R68 - Doctor Doom Update!
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Hey All,
As many of you have noticed, Doctor Doom has gotten some love and attention over the holiday! I apologize for the delay of this post but it's the first day back for many of us and there's lots to catch up on (SO MANY E-MAILS!)
Ok, so Doom is coming back from out of rotation in a big way. He's got a brand new ability and a balance/text pass on an existing ability.
Summon Demons - 12 AP
Doctor Doom summons a cadre of demonic creatures, converting 3 basic Red tiles into Attack tiles of strength 44.
Level 2: Attack tiles (demons) are strength 52.
Level 3: Summons 4 demons.
Level 4: Summons 5 demons.
Level 5: Summons 6 demons of strength 60.
Max Level: Summons 6 demons of strength 190.
The old version of Summon Demons didn't list how strong the tiles were going to be, so that was updated, as well as creating 3 demons at Level 1.
Technopathic Strike - 9 AP - No Changes.
Diabolical Plot - 10 AP
Doom deals 137 damage to the enemy, plus 137 damage for each of Doom's Trap tiles on the board. Disarms all of Doom's Traps.
(PASSIVE) At the beginning of every turn, Doom places a Purple Trap tile.
Level 2: Doom deals 164 damage plus 164 damage for each of his Traps.
Level 3: Doom deals 192 damage plus 192 damage for each of his Traps.
Level 4: Doom deals 247 damage plus 247 damage for each of his Traps.
Level 5: Doom deals 356 damage plus 356 damage for each of his Traps.
Max Level: Doom deals 1131 damage plus 1131 damage for each of his Traps.
Diabolical Plot is our first Active-Passive ability. It creates a trap tile every turn which helps to fuel the damage for the active portion of the ability. This trap tile doesn't do anything by itself, it's only there to signify how many of Doom's sinister plans are in effect.
Thanks, and hope this helps!
As many of you have noticed, Doctor Doom has gotten some love and attention over the holiday! I apologize for the delay of this post but it's the first day back for many of us and there's lots to catch up on (SO MANY E-MAILS!)
Ok, so Doom is coming back from out of rotation in a big way. He's got a brand new ability and a balance/text pass on an existing ability.
Summon Demons - 12 AP
Doctor Doom summons a cadre of demonic creatures, converting 3 basic Red tiles into Attack tiles of strength 44.
Level 2: Attack tiles (demons) are strength 52.
Level 3: Summons 4 demons.
Level 4: Summons 5 demons.
Level 5: Summons 6 demons of strength 60.
Max Level: Summons 6 demons of strength 190.
The old version of Summon Demons didn't list how strong the tiles were going to be, so that was updated, as well as creating 3 demons at Level 1.
Technopathic Strike - 9 AP - No Changes.
Diabolical Plot - 10 AP
Doom deals 137 damage to the enemy, plus 137 damage for each of Doom's Trap tiles on the board. Disarms all of Doom's Traps.
(PASSIVE) At the beginning of every turn, Doom places a Purple Trap tile.
Level 2: Doom deals 164 damage plus 164 damage for each of his Traps.
Level 3: Doom deals 192 damage plus 192 damage for each of his Traps.
Level 4: Doom deals 247 damage plus 247 damage for each of his Traps.
Level 5: Doom deals 356 damage plus 356 damage for each of his Traps.
Max Level: Doom deals 1131 damage plus 1131 damage for each of his Traps.
Diabolical Plot is our first Active-Passive ability. It creates a trap tile every turn which helps to fuel the damage for the active portion of the ability. This trap tile doesn't do anything by itself, it's only there to signify how many of Doom's sinister plans are in effect.
Thanks, and hope this helps!
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Comments
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If Doom rotated in, who else has rotated in, and who has rotated out?
This thread should be stickied. It should also become the One True Thread for the Doom buff.
May as well also ask for ....
Full Statblock for Elektra.
Full Statblock for Luke Cage.
[anchor=doctordoom3]Doctor Doom (Classic)[/anchor]
3 Star Rarity (Rare) Wiki link.
At Max Level: HP: 8500 Tile damage: 11/12/79/61/13/70
Doctor Doom summons a cadre of demonic creatures, converting 3 basic Red tiles into Attack tiles of strength 44.-
Level 2: Attack tiles (demons) are strength 52.
Level 3: Summons 4 demons.
Level 4: Summons 5 demons.
Level 5: Summons 6 demons of strength 60.
Doctor Doom lashes out with his sinister inventions, swaying the battle in his favor. Transforms 6 basic Blue tiles to Black tiles.
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Level 2: Transforms 7 tiles.
Level 3: Transforms 8 tiles.
Level 4: Transforms 9 tiles.
Level 5: Transforms all basic Blue tiles.
Doom deals 137 to the enemy, plus 137 for each of Doom's Trap tiles on the board. Disarms all of Doom's Trap tiles. PASSIVE: At the beginning of each turn, Doom places a Trap tile.
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Level 2: Doom deals 164 damage plus 164 damage for each of his Traps.
Level 3: Doom deals 192 damage plus 192 damage for each of his Traps.
Level 4: Doom deals 247 damage plus 247 damage for each of his Traps.
Level 5: Doom deals 356 damage plus 356 damage for each of his Traps.
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Thanks Miles!
Want to give us an update on when this cover will be able to be acquired?0 -
Nonce Equitaur 2 wrote:If Doom rotated in, who else has rotated in, and who has rotated out?
This thread should be stickied. It should also become the One True Thread for the Doom buff.
We'll have the full details of Season X character rotation up soon. Character rotation for next season will happen on Friday when the Season starts.
I wouldn't be surprised if Doom's new ability becomes available via an upcoming PVE event *wink*0 -
Demiurge_Miles wrote:Nonce Equitaur 2 wrote:If Doom rotated in, who else has rotated in, and who has rotated out?
This thread should be stickied. It should also become the One True Thread for the Doom buff.
We'll have the full details of Season X character rotation up soon. Character rotation for next season will happen on Friday when the Season starts.
I wouldn't be surprised if Doom's new ability becomes available via an upcoming PVE event *wink*
Who will be won in the new season?
Also, please stop designing traps which dont do anything when matched. (only my reccomendation)0 -
Might want to put the AP cost up for the new Doom power.0
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Miles,
Are there any concerns about the potentially overpowered nature of this new ability? While the likelihood of it occurring is low since matching Purple is required to power the ability in the first place, the ability clearly has the capacity to one shot nearly any character in the game. Was any consideration given to capping the number of traps/damage potential?0 -
Since Doom is in the Mismatch List, any chance that either ...
1. His Power order will be shuffled to match his Tile Damage order? or
2. His Tile Damage order will be shuffled to match his Power order?
A consistent "most powerful color" would simplify the game.
Character Mismatch list
Tile Dam .. Ability colors
-- - Beast (Modern)
-- - Black Widow (Grey Suit)
-- - Captain Marvel (Modern)
-- - Daken (both versions)
-- - Deadpool (It's Me, Deadpool)
-- - Doctor Doom (Classic)
-- - Hawkeye (Modern)
-- - Iron Man
-- - Loki (Dark Reign)
-- - Magneto (Classic)
-- - She-Hulk (modern)
-- - Spider-Man (Classic)
-- - Venom (Dark Avengers)0 -
Demiurge_Miles wrote:Diabolical Plot
Doom deals 137 damage to the enemy, plus 137 damage for each of Doom's Trap tiles on the board. Disarms all of Doom's Traps.
(PASSIVE) At the beginning of every turn, Doom places a Purple Trap tile.
Level 2: Doom deals 164 damage plus 164 damage for each of his Traps.
Level 3: Doom deals 192 damage plus 192 damage for each of his Traps.
Level 4: Doom deals 247 damage plus 247 damage for each of his Traps.
Level 5: Doom deals 356 damage plus 356 damage for each of his Traps.
Max Level: Doom deals 1131 damage plus 1131 damage for each of his Traps.
Diabolical Plot is our first Active-Passive ability. It creates a trap tile every turn which helps to fuel the damage for the active portion of the ability. This trap tile doesn't do anything by itself, it's only there to signify how many of Doom's sinister plans are in effect.
Thanks, and hope this helps!
Is this going to be limited by the number of traps it can use as a boost? because if the board is filled with 10 trap tiles (for example) that would be a 12-14k nuke, which is INSANE...0 -
The flavor of this ability doesn't work. You don't lose anything for matching purple because it'd be practically impossible to not have every tile but 3 (the 3 you made to use the ability) trapped and even on an average board and assuming you have no patience and fired it off immediately that's 6 tiles = 7700 damage, which is far better than any comparable purple ability whose damage can be easily measured (Illusions/AR probably beats it, but those are very hard to calculate a direct value).
If there's supposed to be a flavor it'd have to be that the traps are all disarmed one turn after every candidate tile is trapped because you missed your Diablolical Plan opportunity. As is, it's just a skill that does way too much damage but probably okay because Doom's other two abilities are still sort of weak.0 -
Am I the only one around here thinking this ability just isn't that great? Unless you start with a board with tons of Purple, you're rarely going to have any decent amount of traps, especially after making 3-4 Purple matches, to get this so called amazing damage. This is even further exacerbated by the fact that the tiles do nothing when they are matched.0
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GothicKratos wrote:Am I the only one around here thinking this ability just isn't that great? Unless you start with a board with tons of Purple, you're rarely going to have any decent amount of traps, especially after making 3-4 Purple matches, to get this so called amazing damage. This is even further exacerbated by the fact that the tiles do nothing when they are matched.
If there a purple ability that just did 6600 damage for 10 purple it'd easily be at the top of purple damaging abilities (again ignoring Illusions/AR that is hard to calculate a direct value). Well, if you somehow had a board with 0 traps it'd take you 5 turns to do that. Realistically any purple tile that isn't immediately matchable is going to be trapped. For a mental exercise just imagine you have The Thirst going off every turn but only add 1 tile at a time. It's going to take a very short time for the entire board's red to be clogged with strike tiles at this pace and who cares if you randomly 3 or 4 of them if you've this kind of generation? Now of course the traps don't do anything on their own, but there's no realistic way to stop them from being generated.0 -
Old School all over again. A single target big damage purple!
Even with only two or so trap tiles, at max level it's dealing a bit over 3K damage for 10 Purple AP.
Although, it would have been nice to see them do something beneficial for Doom's controller if matched (either by the controller, opponent, or both), even if the damage had to be lowered to compensate.
If nothing else Doom can now be leveled to 166, so he'll finally scale up with the other 3 Star characters.0 -
NotYou13 wrote:Miles,
Are there any concerns about the potentially overpowered nature of this new ability? While the likelihood of it occurring is low since matching Purple is required to power the ability in the first place, the ability clearly has the capacity to one shot nearly any character in the game. Was any consideration given to capping the number of traps/damage potential?
DOOM dose not care for those that think his new technological marvel is overpowered, that is the nature of DOOM! It is a shame that that simpering fool Richards is not around to bask in the glory that is DOOM, for DOOM shall be triumphant. All shall bow before DOOM.0 -
Three questions on his purple ability.
1) If fighting Doom, will there be a trap count or will traps be visible?
2) With something like Berserker Rage, will strike tiles overwrite the trap tiles, will trap tiles overwrite the strike tiles, both or neither?
3) Is someone else has put trap tiles on the board (either purple or a different color), will this power use the other trap tiles?
Thanks.0 -
dragma wrote:NotYou13 wrote:Miles,
Are there any concerns about the potentially overpowered nature of this new ability? While the likelihood of it occurring is low since matching Purple is required to power the ability in the first place, the ability clearly has the capacity to one shot nearly any character in the game. Was any consideration given to capping the number of traps/damage potential?
DOOM dose not care for those that think his new technological marvel is overpowered, that is the nature of DOOM! It is a shame that that simpering fool Richards is not around to bask in the glory that is DOOM, for DOOM shall be triumphant. All shall bow before DOOM.
Likes this0 -
papa07 wrote:Three questions on his purple ability.
1) If fighting Doom, will there be a trap count or will traps be visible?
2) With something like Berserker Rage, will strike tiles overwrite the trap tiles, will trap tiles overwrite the strike tiles, both or neither?
3) If someone else has put trap tiles on the board (either purple or a different color), will this power use the other trap tiles?
Thanks.
Three Answers!
1) No! Doom's plots are only known to Doom. (Although if he stops placing them, you might want to watch out as it means the board's full)
2) As with all traps, enemy abilities have the opportunity to overwrite a trap because they don't know it's there. Friendly abilities should not.
3) Doom's Diabolical Plot only keys off of Doom's Trap tiles. All other traps are beneath him.0 -
Demiurge_Miles wrote:
2) As with all traps, enemy abilities have the opportunity to overwrite a trap because they don't know it's there. Friendly abilities should not.
Are you sure friendly abilities dont overwrite traps?0 -
Care to explain why HE WAS UPDATED MID EVENT?0
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turul wrote:Demiurge_Miles wrote:
2) As with all traps, enemy abilities have the opportunity to overwrite a trap because they don't know it's there. Friendly abilities should not.
Are you sure friendly abilities dont overwrite traps?
Without having all of the abilities in front of me, I can't say which ones will and won't, but in general they should not. If it can overwrite Strike/Protect/Attack tiles, then it can overwrite friendly Trap tiles. Otherwise no.0
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