The Hunt: Jan 21 - 26
Comments
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lukewin wrote:ale kalel 1981 wrote:what is the best combination of characters to deal with snipers at 200 ???
the lethal blow off 8000 .. is absurd!
Best option is to retreat and not lose 8000 health for 1 guy. This is a serious recommendation, not a joke. Especially helpful when they are goon only nodes. My go to with goon only nodes, to try to escape losing no health, is LCap, IM40 and 2* Magneto. I have 2 yellow in IM40 so his recharge provides red and blue. Magneto can create blue, and my LCap is 3/5/5, so his red and blue can overwrite CD tiles. I usually boost 3 r/y and 3 b/p. Boosts are cheaper than HealthPacks. If I have a bad board where I'm going to get hit for a ridiculous amount of health, I retreat and try again.
XForce is quite efficient on the all green goon nodes. Even though I am missing covers and don't get AP, surgical strike takes out every green tile, so I save it until any countdown hits 1 for maximum effect. Having a blast playing him with Mags and Mystique, it is the only thing making this event tolerable0 -
papa07 wrote:XForce is quite efficient on the all green goon nodes. Even though I am missing covers and don't get AP, surgical strike takes out every green tile, so I save it until any countdown hits 1 for maximum effect. Having a blast playing him with Mags and Mystique, it is the only thing making this event tolerable
One beneficial side effect of the match tile change is that the chance of getting green as the strongest color is much higher since high level goons always have the highest match now, and there are quite a few goons with green as their top ability (Grenadier, Pyro, Sniper, Assassin, 1 of the Doombot, and 2 Brotherhood Mutants).0 -
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Phantron wrote:stephen43084 wrote:Also, no need for a nerf when simply switching the blue ability to purple and vice versa would do the trick (in a worst case scenario).
Sure, and then 3 months later a dev is going to say, "I got a great idea to make a blue ability that generates purple AP!" and you're back to where we started. In fact, that's probably what got us into this mess. I'm not inherently opposed to targeted color generation abilities, but it's clear the dev lose track of them. If only purple can generate other AP that'd be fine. Maybe way overpowered, but you wouldn't be able to infinite if only one color can generate another color's AP.
That's why developers get paid the big bucks.0 -
Phantron wrote:Speed matters in PvE but if you're never in danger of losing then it does not since 8 hours is plenty of time to do everything 6 times if you never lost. Besides, the faster option would almost certainly cost health packs (if it's even faster at all) and unless someone is buying more health packs you'll eventually overtake that guy. Of course you can just do both and start with the faster options and then go back to your slower but safe option when your health pack runs out, so it's not like there's a drawback for having an infinite combo on your side.
Of course it's worse if it only takes one character to pull off an infinite (Ragnarok, Magneto) but the number of characters doesn't really mean anything unless some of those characters are constantly locked out because eventually people will know who they are. It isn't necessarily any more complicated to do say Polarity Shift -> Infilitration -> Infilitration -> Surgical Strike -> repeat compared to just keep on hitting 2 AP Thunderclap unless you think people are really, really stupid. By the way, infinite combos are probably not truly infinite, but it hardly matters. Magnetic Field didn't infinite but taking an extra 10-20 turns every turn isn't exactly fair. If you're not fighting something where Surgical Strike generates purple or blue (roughly half of DA) then Polarity Shift + Infilitration can indeed break just due to bad luck but it doesn't matter if it broke after the 10th iteration because that's still already way too many AP you've accumulated before it broke.
For PvP defense, there's a difference between attacker being overwhelmingly advantageous and an attacker never losing. Back when Spiderman was around, an attacker pretty much never lost, so you might as well never attack anyone with a Spiderman because they'll always retaliate later. With boosts, most high end PvP teams almost never lost, but there's an 'almost' clause there, and that is responsible for unpredictability. Since the attacker is only 'almost' sure he will win, he might skip you for something he's even more certain to win. It's not enough for balance but it's not like the Spiderman era where you know every team you attacked that has a Spiderman will hit you back, no question asked.
Also, welcome to the party. The OG's MischiefMaker and Northern Polarity figured out team Winfinite about two months ago.0 -
The enabler of the infinites comes from the recent drastic nerf to high level AI match damage. There are a lot of ways to quasi infinite in this game but they usually involve characters with no more than 5K if not significantly less HP and back when an enemy can drop a 1K match 4 on you, it's not that easy to assemble the pieces you need for your infinite when taking a match 4 can wipe out a quarter of your total HP, and even if that didn't wipe you out it'll almost certainly set you back a health pack because you're not going to start your next fight with 2000 HP on one of your key enablers.
Now that the AI can no longer effortlessly drop lower HP character with match damage it's far harder to break up an infinite compared to before. You can effectively lock up the AI almost indefinitely between just Polarized Force and Dormammu's Aid and it used to get stop by the same thing (The Hood can't take too much match damage before being downed). While the change to the high level match damage was most definitely needed, this also removed one of the safeguards that was keeping an otherwise broken game under control. You might as well go back to Lightning Storm which always did a pretty good job at quasi-infinite now that you don't have to worry about Storm's lack of HPs being a significant liability versus match damage.0 -
We seem to have gone off topic. Perhaps someone would like to start a discussion thread on infinite loop combos?0
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I use the combo pretty regularly. it's not nearly without a chance of failure on an over scaled node. Even with the nerf on the ai's damage being mentioned, it's pretty easy to lose on the last 2 nodes in this last sub. Trying to gain the last node reward I sent 3 teams in with the duo to get it done that particular time. Then, even if you win you aren't going in against the node again with them without spending a pack or waiting significant time. its not like they are going to duo clear a whole hard wing of the jugs heroic without spending all your healthpacks, which is pretty much the same experience as my roster had before I started using them.0
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Holy toledo, i was absolutely excited last night. I opened my last "The Hunt" token and it's golden, it's **** golden, it's a X-Force !
YEAH BABY!0 -
Cortez wrote:Holy toledo, i was absolutely excited last night. I opened my last "The Hunt" token and it's golden, it's **** golden, it's a X-Force !
YEAH BABY!0 -
Trisul wrote:Cortez wrote:Holy toledo, i was absolutely excited last night. I opened my last "The Hunt" token and it's golden, it's **** golden, it's a X-Force !
YEAH BABY!0
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