Upgrade environmental tiles?
radiopy
Posts: 326 Mover and Shaker
Not sure if this has been brought up before, but I was curious if there was any plan to upgrade environmental tiles. Some are really useful (tech that generates a critical tile, woods that generates +5 AP, oasis that generates green tiles), but some are stupid (Hot Dog stand). For those that are just starting out, I can see how +50 health is key, but in later levels it is laughable. I also remember how using thorned rose was a real gambit, as 100 health was significant...now it's merely a few % of total HP. The Latverian Terrain was great just starting out, but now three strike tiles of +3 attack are merely boring.
I look at this from more of the AI perspective...maybe a scaling effect (i.e., thorned rose takes 10% of everyone's max health, Hot Dog Stand heals 10% of health, etc.)?
I look at this from more of the AI perspective...maybe a scaling effect (i.e., thorned rose takes 10% of everyone's max health, Hot Dog Stand heals 10% of health, etc.)?
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Comments
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Dupe a hundred times over -- look up clones in the suggestions group0
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Yes, it's been one of those issues that has been repeatedly brought up since the first month. I assume they are aware of it, but have other pressing issues that would rather attend to.
I used to hate the Latverian board, but now I wonder how good that board would be with OBW in tow.0 -
+9 to total attack doesn't do much for anyone, even OBW.
Sorry for the duplicate, I generally don't stray too far from the general discussion area.0 -
Didn't they nerf those strike tiles at one point? I remember them being a pain in the **** a while ago.0
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Oh yea, you might be right.
Plus I had much weaker characters back when I used to go on that environment, so the strike tiles probably seemed more deadly than they were.0 -
City Tiles are the only ones that are truly useless. They should scale with MMR. So if you are a noob, you get the +50, but if you are godly, you get +1000.0
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Maybe it was when strike tiles stopped being triggered for every match in a cascade.0
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I was recently playing in the City and got the last opponent down to sub 40% health and stunned. Used Hot Dog twice before Retribution.
The way it played out in my head:
The epic battle comes to its climax!
Wolverine is lying stunned, awaiting the final blow.
Punisher: "hang on.... hot dogs. Om nom nom." *BLAM*
"Let's go home."
My wife didn't think it was anywhere near as funny as I did.0 -
Things that would work better
Overall I'd like to see costs rebalanced to ~ minor environment ap cost (X) & major ability cost (2.5*X)
In most areas games never last long enough to hit 200+ en ap. Major abilities need to be cheaper and reasonably strong to balance against the build time and opportunity cost (2-3 minor effects much sooner in the fight)
City
Hot Dog Stand
% health healed. Probably ~15%.
Narrow Alley:
Same effect, Reduce cost, ~135.
Forrest:
Thorned
Reduce AP gain (...5 is just alot...3 would still be desirable) , change to %(2-4) health reduction with a flat minimum of 100.
Forrest Fire
Reduce cost to 125, limit ap loss (-5?).
High Tech
Contain:
No change - In a good place - cost / benefit wise.
System Failure
Half cost (120), effect stays the same.
Latveria (Castle)
Lat Terrain:
Increase strength of strike tiles or just redo the effect.
Doom Gambit
Reduce cost to ~100, reduce stun duration, leave aoe dmg.
Winter / Mountain
Snow Drift: Fine as is.
Cold Snap: Fine as is. (possibly slight increase to 110)
Desert
Oasis - Fine as is
Sandstorm - Reduce to 125, reduce Crit tiles to 4-5.0 -
Ha Ha, last time I used it, I pictured spiderman swinging in, grabbing the hot dog, and just trying to smash it into his mouth. Then it all falls out cookie monster style. Maybe that's why he only heals 50 health.0
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I've mentioned this in suggestions.
It definitely needs looked at...
To fix the forest I would also make thorned rose a percentage of health. +5 ap in everything is a lot, make it so people have to make a tough decision on whether to use it, like when you were staying out0
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