An idea for balancing, limiting the OPness.
Comments
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buckfanana wrote:Aluminium_Man wrote:Bugpop wrote:My wolverine has 5/5 Adamantium Claw :!:
I really dislike this school of thought that's so common on these forums. So his Wolverine has 5 Red, where you think 5/3/5 is "optimal", so? If he likes the way that character runs, no need to feel sorry for him.
If you've used a 5 healing factor Wolverine, you'd be saying it too.
ESPECIALLY in the hulk tourney.0 -
beezer37_84 wrote:Bugpop wrote:My wolverine has 5/5 Adamantium Claw
Oh bugpop, ever the rebel
If you ever have time to post your favorite combo of characters and powers I for one would love to see them.
My personal favorite:
[85] Magneto (Marvel NOW) - Polarity Shift
[69] Bullseye - Murderous Aim
[115] Dr Doom - Technopathic strike
I like to use them to build up black to use Murderous Aim. I like the challenge of putting out the 4 critical tiles to do the 7300 damage.
I've been using the following combo in No Holds Barred
[95] C.Magneto
[115] Punisher
[117] Spider-Man
I play against the AI (I don't match tiles I want, I focus on getting cascading matches). I use abilities as they become ready. I don't really use spider man until the end, to heal with the accumulated yellow and to make web tiles with whatever blue I had left. He comes in handy if things go bad. Sometimes I'm able to put out a lot of the countdown tiles which make the attack tiles (I've had 4 countdown tiles and I think up to 9 attack tiles), sometimes I have a lot of strike tiles. Punisher is very flexible. I think a IM40 with a 4/5 recharge would be good to swap with spider man. my IM40 is 5/5/3
It's not a great lineup, but it's not bad either. It's one of the more flexible lineups I've used.
I found the following lineup is better than expected.
[40] C.Hawkeye
[123] IM40
[133] GSBW
Stick to forest. I use Hawkeye to grab env tiles with his purple. GSBW is great for crit and env matches. Have to stick to forest on this lineup. Hawkeye uses Take Aim to get env tiles. Then use Ballistic Salvo and Sniper Rifle. Boosts make this easy.0 -
Kelbris wrote:buckfanana wrote:Aluminium_Man wrote:Bugpop wrote:My wolverine has 5/5 Adamantium Claw
I really dislike this school of thought that's so common on these forums. So his Wolverine has 5 Red, where you think 5/3/5 is "optimal", so? If he likes the way that character runs, no need to feel sorry for him.
If you've used a 5 healing factor Wolverine, you'd be saying it too.
ESPECIALLY in the hulk tourney.
I have no problems in the hulk tournament.0 -
Nemek wrote:I don't have 5 in yellow and also have no problems. I think people overestimate the difference between 4 and 5 or 3 and 5.0
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Not having 5 in yellow makes the meta game against a strong yellow character like Thor a bit more tricky. It's mostly a mental block thing, as prior to getting 5 in yellow a lot of time I'd end up leaving too many yellow tiles up and take a Thunder Strike that could've been avoided if I wasn't fixiated about my regen. If you work out the math, on an average board you should have regeneration kick in at level 3. The only way regeneration isn't going to kick in is if you're actively matching it (perhaps because you're using Thor) or the enemy is actively matching it. In the first case you can afford some loss of HP if you get a Thunder Strike off. In the latter case, you really should at least make some effort to deny those yellow tiles if the opponent has a strong yellow move, because you sure aren't regening your way out of a Thunder Strike.0
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Chaining or not chaining powers is actually part of your strategy on offense. You're often making a decision: "Do I use this power now, or wait for the opportunity to use it multiple times, and/or for other powers to be available simultaneously?" Making powers end your turn would eliminate that.
The AI never hits you more than once with the same power on a given turn, which is also part of your strategy, especially when it comes to deciding who on the opposing team you want to deal with first. It might be annoying for Rag to Thunderclap you each turn, for instance (especially in conjunction with any big green matches that are also letting him Godlike Power you each turn), but it's often easier to deal with one of those than to cope with a character that does a larger burst of incoming damage. That's especially true if you have damage-mitigation tiles on the board -- a bunch of small attacks each get mitigation, reducing them.
I have a maxed-out Ragnarok and love him for speed when he's up against opponents that he overpowers, but in a match like some of the recent Hulk bouts where all the opponents have 10,000+ HP, he's much less exciting. It doesn't really matter if you can pretty reliably Thunderclap a bunch because it takes FOREVER to Thunderclap high-HP opponents to death. (Using Godlike Power's even worse, since when Rag isn't buffed it does maybe 300 in damage.)0 -
Nemek wrote:Bugpop wrote:
I have no problems in the hulk tournament.
I don't have 5 in yellow and also have no problems. I think people overestimate the difference between 4 and 5 or 3 and 5.
People also overestimate Level 5 in Red compared to Level 3.
However, during the Hulk event, 5 Red would be advantageous imho. Normally you don't need Wolvie using Red, but since he is buffed, 5 Red would mean 10 AP for 4000+ damage.0 -
Aluminium_Man wrote:Nemek wrote:I don't have 5 in yellow and also have no problems. I think people overestimate the difference between 4 and 5 or 3 and 5.0
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