dr tinykittylove wrote: One of the people who completed it just before I did (on the leaderboard) had a 2/2/3 fury. Nice work, person!
IceIX wrote: mags1587 wrote: So why not limit the player to one team up? And why still allow the player to use boosts? The more I think about this the more limiting and random it seems instead of an actual challenge. Thinking about how this might play out when they fix the implementation and remove the AI's team up... assuming a basic level of competence in matching gems, it's really going to come down to how the tiles fall. I don't know, like I said, I'll have to see how it plays out. We would need to make a client change to do that. Currently, if Team-Ups are enabled, you can carry 3. If the opponent has Team-Ups enabled, it is chosen randomly from a listing within that chapter. Without making client changes, our choices are to either disable Team-Ups throughout the chapter or enable Team-Ups for the player in the 4* node. We don't want to do either for similar reasons, in that a client change will not come within the next couple weeks (next version is already in at 1st parties, version after is pretty well in the can). What this means is that this would become the new status quo and changing it *again* will be a nerf to how players perceive the Daily Quest. Disable all TUs - Non-forum checking players will notice the lack in the 4* node, probably not the rest of them. When turned back on for the rest of the nodes, players will notice that things got more difficult due to the Team-Up appearance. Cue gnashing of teeth as we ninja buffed DDQ nodes. Enable player TUs - Players will get used to being able to use Team-Ups for the node, then have them ripped away again when the client update allows us to change things as we would prefer. Cue player rage as an "impossible" node was made doable and now Everything Is Ruined Forever due to lack of TUs again. Yes, we can always make an MotD for the change. But you'd probably (not) be shocked at how many people tap past those things time after time without reading.
mags1587 wrote: So why not limit the player to one team up? And why still allow the player to use boosts? The more I think about this the more limiting and random it seems instead of an actual challenge. Thinking about how this might play out when they fix the implementation and remove the AI's team up... assuming a basic level of competence in matching gems, it's really going to come down to how the tiles fall. I don't know, like I said, I'll have to see how it plays out.
Dragon_Nexus wrote: I have a 2/5/5 Fury, so I expected to do well on this one, despite him being level 166. Just had to last long enough for 10 blue on my end. First fight was a wash, Magneto got a lucky double 5 cascade on his first turn that gave him 9 blue and 9 red. He used his red and I was down to 1000HP. Just gave up then and there. Beat him on the second go, though. Really does seem to come down to covers more than levels. Once I got Demolition down Mags was out when he matched a trap. I reckon I'd have completed the previous one had my XFW not been covered 1/3/5. 5 covers in Surgical Strike woulda won it for me.