** Magneto (Marvel NOW!) **
Comments
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The change to Magneto's Polarity Shift is essentially a nerf.
Possible ways to 'fix' this include..
1. Adding one more blue, making a total of 4 blue tiles placed on the board (does this still allow Mystique/Magneto loop combo?). This allows a row to be cleared independently without relying on existing blue tiles.
2. Once the board settles after the blue tile placement, allowing the red tiles to be placed instead of randomly generated.
3. Adding two more ted tiles to the random generation.
4. Dropping the cost of Polarity Shift to 9.
Any other thoughts.. please add to the thread.0 -
jjfyahpowah wrote:The change to Magneto's Polarity Shift is essentially a nerf.
Possible ways to 'fix' this include..
1. Adding one more blue, making a total of 4 blue tiles placed on the board (does this still allow Mystique/Magneto loop combo?). This allows a row to be cleared independently without relying on existing blue tiles.
2. Once the board settles after the blue tile placement, allowing the red tiles to be placed instead of randomly generated.
3. Adding two more ted tiles to the random generation.
4. Dropping the cost of Polarity Shift to 9.
Any other thoughts.. please add to the thread.
Polarity shift is 9 already.
I find him as strong as before and more fun, but I am using him with Hawkeye/Storm and Cyclops, mostly. So I won't place Blue on Red Tiles, and I use Cyclops to make the board very red rich. I've also been using him with an under-leveled Hood, where Magnetic Flux gets a lot of use.
Are you mostly just using him as a Storm Battery? I do have to give up Match 5s from Polarity shift, and use it to maximize blue generation, by causing 3 match 3s.0 -
I actually use my Magneto much more now since the 'nerf.' While you may not be able to make 2 match-5, normally I can make 1 blue match-5 and the red he creates also makes a match 4-5, resulting in more cascades than previously. Also, I have been utilizing his red more, the 1-turn countdown for over 2000 damage really helps.0
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I wasn't using as stormneto, but as a stand alone who could radically alter the setup of the board to trigger cascades. The removal of placement tiles means that's no longer (as) viable.0
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Yeah I don't find him lacking either. I actually like the change.0
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I felt his changes made him a lot worse but yes, a little more versatile. I ended up selling him to get extra hero points and iso, which was very helpful.
Now I'm rebuilding him again and will probably go with a 454 build. My old build was 355 but I was disappointed at his red for being way too slow, even after his change, and I was also disappointed at his blue for taking out too few tiles. Blue at 4 is a little slower, yes, but still cheap enough to be useful often and can probably be very effective against goons. Taking down the whole board of tiles IS tempting but it's too costly and too slow. Red at 4 makes it cheap enough to use more often.
Should I regret my decision anyway, I can always easily rebuild him again since his covers show up so often, so it's worth a try. Occasionally I have met a Magneto with blue at 5 and was a little shocked when it resolved and destroyed absolutely everything. It's a quite powerful but oh so slow bomb.0 -
Random question...
Has there been anything approaching build consensus post-nerf for MMN?
I've got a lvl 15 13-cover MMN sitting there at the very end of my roster, a few extra cards in the queue, and I'm contemplating leveling him and taking him for a spin (I had never used him pre-nerf)...
Anyhoo, just wondering if anyone's been playing with him and formed an opinion.
Thanks!
DBC0 -
Drummerboycroy wrote:Random question...
Has there been anything approaching build consensus post-nerf for MMN?
I've got a lvl 15 13-cover MMN sitting there at the very end of my roster, a few extra cards in the queue, and I'm contemplating leveling him and taking him for a spin (I had never used him pre-nerf)...
Anyhoo, just wondering if anyone's been playing with him and formed an opinion.
Thanks!
DBC
I have a level 92 3/5/5 build.
He's best with some other form of board control, such as C.Storm and maybe bullseye, now.
with the right board, you can get multiple crits with his . At least guaranteed one if you have two or more blue in a 3x3 square.
His is situationally useful for special tile clearance, and at 5 clears the whole board.
As for his , it doesn't do the most damage of the 2* reds, but a 1 turn CD that blows up a 5x5 square and generates AP helps keep the board clear/crit engine going.0 -
Drummerboycroy wrote:Random question...
Has there been anything approaching build consensus post-nerf for MMN?
I've got a lvl 15 13-cover MMN sitting there at the very end of my roster, a few extra cards in the queue, and I'm contemplating leveling him and taking him for a spin (I had never used him pre-nerf)...
Anyhoo, just wondering if anyone's been playing with him and formed an opinion.
Thanks!
DBC
His red is very powerful when maxed but also quite expensive. I think people have been playing him as 355 and 454 both before and after the nerf. I used my 355 Mags a lot before the nerf, as the combo-monster he was. When he was nerfed I sold him to get lots of extra resources, but I have missed him in several fights where he would have been useful so I'm now building him again and I'm aiming for 454 because even though he now also generates red, I feel his red still activates way too seldom to actually matter. So with red at 4, I'll be able to activate it much sooner and hopefully it will help me get more speed, rather than having to wait for 14 red AP and maybe get killed in the process.
Even though blue 5 is so cool, it's also so expensive AND so slow...that countdown will likely be removed in 90% av the cases, in some way. So I think his builds are still either 355 or 454, depending on your taste. I want a speedier Mags now. Lately I've been using him with Ragnarok and Mystique. Mags stays hidden in the background due to the other characters being overall stronger, he generates blue and red for Mystique and Rags, Rag generates more blue for Mystique, Mystique generates purple for Mags, and so the carousel goes round and round and round...done right, I can kill those gruesome level 350+ teams in The Gauntlet now without taking much damage.0 -
Thanks guys!
Yeah, I'm thinking I'm going to keep him at 3/5/5. It just makes the most sense, for the reasons you listed, as well as in consideration of the teams I'd likely use him on ( users)...
Cheers!
DBC0 -
Looks like R78 will change Polarity Shift again. PS now will not target on blue tiles.
So what color will it be, or will it be a whole new ability ?0 -
Hanzo0313 wrote:Looks like R78 will change Polarity Shift again. PS now will not target on blue tiles.
So what color will it be, or will it be a whole new ability ?0 -
OnesOwnGrief wrote:Hanzo0313 wrote:Looks like R78 will change Polarity Shift again. PS now will not target on blue tiles.
So what color will it be, or will it be a whole new ability ?
Oops, am I misunderstanding the release note?0 -
Hanzo0313 wrote:OnesOwnGrief wrote:Hanzo0313 wrote:Looks like R78 will change Polarity Shift again. PS now will not target on blue tiles.
So what color will it be, or will it be a whole new ability ?
Oops, am I misunderstanding the release note?0 -
OnesOwnGrief wrote:Hanzo0313 wrote:OnesOwnGrief wrote:Hanzo0313 wrote:Looks like R78 will change Polarity Shift again. PS now will not target on blue tiles.
So what color will it be, or will it be a whole new ability ?
Oops, am I misunderstanding the release note?0 -
OnesOwnGrief wrote:Yes. This fix is so that blues don't get overwritten when reds are added to the board. This means that your match 5 you created with blue won't suddenly become a match 3 or match 4.0
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Considering that the power description doesn't say "destroys up to a 5x5 block" but rather, specifically: "destroys a 5x5 block," is there any chance we could get the coding changed so that CD tile doesn't spawn on the edges of the board 9 times out of 10 when there's a **** mass of red right in the middle begging to be used?
I mean, really? I know it does the same damage on the edges as it does in the middle, but that seriously minimizes its utility for board shake if it keeps getting buried in the corners where it only destroys 4 tiles, or on an edge where it destroys 15 instead of the promised 25.0 -
That's why I keep MNMag's Red at 4 covers, the 5th cover makes it +3 AP and it's always in the corner. It's better to just use the power faster for damage than gaining AP. I normally pair MNM with CStorm anyway, so her green will get me AP. I'm much happier with a 4 cover red, try it.0
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I use his red all the time in big enchilada and love him at 5 covers. spawning on the edges is annoying, but mine seems to find the corner red an unusually high percentage of the time. the corners suck the worst. especially if its surrounded by TU and black (not useful on my thormneto team).0
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Yeah - the coding on that ability really sucks -> it must specifically go down the rows/columns till it finds a valid red or something rather than just randomly placing it on any available
I'm sure this is a case of priority #563 in terms of what needs to be fixed, but in a more perfect world, the placement coding would be updated to make the CD more random - as I too see it placed on the edges of the playing field 90% of the time or more.
Ironically, that coding would be great on XFW as that one seems always to get placed in the middle of the board rather than on the edges where it would be more protected. If Demiurge could swap the placement coding for XFW and MNM CD's both skills would be improved!0
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