities the AI has, managing stock of TU's.
BTW, giving away a free strat here. Go play PVP and load up on high powered TU's before going to LR or PVE so that your 20 spots are full and you don't pick up any low powered TU's.0 -
Dreylin wrote:Has anyone tried or seen a Cap team-up yet? If you still get to place the countdown, do you still get the AP returned? If so, is it coloured or Team-up?
My problem right now is finding a captain america to attack to try and acquire his teamup. Well at least I won't have to worry about accidently ever getting some bagman teamups!!0
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