** Magneto (Marvel NOW!) **
Comments
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I see his old info, and I see discussion of his viability, but I don't see any mention of what polarity shift does at level 3 now, so that still doesn't answer my question about whether the wiki has a typo of some kind in saying he does 4 reds at level 3 but 3 reds at 4.
Thanks for the link, though.0 -
Oh, it hasn't been updated. Well then.
*goes to find IceIX's Inbox*0 -
While playing with the classic combo of "StormNeto", I find that, yes, it doesn't quite have that blue-inspired "punch" that we all know and love. The combo is effective, but less so than before. What I have noticed is the side-effect of the change to in those additional being added. It's a bit subtle, but it appears that Mags' ability is getting full a bit quicker, similar in the way that Thor's yellow increases the green abilities.
This may open him up to other interesting partnerships like or even . Anyone else have other positive thoughts on this?0 -
I think that magmn is still a good 2* character, it's just a bit different. Now he can fuel his red faster so can use his red ability faster.
In my opinion they shouldn't have nerfed mystique, it was totally redundant, now they made her a bit weaker with no real reason for that.0 -
He's fine for a 2* player, but 3*/4* players who were using him as a blue battery can't be happy.0
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In the meantime, if anybody knows the answer...0
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They definitely nerfed the "stormneto" combination - MnMags generates enough blue for "Wind Storm" a lot less reliably. Generally you'll have to fire "Polarity Shift" twice or gather more blue before you can cast it.
Otherwise... he's not bad. Less predicable, certainly. I played with him a bit, he definitely generates some red. I got creamed a few times because it failed to live up to its expectations, but once or twice it created really good cascades.
In general, I'd say the character has a bit less utility than it used to, but the change opens up new possibilities. I'd also say he's on about the same power level as before, just less reliable. I haven't put him with Blade yet, but I probably will sooner or later.0 -
I don't know for sure, but judging by how it's written I'd wager:
Level 3: Changes 2 select tiles to blue, 4 random tiles to red.
Level 4: Changes 3 select tiles to blue, 3 random tiles to red.
The 3-4 transition loses you a random red, but nets you a select blue. 4-5 then gets you two random reds over 4.0 -
Him and Blade are a great combo now and he still goes well with storm. Instead of the stun u have him and her shaking up the board and getting ap for it with her green and his Red.
Him and Cyclops will go well also but my Cyclops is too low a level for it to be worth trying right now.0 -
So far, I don't think his nerf has been all that bad. Yes, it slows Wind Storm, but Mag's red is one potent skill, and anything that helps you get it off faster is welcome. I actually lucked out in the last match I used him, in that the random reds formed their own critical, to match the critical I created with the blue. Tasty cascade, big match damage, Wind Storm, Magnetic Flux, match over0
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I'm really not seeing how he's more consistent now. His synergy with Hawkeye seems mostly unchanged, but instead of generating 20 AP with at least 10 of that being blue, he generates about half of that including 2 or 3 more red. He's a little better with Daredevil's ambush. I'm actually finding him worse with Thor, as I can't always guarantee enough blue for Iron Hammer to refresh my colours, and with generally one line clear it doesn't net me much yellow or green either. A slight complaint is that 3 placed blue isn't enough to guarantee that I have no Blue matches in sight, though it does work well enough to starve off a Daken.
Mags is now a much better Daken counter, also incidentally killing off the strike tiles, but isn't very good with Daken unless you're not matching your blues.0 -
simonsez wrote:He's fine for a 2* player, but 3*/4* players who were using him as a blue battery can't be happy.
I dunno, I'm pretty happy. He generates red now too which is a much more sought after color in 3* land. The blue was nice but meh, only used in silly combos. Now he can be an active participant in PvE for the red charge.0 -
I sent that message, for the record. He said he'd put it on his to-do list. Hopefully within the next couple of days. :]0
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XandorXerxes wrote:I don't know for sure, but judging by how it's written I'd wager:
Level 3: Changes 2 select tiles to blue, 4 random tiles to red.
Level 4: Changes 3 select tiles to blue, 3 random tiles to red.
The 3-4 transition loses you a random red, but nets you a select blue. 4-5 then gets you two random reds over 4.
I think you might be right. I hadn't looked at it that way.
Thank you!0 -
Yeah, his nerf wasn't bad. Any power that can create 3+ tiles of the same colour where you want is always good, since you can make match-5 quite reliably. With characters like new Modern Hawkeye and Professor X, that's more useful than ever. He's less useful as a specialised blue battery but he's a bit more diverse now with some new synergies.
That Mystique nerf tho.0 -
I am not sure about what you mean by consistent but I think he is more versatile now. It was not easy to gather 14 red in 3/5/5 before the update but it is much easier now. I had rarely used his red before the update but now I have red ready most of the time after a Polarity Shift. So, if Storm does not kill off a team with her blue at that moment, Magneto can often help with his red.
As I wrote earlier, trigering his red usually initiates a series of attacks with Storm's green and Mag's purple and red that can more or less sustain each other to finnish off middle-level teams in a few turns.
I also think that if Storm dies, he can resist the other team better than before exploiting his red with the help of his purple.0 -
He works quite well with Cyclops now.0 -
I think the old Mmags made a difference to those players who are currently trying to establish a core team of level 94s faster (as well as those with a limited roster, and especially newbies to the game), now with this new nerf it will be slower for them to max these 2* teams because it will now be nearly impossible to even attempt nodes that would pop up "Deadly" or even some hard nodes clearly made for a 3* roster. Those days being able to complete these nodes successfully is now really risky compared to having the old "stormneto" where it has a higher chance or probability of completing those challenging nodes meant for intermediate and advanced players. Also I can see those people having a hard time getting a somewhat good progression in PVP, and those players will be more dependent on boosted characters and finding other avenues to progress better in PVP. They won't be able to think about trying to fight teams 5 or ten levels above them, but when the old stormneto was around it was possible to beat these teams to get more ISO and perhaps better progression awards.
The new Mmags I think has been upgraded to work really well with 3* teams, and Cyclops being one of many that works well with the new Mmags. However, for the intermediate and advanced players there is no more winfinite combos they can do with Mystique and certain heros. Since i'm now in the 3* transition bracket I think i'll still have many uses for the new MMags. Had this nerf happened to me while I was still trying to establish my core of 2* teams to level 94, I would of been devastated since it is already slow to max out these essential heros, and it will just be even more work for the newbies especially to the 2* transition players.0 -
Really enjoying the new mags. Definitely has an identity all his own now but still plays well with others. Before he was just a blue battery and nothing else.0
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