Minor Punisher Buffs (for flavor not power)
akboyce
Posts: 285 Mover and Shaker
Punisher is great and this is not another let me pick where to blow up with his green suggestion. I am sure you guys tested that and that it was too powerful. However I do have two small tweaks.
Judgement -
The random location will never be an edge tile.
This is a very small buff but would make his Judgement just a bit more satisfying to see visually. It is always a bummer to see this sweet rocket launcher attack hit an edge tile and thus blow up 3 less tiles. IT is REALLY unsatisfying when it hits one of the four corners and only blows up 4 tiles. This is mostly a visual and satisfaction change but it does make him blow up more tiles and thus do more damage so it is technically a buff.
Molotov Cocktail -
Fire continues to burn when Frank is stunned or downed.
This one is a moderate power increase but the reasoning behind it is pure flavor. I love the flavor of this attack and it is one of the most flavorful attacks in the game. He hits you with fire and unless you put it out it will continue to spread. AWESOME! However a bit of this flavor is lost with stuns. How does stunning Frank pause the fire? The other count down tiles not counting down when stunned work with the flavor. They are taking aim or powering up to launch an attack so stunning them should stop it. But with this one its not Frank doing the action its the fire. It should continue to burn when he is stunned and if not too over powering even after he is downed. This would also make the decision on how to build him even more interesting. Those 2 turn count downs become REALLY tempting when they stick around after death and avoid Spidey stuns.
I love the Punisher but I think he will be even more satisfying and interesting with these changes. They are minor buffs (other than sticking around after downing) but should not have major impact on his overall power.
Judgement -
The random location will never be an edge tile.
This is a very small buff but would make his Judgement just a bit more satisfying to see visually. It is always a bummer to see this sweet rocket launcher attack hit an edge tile and thus blow up 3 less tiles. IT is REALLY unsatisfying when it hits one of the four corners and only blows up 4 tiles. This is mostly a visual and satisfaction change but it does make him blow up more tiles and thus do more damage so it is technically a buff.
Molotov Cocktail -
Fire continues to burn when Frank is stunned or downed.
This one is a moderate power increase but the reasoning behind it is pure flavor. I love the flavor of this attack and it is one of the most flavorful attacks in the game. He hits you with fire and unless you put it out it will continue to spread. AWESOME! However a bit of this flavor is lost with stuns. How does stunning Frank pause the fire? The other count down tiles not counting down when stunned work with the flavor. They are taking aim or powering up to launch an attack so stunning them should stop it. But with this one its not Frank doing the action its the fire. It should continue to burn when he is stunned and if not too over powering even after he is downed. This would also make the decision on how to build him even more interesting. Those 2 turn count downs become REALLY tempting when they stick around after death and avoid Spidey stuns.
I love the Punisher but I think he will be even more satisfying and interesting with these changes. They are minor buffs (other than sticking around after downing) but should not have major impact on his overall power.
0
Comments
-
Yep, many of us already stated how baffling it is that molotov doesn't burn on its own but requires assistance from Frank. The could have countdown tiles with controller set to NULL so become independent.
For the shot, that was also discussed a lot, I keep my original suggestion that it could hit the edge or even miss entirely, but it is bad idea to make every tile's chance the same. Instead it should look like the usual shooting outcome: chance to hit near the center is way more. For simplicity I'd use just 4 zones:
- the 4 corners
- the rest of the perimeter
- 1 tile inside the perimeter
- the remaining 4x4 center area
An d make the chance to hit in the areas: 1:9:25:65.0 -
Just as a note, the Ares sunder bug shows the game is okay with countdown without existing owner. So molotov could just be created that way to start with.0
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With Punisher stunned, the opponent could focus on keeping the fire from spreading. It's not a great explanation, but it somewhat fits.0
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