*** Quicksilver (Pietro Maximoff) ***
Comments
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A little more analysis on this guy.
Best single target builds are
5/3/5
3/5/5
5/5/3
That's assuming you get blue off as part of the dmg
Best Aoe builds
3/5/5
5/5/3
4/5/4
Most total output done assuming you cycle through green/black use black to create 5th blue and kaboom.
3/5/5--8659
5/5/3--8556
4/5/4--8172
5/3/5--6469
My play has determined 3 builds
3/5/5, 5/5/3 or 5/3/5
5/3/5 gives you most utility with dmg. Essentially you don't want blue exploding
3/5:5 or 5/5/3 all depend upon team comp but provide the most damage potential. Hybrid I would only go 4/5/4 but it's also lowest single target damage
Gun to my head I would go either 5/5/3 or 5/3/5, reason being, black can help facilitate blue where green cannot thus my choice of 5/5/3 over 3/5/5 but 5/3/5 is also very strong and assuming the low likelyhood if blue going off without IW 5/3/5 is probably the most practical, and while not the highest in theoretical dmg, it probably would do the most actual dmg0 -
Did we ever get an explanation on why he/sister has movie clothes now? Are they forever? Not that I care much about this tinykitty, just don't remember them saying anything0
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raisinbman wrote:Did we ever get an explanation on why he/sister has movie clothes now? Are they forever? Not that I care much about this tinykitty, just don't remember them saying anything
Aside from the earlier characters almost all the new ones match their MCU counterparts starting with Captain America the Winter Soldier and look at him. Then you have QS, SW, SL, R&G, Gamora, Vision, Hulkbuster. I think Falcon has been the only exception I've seen so far. Guess what Ant-Man will look like? We should see him in another month0 -
Phaserhawk wrote:raisinbman wrote:Did we ever get an explanation on why he/sister has movie clothes now? Are they forever? Not that I care much about this tinykitty, just don't remember them saying anything
Aside from the earlier characters almost all the new ones match their MCU counterparts starting with Captain America the Winter Soldier and look at him. Then you have QS, SW, SL, R&G, Gamora, Vision, Hulkbuster. I think Falcon has been the only exception I've seen so far. Guess what Ant-Man will look like? We should see him in another month0 -
Just thought of that, let's see how you like this idea:
Blue, active, 5/6 ap; creates a 1 turn CD tile that deals 1900~ damage on activation. Lower levels have more turns CD and lower damage.
Almost same as gamora red but with a small window for counter play and the effect of "didn't you noticed? I alredy hit you" that a speedster deserves.0 -
The problem with Quicksilver, as you can easily see on the forums or by playing with him, is that he is maddeningly (and ironically, but not in a cool way) slow. A change/buff to his passive would make him dramatically faster, more useful/powerful and more coherent: the passive should trigger on black and green matches instead of (or in addition to) blue matches. I think the reasons that would both make sense and make him better are obvious.0
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You missed the memo. He is to be referred to as Bag Silver or **** for short.
Otherwise good idea. Any improvement with him, is going to be an improvement. Although, I once said that about Ragnarok so what do I know.0 -
Wow really? I love Quicksilver. I don't understand how he is slow. His powers aren't incredibly costly especially with the ability to lower the cost with blue matches. I use his black power to make 5 matches several times in one battle, then that powers up my other AP. So I think he's incredibly useful, maybe not incredibly powerful on his own but he can definitely hold his own. I think maybe you need to build up his powers or restructure his build because there's no way he should be slow or "****" at all.0
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ScrawL wrote:Wow really? I love Quicksilver. I don't understand how he is slow. His powers aren't incredibly costly especially with the ability to lower the cost with blue matches. I use his black power to make 5 matches several times in one battle, then that powers up my other AP. So I think he's incredibly useful, maybe not incredibly powerful on his own but he can definitely hold his own. I think maybe you need to build up his powers or restructure his build because there's no way he should be slow or "****" at all.
Hey, more QS for you then! His black is useful for hitting match fours and fives. Sometimes they are even black and you can do it again, but that doesn't happen a lot unless you wait (which is slow by definition) for the board to line up for you. But the typical process of getting the cost down is lengthy and brittle. To get that first black off you need 3 black matches, though if you get lucky and get match four or five you may be able to do it in two matches. However for the typical process, lucky is more like actually having three black matches available to make in your first few turns. So... 3 turns to gather black. That gives you 9 black AP, so you "only" need to do two blue matches to cast it. Or another black match. So typical time to get black off the first time, assuming the board provides with sufficient black and blue match opportunities, is 4-5 turns. For... 1650 damage (at 5 covers) to one enemy and whatever the best match opportunity you have available. The green is slightly better, since you only need two green matches and it does 1840 damage (at 5 covers), but you trade a controlled effect for a random one. And, of course, if you are getting these damage numbers out of black and green, then the AoE damage you get for after your next three blue matches is a mediocre 990 (at 3 covers) and it resets the cost of your other two powers. That's assuming that neither you nor the AI matched away one of your locks on the team-up tiles... and the AI loves to match team-ups.
So, for example, you would match three blacks then two blues... after five turns you's have match damage and 1.6k single target damage. If you can then parlay your black effect into three (!) blue matches, you'd get another 1k AoE damage but have to start the whole process over again. So... 5 moves, 4.6 total damage at the (unreasonably) favorable end of what could be a typical scenario. And so much can go wrong.
On the other hand, if we used my suggestion then you'd need just 3 turns to get the same effect black effect, and then you could use the black effect to start getting green matches and pop the AoE two turns later.
It's not like the damage would be outrageous. Collecting the AP for the active powers would invariably lead to the AoE going off and resetting the costs (unless you actively managed that with TU matches to keep the blurred tile count under 4). But the whole thing would just flow more quickly and smoothly. You need it to happen more quickly since the damage is so low. And these aren't secondary powers/effects for Quicksilver. He's got nothing else. This is it. It's just a drag, at least for me.
If you like Quicksilver now, I have to think you'd love him if they implemented the change I'm suggesting. Am I wrong?0 -
Oh no I would love it if the blue power was modified somehow. I agree with you on that, it's annoying when you have enough AP for both active powers then someone makes a team up match. Also the locked times always seemed to get in the way and prevent me from getting 4 and 5 matches.
I just didn't understand how you meant slow, but I see your point. Maybe I've just been lucky. I like to use someone with a good blue power along with QS to make sure I get those blue matches as well as someone like Doctor Doom Magneto now, or Grey Widow so I can take advantage the black, green, or blue tile generating powers to power up either of his powers.
Even with all that said I think you're idea would really be awesome. If we're already trying for the green and black then we'd be getting the benefit of the lower cost plus the AP, rather than blue AP which he has no user for. So you're right. If that was implemented he would be a much more solid character.0 -
There's one problem with QS..
He doesn't have 1 big attack.
He has a passive that could work, a tile swap which is too expensive (4 turns, regardless of not being 12), and a meh damage power which is only half decent if there's enough locked tiles.
If green did.. say 2800 damage it would be a well-rounded character.
Too many conditional moves piled on to one character. And, to repeat what many have said before.. this isn't how a speedster should play.0 -
I was thinking what if he could create locked tiles whenever he makes a tile match on black or green and anyone with blue. This would really speed him up. You would probably have to scale back blue dmg but you could leave everything else the same. I would leave green and black untouched but do this for blue
Supersonic
(PASSIVE) Quicksilver dashes through the battlefield messing with the enemy's plans and causing a bit of chaos. Whenever anyone makes a Blue match, Quicksilver locks 1 random Team-Up tile. But if there are already at least 4 Locked tiles, they detonate, dealing 190 damage to the enemy team instead.
Level Upgrades
Level 3: Deals 678 damage.
Level 4: Deals 433 damage. Quicksilver locks 1 random TU if he makes a green match
Level 5: Deals 312 damage. Quicksilver locks 1 random TU if he makes a green or black match
Max Level
Level 3 - Deals 2156 damage.
Level 4 - Deals 1377 damage.
Level 5 - Deals 991 damage.
By reducing blue's dmg as it leaves but increasing the amount of ways to create tiles keeps this balanced and allows multiple builds. Do you opt 5/3/5 to get more blue dmg but have less ways to get TU's? Or do you go 3/5/5 or 5/5/3 and try to get more TU's and faster detonations but reduce the dmg.
This fixes him and keeps him the same all at once. D3 please make this happen0 -
Phaserhawk wrote:I was thinking what if he could create locked tiles whenever he makes a tile match on black or green and anyone with blue. This would really speed him up. You would probably have to scale back blue dmg but you could leave everything else the same. I would leave green and black untouched but do this for blue
Supersonic
(PASSIVE) Quicksilver dashes through the battlefield messing with the enemy's plans and causing a bit of chaos. Whenever anyone makes a Blue match, Quicksilver locks 1 random Team-Up tile. But if there are already at least 4 Locked tiles, they detonate, dealing 190 damage to the enemy team instead.
Level Upgrades
Level 3: Deals 678 damage.
Level 4: Deals 433 damage. Quicksilver locks 1 random TU if he makes a green match
Level 5: Deals 312 damage. Quicksilver locks 1 random TU if he makes a green or black match
Max Level
Level 3 - Deals 2156 damage.
Level 4 - Deals 1377 damage.
Level 5 - Deals 991 damage.
By reducing blue's dmg as it leaves but increasing the amount of ways to create tiles keeps this balanced and allows multiple builds. Do you opt 5/3/5 to get more blue dmg but have less ways to get TU's? Or do you go 3/5/5 or 5/5/3 and try to get more TU's and faster detonations but reduce the dmg.
This fixes him and keeps him the same all at once. D3 please make this happen
This is very similar to a suggestion I made not long ago. in the suggestions area.The problem with Quicksilver, as you can easily see on the forums or by playing with him, is that he is maddeningly (and ironically, but not in a cool way) slow. A change/buff to his passive would make him dramatically faster, more useful/powerful and more coherent: the passive should trigger on black and green matches instead of (or in addition to) blue matches. I think the reasons that would both make sense and make him better are obvious.0 -
I don't remember if I said this before or not; I think I posted it in the monthly Q&A. Quicksilver (slowsilver) is fairly easy to fix, with the following changes:
* Reduce the cost of all powers to 7. Reduce cost by one for every two locked tiles (minimum five)
* Activating either power creates a lock tile. Lock tiles are now random.
* Matching blue tiles creates a random lock tile; the AI is way, WAY too team up tile happy for this to be consistent
* Detonation works like Doom's power; he chooses to set it off. It's hard enough to get four on the board then make a 5th match.
Assume a detonation cost of 5 blue (like Daken), or 7 blue if you remove the locked tiles and cause board shake, and deal ~650/700 damage per tile. This is consistent with other similar abilities, would allow a build up that the opponent can see and counter (part of the reason it should stay cheap and deal strong damage). Since it takes a while to get enough tiles on the board, and he only deals damage per tile, it's still well managed without being the dreaded 'oh pz.'0 -
Sorry, was editing mid-stream. Should be "Way too team up happy for the current version to be consistent, because all too often you get to three, or even four, then the AI matches out a line of two and you're starting over." It's also the reason I want his activated powers to create lock tiles, and for the detonation to be user activated. So you get to six and fire it off for 3k? Okay, that's equivalent to Deadpool and took you way, way longer. By the time it goes off, it happens once, you have to start over with all new bombs, etc. The other way is to limit the detonation to four (Sue Storm style), but I don't have a problem with someone building a giant nuke.
Also. Total sidenote. This is a Speedster. Someone tell me again why he doesn't have a stun to represent him moving faster than his opponent? Just curious. Nothing says "I'm faster" than taking turns while you can't.0 -
LuciferianX wrote:Also. Total sidenote. This is a Speedster. Someone tell me again why he doesn't have a stun to represent him moving faster than his opponent? Just curious. Nothing says "I'm faster" than taking turns while you can't.
I've seen this before and agree. He should have an ability (perhaps his blue 'popping' should do this instead of damage - just board shake and mass stun) that stuns all other characters (on both teams). It's just a natural.0 -
IMO he should have multiple turns to represent being speedster, reduce his crit to 0/1 to give him multiple turns but be reasonable0
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raisinbman wrote:IMO he should have multiple turns to represent being speedster, reduce his crit to 0/1 to give him multiple turns but be reasonable
Would be an interesting mechanic, if you fire the ability, and match the crit, it ends up working like a match 5, you get to go again.
really like this, add it pls.0 -
Of all the new characters, I think he is the most useless. I didn't think I would like someone less than Beast, but after the changes to Beast, QS is at the bottom of my **** character list. I don't know why, but he is making me angry just by seeing him in my roster. I wish I had the 750HP I paid for his slot.0
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Narkon wrote:Of all the new characters, I think he is the most useless. I didn't think I would like someone less than Beast, but after the changes to Beast, QS is at the bottom of my **** character list. I don't know why, but he is making me angry just by seeing him in my roster. I wish I had the 750HP I paid for his slot.0
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