*** Doctor Octopus (Otto Octavius) ***
Comments
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gamar wrote:NorthernPolarity wrote:atomzed wrote:I don't get Oct blue. It's so... random. 8 pair tiles out of 64? What are the chances of hitting it? And if I don't hit it, there's absolutely no effect.
I rather max green, which at least gives me 3 turns stun. True there are better green out there. But if I'm going to use doc oct, his blue is too random for my liking.
Can someone explain why most people like 3/5/5 for doc oct?
3->5 blue destroys chosen CD tiles on swap, which is a pretty big deal against goons. 3->5 green gives you 3 turns of a random stun in a color that has far better abilities. And if you thought blue is random, I'm surprised you don't think green is even more random. There are so many random effects on that ability, and probably only 1/3rd of them will be relevant any time you try to use it. At least you know blue is going to be a **** illusions every single time you cast it.
Chosen meaning that if the CD tile is chosen (selected), it's automatically destroyed.0 -
I have been surprised at how much I like Doc Octs black. I have used him with Patch and his black is doing 1k damage with BR. He feels like a cross between Doom, Daken, Loki. I think his blue And green cost too much but in PVE he is a great partner for Patch0
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NorthernPolarity wrote:atomzed wrote:I don't get Oct blue. It's so... random. 8 pair tiles out of 64? What are the chances of hitting it? And if I don't hit it, there's absolutely no effect.
I rather max green, which at least gives me 3 turns stun. True there are better green out there. But if I'm going to use doc oct, his blue is too random for my liking.
Can someone explain why most people like 3/5/5 for doc oct?
3->5 blue destroys chosen CD tiles on swap, which is a pretty big deal against goons. 3->5 green gives you 3 turns of a random stun in a color that has far better abilities. And if you thought blue is random, I'm surprised you don't think green is even more random. There are so many random effects on that ability, and probably only 1/3rd of them will be relevant any time you try to use it. At least you know blue is going to be a **** illusions every single time you cast it.
I took a closer look at blue andas you said, realised that 5 is the only way to go, to make it less ****.
3 only target strike and attack tiles. 5 only any special tiles to be targeted. At 3, his blue is basically useless.
His green is also useless at 3 cover, but the extra stun at 5 covers is not that useful because we can't target the person.
So between the devil and the red sea, I guess maxing blue is the better option.
Well the only consolation is that dr Oct is not a beast then....0 -
Doc Ock will never see PVP play.
Ever.
The only supports that can play in PVP right now are those that give you free AP/steal AP (OBW, Hood) and strike tilers or strike tile modifiers (Daken, Falcon).
You'll occasionally see a Spider man, but those are mostly left over from when Spider man could stun you every turn, before he was nerfed.0 -
Had Otto use manipulation on me, but my swapped attack tiles weren't destroyed, just moved! Anyone else see this happen?0
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Also, 's Immovable Object ( I think ) is an indirect nerf to OBW's Anti-Gravity Device ( ). I made the mistake to activate it upping his countdown of bulky metal immovableness.0
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I'm not going to state how much I dislike how Doc Ock works but there is one function in his current set that could use a slight improvement. For his Green ability, Armed and Dangerous, the stun would probably be better if it was applied after damage is done. Reason being is that, although random, it will target enemies that drop to 0 health from this attack. This feels improper and an unnecessary hit against the utility of the skill.0
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NorthernPolarity wrote:1. Doc Ock's blue costs 11 AP,
Just kidding, but that's not what I was talking about. I was talking about his black passive, which would blow something like Sentry's massive tile generator up. That's a ton of enemy tiles all over the place, begging to be matched away, and even if they go off you still got your black attack tiles down.
The blue is also pretty amazing, but yeah I wouldn't think that's quite as useful.0 -
loroku wrote:NorthernPolarity wrote:1. Doc Ock's blue costs 11 AP,
Just kidding, but that's not what I was talking about. I was talking about his black passive, which would blow something like Sentry's massive tile generator up. That's a ton of enemy tiles all over the place, begging to be matched away, and even if they go off you still got your black attack tiles down.
The blue is also pretty amazing, but yeah I wouldn't think that's quite as useful.0 -
I like Squid's concept, but I agree, blue is way too expensive and unreliable. Green is surprisingly weak. Black is pretty good. He's a fun character, but he could do with a bit of tweaking.0
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loroku wrote:NorthernPolarity wrote:1. Doc Ock's blue costs 11 AP,
Just kidding, but that's not what I was talking about. I was talking about his black passive, which would blow something like Sentry's massive tile generator up. That's a ton of enemy tiles all over the place, begging to be matched away, and even if they go off you still got your black attack tiles down.
The blue is also pretty amazing, but yeah I wouldn't think that's quite as useful.
Yeah, I don't think trading 10 sentry WR triggers for 4 100 strength attack tiles is really considered a "counter" to Sentry in any shape or form...0 -
arktos1971 wrote:Octopus would have been useful if you could clear all enemy tiles, like Cmarvel with the protection tiles.
Otherwise, it should have been a 6 AP or less ability just for one tile.
He is fun to play, I like the animations (like the Blue Beast), but I'm not sure I will play him much.
This. So much this. The problem lies, I think, in the Dev Team overvaluing random stun. The power tries to do too much and fails on 3 fronts. Either A) Take the stun out or 2) Take the damage out, and make it cost 6 green please.0 -
Lerysh wrote:arktos1971 wrote:Octopus would have been useful if you could clear all enemy tiles, like Cmarvel with the protection tiles.
Otherwise, it should have been a 6 AP or less ability just for one tile.
He is fun to play, I like the animations (like the Blue Beast), but I'm not sure I will play him much.
This. So much this. The problem lies, I think, in the Dev Team overvaluing random stun. The power tries to do too much and fails on 3 fronts. Either A) Take the stun out or 2) Take the damage out, and make it cost 6 green please.0 -
wymtime wrote:daibar wrote:Had Otto use manipulation on me, but my swapped attack tiles weren't destroyed, just moved! Anyone else see this happen?0
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Also, it would be better if black passive ability:
- would work if match-4 destoy would count too.
- matching 2 special tiles at once would create 2 attack tiles. (or more if matched more)0 -
Spoit wrote:Lerysh wrote:That's his main problem, he LOOKS like a sentry nerf, but Sentry will beat the **** out of him.0
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daibar wrote:wymtime wrote:daibar wrote:Had Otto use manipulation on me, but my swapped attack tiles weren't destroyed, just moved! Anyone else see this happen?0
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daibar wrote:Spoit wrote:Lerysh wrote:That's his main problem, he LOOKS like a sentry nerf, but Sentry will beat the **** out of him.0
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daibar wrote:Spoit wrote:Lerysh wrote:That's his main problem, he LOOKS like a sentry nerf, but Sentry will beat the **** out of him.
Personally, I've been enjoying Doc Ock with Patch in the PvE. Fire off Berserker Rage at rank 5, match a purple strike tile away and practically speaking you get an immediate KO (Rage damage + match damage + attack tile damage) against non-tanky characters.
But in PvP, yeah, he's not going to see much high-level play.0
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