*** Beast (Classic) ***
Comments
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I hate the fact that the blue special tiles it generate are so close to each other. It get matched so easily.
If the special tiles are created randomly, ala Punisher judgement style, then it has a higher chance of remaining in play.0 -
atomzed wrote:I hate the fact that the blue special tiles it generate are so close to each other. It get matched so easily.
If the special tiles are created randomly, ala Punisher judgement style, then it has a higher chance of remaining in play.
It's an X, as in X-men. Clever right? The first two seconds? Then not clever anymore and **** that's awful?0 -
I know this point is going to be moot, in like a day, but beast pairs nicely with Cmags atm. Just free farm with mags blue till you can use beast for some team damage. Again, will be moot next patch0
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Highdark wrote:I know this point is going to be moot, in like a day, but beast pairs nicely with Cmags atm. Just free farm with mags blue till you can use beast for some team damage. Again, will be moot next patch
Unless it's going to end the game there's no reason to put a Magnetic Field down just for Animal Inside. You can't even say set up a matchable match 5 and then use Animal Inside because once you have some covers in it, the cascade will most likely make you unable to make that match 5 anymore.0 -
Can anyone tell me what the devs can do to make beast blue usable?
Out of all the times I've used it I've got 4 special tiles once, 2 were matched immediately. All the other times it only did 2 special tiles and the last one only one special tile.0 -
Junebugkiller wrote:Can anyone tell me what the devs can do to make beast blue usable?
Out of all the times I've used it I've got 4 special tiles once, 2 were matched immediately. All the other times it only did 2 special tiles and the last one only one special tile.
Making it turn 4 random blue tiles anywhere on the board into special tiles would probably work.0 -
Does anyone know if a Blue Trap is considered a special tile for beasts skills?0
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Well friendly traps can't be destroyed by Magneto's Magnetized Projectiles, so I guess Beast could recognize friendly traps as special tiles?.. I'll just check in Story.
Edit: yep, placed an Equalizer, used Beast's green, tiles were smashed.0 -
NorthernPolarity wrote:Junebugkiller wrote:Can anyone tell me what the devs can do to make beast blue usable?
Out of all the times I've used it I've got 4 special tiles once, 2 were matched immediately. All the other times it only did 2 special tiles and the last one only one special tile.
Making it turn 4 random blue tiles anywhere on the board into special tiles would probably work.0 -
If you use his blue with 13 blue tiles on the board, most of the tiles it creates will get matched away immediately. With the close-set blue pattern it creates and the ~1/3 chance of the countdown being created on an edge, you're lucky to keep more than two special tiles on the board by the time it goes off.
I don't think this is a bug, just a flawed design.0 -
Typhon13 wrote:NorthernPolarity wrote:Junebugkiller wrote:Can anyone tell me what the devs can do to make beast blue usable?
Out of all the times I've used it I've got 4 special tiles once, 2 were matched immediately. All the other times it only did 2 special tiles and the last one only one special tile.
Making it turn 4 random blue tiles anywhere on the board into special tiles would probably work.
The problem is that no matter what tiles are chosen for the special tiles, if they are directly next to the countdown then best case scenario is they last until the end of your turn. Even if the countdown tile disappeared and then the special tiles were placed (which would be the best we can hope for), then there is still a great chance they will be insta-matched or matched by the other team on the following turn. The only solution is to place them randomly across the whole board.
Edit: Please quick fix this in the R60 update. I am probably one of the few people who haven't already written Beast off. Thanks!0 -
I don't have a problem with the tiles turning blue. For one his other abilities need blue special tiles to work. But let's say 4 blue tiles get matched the moment they turn into blue, so that'd either be a match 4 or 2 match 3s. In the former case that's spending 4 blue AP for 4 random AP + a row/column cascade which is not a bad conversion. In the latter case it's spending 2 blue AP for a weak cascade. While it's not the greatest thing in the world it's not a terrible loss either. The problem with his blue is often you don't get 4 tiles at all because of its selection. I'd say just change 4 random tiles to blue specials would work, or at least check all the 8 tiles next to the CD for eligibility.0
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Phantron wrote:I don't have a problem with the tiles turning blue. For one his other abilities need blue special tiles to work. But let's say 4 blue tiles get matched the moment they turn into blue, so that'd either be a match 4 or 2 match 3s0
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simonsez wrote:Phantron wrote:I don't have a problem with the tiles turning blue. For one his other abilities need blue special tiles to work. But let's say 4 blue tiles get matched the moment they turn into blue, so that'd either be a match 4 or 2 match 3s
Well I think it should be any 4 tiles not just an X. In a X configuration if all 4 gets matched immediately they'd have formed 2X3 matches though because that's the only way it would've been auto matched.0 -
It could easily be a match 4.
**B*B**
***c***
**B*B**
That's what it looks like when the countdown tile goes off. The new **** appear. Now if any of those star tiles are already blue....0 -
atomzed wrote:I hate the fact that the blue special tiles it generate are so close to each other. It get matched so easily.
If the special tiles are created randomly, ala Punisher judgement style, then it has a higher chance of remaining in play.NorthernPolarity wrote:Junebugkiller wrote:Can anyone tell me what the devs can do to make beast blue usable?
Out of all the times I've used it I've got 4 special tiles once, 2 were matched immediately. All the other times it only did 2 special tiles and the last one only one special tile.
Making it turn 4 random blue tiles anywhere on the board into special tiles would probably work.
I want to match more blue to cast Mutagenic Breakthrough again and not destroy my newly acquired special tiles. Plus, if all blue tiles are overwritten I just can't cast it again because CD also needs a blue basic tile. So it's better that tiles are completely random like Punisher's. On the other hand, I do want to always have some blue special tiles for other two powers and not rely on RNG completely. But if all 4 are made (converted to) blue it increases the chance for some to be matched right away again (which may not be entirely bad but either way too reminiscent of old Magneto, *sob*). So how about a compromise?
Hank has big plans for a genetic experiment that might lead to unpredictable results. Creates a 3 turn Blue Countdown tile that, when activated, converts 4 random basic tiles into random special tiles with strength 22.
Level Upgrades
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Level 2: Creates special tiles of strength 28,
Level 3: Reduces to 2 turn cooldown
Level 4: Creates special tiles of strength 33, two created tiles are blue
Level 5: Reduces to 1 turn cooldown0 -
Yeah the serious issues that blue has (i mean the ability clearly wasnt designed to randomly destroy the tiles that you just created) makes me seriously question how much time the developers have spent testing the ability or how the programmers/testers/designers communicate: you would think that this would have been seen as an issue before the characters release.0
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MAdnRisKy wrote:It could easily be a match 4.
**B*B**
***c***
**B*B**
That's what it looks like when the countdown tile goes off. The new **** appear. Now if any of those star tiles are already blue....0 -
NorthernPolarity wrote:Yeah the serious issues that blue has (i mean the ability clearly wasnt designed to randomly destroy the tiles that you just created) makes me seriously question how much time the developers have spent testing the ability or how the programmers/testers/designers communicate: you would think that this would have been seen as an issue before the characters release.
"Playtesting" seems to only consist of checking if the game freezes when the ability is used, nothing more.0
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