*** Quicksilver (Pietro Maximoff) ***

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Comments

  • GuntherBlobel
    GuntherBlobel Posts: 987 Critical Contributor
    Phaserhawk wrote:
    Get rid of the locked tiles, because I will never be convinced that this represents speed.

    I'll slightly disagree with you there. The locked tiles aren't to represent speed, they are to increase the speed of his skills and unlike Psylocke where you have to pay to speed up, this requires only matches and the enemy can help you. Problem, they made AP costs too much and locked tiles hard to stay out, great concept poorly implemented, much like Beast.

    Yeah, I get that. The AP reduction is an interesting mechanic, but as a side effect you have these worthless locked tiles blocking moves that even the player might want to make. I can't play QS without wondering: Why locked tiles as a tile counter? And why Team-up tiles? Why not trap tiles (like Diabolical Plot)? or even CD tiles?

    Locking random TU tiles makes it feel like the faster Quicksilver gets, the more stationary he is, blocking matches blindly and indiscriminately. Idle Hands is at least named appropriately since the AI just moves around stuff as if it has nothing better to do with its AP. Supersonic should be renamed: "Everywhere at once, and always in the way."

    EDIT: I just realized that Idle Hands should also be changed to "Idle Hand," since one of the two swaps were removed.
  • reckless442
    reckless442 Posts: 532 Critical Contributor
    Just had this happen in Blue Shift and it seems like a flaw in Quicksilver's design. When two QS oppose one another, they each create a locked tile on a blue match. Okay, that's not a big deal. However, if there are three locked tiles and you make a match, you create the fourth locked tile and the AI's "lock" triggers detonation -- causing you to take all of the damage.

    Per the description of Supersonic, it is the blue match that triggers the tiles to detonate if there are "at least 4 Locked tiles." That doesn't seem consistent with what is happening. You don't seem to be able to get more than 4 locked tiles from Quicksilver alone (maybe if he is in concert with Invisible Woman, you can), and the detonation is benefiting the AI without it making a match.
  • GrimSkald
    GrimSkald Posts: 2,617 Chairperson of the Boards
    noisnam wrote:
    never a fan of lock tiles.. u know, ppl pay to get rid of those in candy crush
    I think of them like Trap tiles, which were really disliked initially. However, at some point, the Devs realized that simply having a hidden tile wasn't actually that interesting, so they came up more interesting abilities that fit the "hidden tile" theme well. The new Ambush, Diabolical Plot, Demolition, and Shadow Step powers have really made Traps actually fun to play.

    Sadly, Quicksilver and the IW buff did very little to make locked tiles interesting. It's so sad that the new IW still uses her greenflag.png to randomly throw down Force Bubbles if none are on the board. I'd rather her not use her power in that situation. Randomly placed locks only hurt the player, since the AI doesn't care what it matches.

    Also, I would have had Quicksilver zip over and automatically lock down enemy special tiles, if available, every blue match. I think it would make a lot of sense if Quicksilver ran around locking enemy CD tiles. That would at least be thematic. If no special tiles were available, he would lock down a team-up tile, I guess (it still seems like an odd thing to do). I'm just not crazy about a version of Diabolical Plot that uses locked tiles. Locked tiles are so disruptive, that It feels like you are fighting your own Quicksilver while he slowly builds his Supersonic bomb.

    The point is, you have to make the lock downs very useful, otherwise, they are more annoying than anything else. I do think there is potential there, but so far, it's been completely wasted.

    I agree completely - I already +1'ed the comment but I thought it was worth saying. The locked tiles are a nuisance - they stop you from making matches that are frequently in your favor. When you're fighting characters they affect both you and the computer equally (though they affect you more since you're trying to strategize,) but when you're fighting goons they're so much worse. Powers taht interact with the locked tiles should be that much better since you have to put up with that nuisance to use them.
  • Not an issue, a feature. Any time there are an odd number of locks you should endeavor to unlock one. Player wins with even, AI wins with odd.

    What, you expected your Quicksilver to be the only one who ever did damage with blue? The AI didn't have to make a match, because it triggers on ALL blue matches, not just ones made by the QS team. You locked the 4th, then he attempted a lock, saw 4 locks, blew them up. Note this works even when the AI does make the match, player passives always trigger first. So if there are 2 or 4 locks, then there will be 4 or 1 with you doing damage after the blue match. If there are 1 or 3 locks, there will be 3 or 0 with the AI doing damage.
  • GuntherBlobel
    GuntherBlobel Posts: 987 Critical Contributor
    I think people mentioned how confusing this would be even before the Event started. It's just keeping to Quicksilver's anti-speed theme: "... saw that one coming a mile away."
  • _RiO_
    _RiO_ Posts: 1,047 Chairperson of the Boards
    Lerysh wrote:
    _RiO_ wrote:
    Lerysh wrote:
    Assuming no tiles get unlocked it should always go Player (lock 1), AI (Lock 2), Player (Lock 3), AI (Lock 4). The next blue match should then be Player (BOOM) and AI (Lock 1). So if there are an even number of lock tiles on the board (and dual QS) don't unlock any. If there are an odd number, try and unlock one.

    Does that sound like it puts the "Puzzle" in "Puzzle Quest" in completely the wrong way to anyone else, or just me?
    If I were a betting man, I'd say this is another one of those little "Oops, you did something we didn't expect you to do." moments that the devs pride themselves on...

    Did they not expect the Mirror match? When they force them on us every single PvP event?

    Are these not the same people that claimed to have fixed the Sunder bug and then had the community point out to them that they only patched it when Ares was played on the player side and that they forgot to patch it when he was played on the enemy side?
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    Are locked tiles different for each team? I am looking at the board, seeing 6 locked tiles.. thought it blew up after 4 no matter who matched?
  • Malcrof wrote:
    Are locked tiles different for each team? I am looking at the board, seeing 6 locked tiles.. thought it blew up after 4 no matter who matched?

    Is there an IW involved in this situation?
  • Malcrof
    Malcrof Posts: 5,971 Chairperson of the Boards
    Lerysh wrote:
    Malcrof wrote:
    Are locked tiles different for each team? I am looking at the board, seeing 6 locked tiles.. thought it blew up after 4 no matter who matched?

    Is there an IW involved in this situation?

    No.
  • Malcrof wrote:
    Lerysh wrote:
    Malcrof wrote:
    Are locked tiles different for each team? I am looking at the board, seeing 6 locked tiles.. thought it blew up after 4 no matter who matched?

    Is there an IW involved in this situation?

    No.

    That seems like a bug then, and completely the opposite of what the OP described, where his lock was immediately shattered.
  • Ebolamonkey84
    Ebolamonkey84 Posts: 509 Critical Contributor
    My experience has lined up with what Lerysh described. I match blue, my passive fires, tiles fall, and then the AI passive fires. This is similar to how other passives like Daken purple works. What I haven't been able to determine yet is what happens with multiple blue matches due to cascade. For example, if you got three blue matches in one cascade, does it go player, player, player followed by AI, AI, AI, resulting in an explosion for the AI with one tile on the board? Or do the passives alternate?
  • cletus1985
    cletus1985 Posts: 276 Mover and Shaker
    My experience has lined up with what Lerysh described. I match blue, my passive fires, tiles fall, and then the AI passive fires. This is similar to how other passives like Daken purple works. What I haven't been able to determine yet is what happens with multiple blue matches due to cascade. For example, if you got three blue matches in one cascade, does it go player, player, player followed by AI, AI, AI, resulting in an explosion for the AI with one tile on the board? Or do the passives alternate?

    It should trigger after each blue match so it should alternate player, AI.
  • His blue is actually very fast with 2 Quicksilvers, but not necessarily in a good way since it's pretty much 50/50 who gets blown up in the face.
  • Katai
    Katai Posts: 278 Mover and Shaker
    The confusing part is that it's always player first, regardless of who makes the match. That means that whenever there's an odd number of locks, you're always screwed.
  • MarvelMan
    MarvelMan Posts: 1,350
    Working as unintended.
  • Unless you stunned the enemy QS you will always have the odd numbers on first (and every other odd time) trigger because of the "player first, AI after" rule.

    Make a blue match, your QS makes a locked tile, enemy QS does; make a second, your QS locks a tile, enemy QS does; now there are four tiles, so next match will trigger for you then enemy QS will get the odd tiles.
  • Just had this happen in Blue Shift and it seems like a flaw in Quicksilver's design. When two QS oppose one another, they each create a locked tile on a blue match. Okay, that's not a big deal. However, if there are three locked tiles and you make a match, you create the fourth locked tile and the AI's "lock" triggers detonation -- causing you to take all of the damage.

    Per the description of Supersonic, it is the blue match that triggers the tiles to detonate if there are "at least 4 Locked tiles." That doesn't seem consistent with what is happening. You don't seem to be able to get more than 4 locked tiles from Quicksilver alone (maybe if he is in concert with Invisible Woman, you can), and the detonation is benefiting the AI without it making a match.
    Quicksilver is an issue period, not just supersonic. Kudos to you for trying to see positively or w/e.
  • evil panda
    evil panda Posts: 419 Mover and Shaker
    this should not be a problem...i will simply make sure that the AI always makes the third blue match!


    (cue AI making third blue match, and then a fourth match + kaboom on the resulting cascade)
  • Mawtful
    Mawtful Posts: 1,646 Chairperson of the Boards
    A root cause analysis has determined this to be a PEBKAC issue.

    Please head to http://downloadmoreram.com to update your RAM.
  • Mawtful
    Mawtful Posts: 1,646 Chairperson of the Boards
    scottee wrote:
    In the damage to AP ratios, you forget to include that the ai can make blue matches too. He's actually a strong blue counter pick.

    I think this is a fair enough assessment, and should be addressed. If both teams make a blue match each turn, then QS will detonate the locked tiles on the player's 3rd turn; a minimum of 3 matches or 9 AP for the purposes of determining a ratio. That actually brings it in at an impressive 718 damage per ap, which is approximately halfway between Call the Storm and Embiggened Bash.

    I agree that he's a strong blue counter pick, but we're yet to see how important countering blue is for the new metagame.
    Despite the changes to XFW, black and green are still the two strongest colours, and countering them is usually going to be a smart play. Damaging your opponent for matching blue would have been a huge counter to Thor4, but her changes have diminished her relevance for now. There are some possible contenders that could make Blue significant - Magneto, Fury and IW come to mind. Quicksilver counters both Magneto and IW fairly well, so if either of them rise significantly in the coming weeks then we'll know where Pietro fits.