Episode 4: Iso-8 Brotherhood Discussion
Comments
-
I just realize the boost only provide 1 ap instead of 3... which make the game a bit harder without enough boost to fight against Ares / Jugg combo... but after numerous try hard effort i manage defeat them somehow xD0
-
Can't boost spidey blue, so switch to MN Mags to get pinks, AI Rags and Ares ignore Red and Green and only goes for pink that I need.....****, reprogram the AI to get the colors they DONT need but for the colors I need?.....garbage0
-
I thought you could use multiple boosts of the same, but it doesn't seem to be the case.0
-
For Russia.
Guys, are you very certain that each mission has 5 stacks?
Meaning the first gives you 100%, the second gives you 80%, third gives you 60% etc?
Because if that is the case, then I can garantee that the stacks do not reset at 8 hrs.
It has been more than 8hours since I did that last mission. Yet I still only have 4 stacks.
That same mission gave me like 400, 300, 200, 100 points.0 -
Kyoku wrote:Roya PQ wrote:I thought you could use multiple boosts of the same, but it doesn't seem to be the case.
You can to use multiples of the 9 new boost. Just not multiples of the old retired ones.
I tested by trying to do multiples of "+1 yellow and red AP which is a new boost and it wouldn't let me use more than 1.
Except, I just used the +1 boost button. Interesting. I get it now. You can still get +3 yellow and red AP in one slot, by clicking on the +1 boost underneath it.0 -
I just finished for the morning. I will be checking my stacks in eight hours, and then 10 to see if they have regenerated.
If they are 12 hour stacks then I should not see any substantial point gain before the event ends. We will see if any of them rise above the low 100s in point totals.Roya PQ wrote:Kyoku wrote:Roya PQ wrote:I thought you could use multiple boosts of the same, but it doesn't seem to be the case.
You can to use multiples of the 9 new boost. Just not multiples of the old retired ones.
I tested by trying to do multiples of "+1 yellow and red AP which is a new boost and it wouldn't let me use more than 1.
Except, I just used the +1 boost button. Interesting. I get it now. You can still get +3 yellow and red AP in one slot, by clicking on the +1 boost underneath it.
You can stack 5 of the +20% match damage into one slot, I think. Could be interesting in future events when we have 30 of them stocked up.0 -
The boosts seem to vary. I was able to do 5 or 6 of the critical (I think I had 21 of them) in a stack, 5 of the +10% red/yellow, three of the +1 green/black.0
-
Boosts can stack up to
+3/+3 for the AP boosts
+50% for the X/Y damage boosts
+100% for the all damage boosts
+150% for the critical damage boosts
The boost for all damage is awesome. I used 3 for a +60% bonus against a tough Ares/Juggernaut/Moonstone team in pve I couldn't beat and it was a walk in the park after that.0 -
Knock3r wrote:Okay, I see that long-time dedicated players are defending that the matches are "doable" and that lvl 230 fights are nothing new, but I think the important question is, is it still fun?
Sure, we can still beat them but I've personally limped in on this PvE because every match being lvl 230 is more like a tedious chore. I was already tired of it on Day 1. Every match is either about stun locking or stealing AP, or else one slip up and the game's practically over. It's becoming a one note, one-sided battle where the whole point of a match is to game the board in order to not let the AI attack at all. And while some might argue that's the whole point of MPQ, it's not fun for me.
I could not agree more. I could try, but I would fail.0 -
Match damage accounts for 20% of my overall damage. 80% of my damage is from Powers.
Even if you double match damage, unless it is a crit, I don't see how it would help with damage.0 -
It's a bit grim. When there were only 1 or 2 230x3 fights in the entire event, it felt like a special challenge and was kind of exciting. Now, it's just kind of a thankless slog.
They should probably build some boss-only abilities into the game. If the baddies had, say, resistance (ala PQ 1) built into their bodies, then there would be a chance at any given time that an ability would whiff against them. Then they wouldn't have to be OHK machines, because you wouldn't be guaranteed to successfully stun or AP drain them every time. The fights could go longer, lower level bad guys could be more challenging, and there would be another aspect of play to strategize past.0 -
Unless you're running some kind of infinite combo, match damage accounts for way more damage than people give them credit for. In Simulator Basic, my boosted characters were doing significant damage on just their match 3s even against the level 230X3s.0
-
Moon 17 wrote:It's a bit grim. When there were only 1 or 2 230x3 fights in the entire event, it felt like a special challenge and was kind of exciting. Now, it's just kind of a thankless slog.
They should probably build some boss-only abilities into the game. If the baddies had, say, resistance (ala PQ 1) built into their bodies, then there would be a chance at any given time that an ability would whiff against them. Then they wouldn't have to be OHK machines, because you wouldn't be guaranteed to successfully stun or AP drain them every time. The fights could go longer, lower level bad guys could be more challenging, and there would be another aspect of play to strategize past.
They can just turn Ragnarok into Mech-Ragnarok and his passive would be like chance, or even immunity, to any special status effects (AP drain, stun, whatever). That said I don't see how you can easily incorporate that with any other character. With Ragnarok it works because he actually has a third slot available for a new power.0 -
Moon 17 wrote:It's a bit grim. When there were only 1 or 2 230x3 fights in the entire event, it felt like a special challenge and was kind of exciting. Now, it's just kind of a thankless slog.
They should probably build some boss-only abilities into the game. If the baddies had, say, resistance (ala PQ 1) built into their bodies, then there would be a chance at any given time that an ability would whiff against them. Then they wouldn't have to be OHK machines, because you wouldn't be guaranteed to successfully stun or AP drain them every time. The fights could go longer, lower level bad guys could be more challenging, and there would be another aspect of play to strategize past.
I am very much looking forward to Puzzle Quest 3 based on what they have learned from this debacle. Imagine a non- freemium app in a post- Candy Crush and Puzzles & Dragons world. New chapters added consistently instead of one-off events that disappear. No boosts whatsoever. No forums, maybe. Landscape mode...0 -
Ghast wrote:Moon 17 wrote:It's a bit grim. When there were only 1 or 2 230x3 fights in the entire event, it felt like a special challenge and was kind of exciting. Now, it's just kind of a thankless slog.
They should probably build some boss-only abilities into the game. If the baddies had, say, resistance (ala PQ 1) built into their bodies, then there would be a chance at any given time that an ability would whiff against them. Then they wouldn't have to be OHK machines, because you wouldn't be guaranteed to successfully stun or AP drain them every time. The fights could go longer, lower level bad guys could be more challenging, and there would be another aspect of play to strategize past.
I am very much looking forward to Puzzle Quest 3 based on what they have learned from this debacle. Imagine a non- freemium app in a post- Candy Crush and Puzzles & Dragons world. New chapters added consistently instead of one-off events that disappear. No boosts whatsoever. No forums, maybe. Landscape mode...
This game's mistakes seems to be similar to a newbieish MMORPG in PvP. Just like there's a reason why crowd control only last a very short time when used on players and healing is reduced significantly fighting players, the same really applies to this game as well. Also, I think the devs didn't realize that PvE in this game is still PvP, because all the major awards are placement based, not progression based. In a progression-based reward, it really doesn't bother me if you can super cheese your way past some otherwise impossible encounter, as long as I can beat it too. In a placement-based reward system, it is obviously something I should care about because that directly affects what I get too.0 -
I've all but given up on this now. Note: this isn't a complaint, I'm just sharing where I'm at.
I've tried and failed to beat several levels, leading me to realise I either don't have the roster, or the game, or both, to compete. Lvl 180+ Ares / Jugs on most levels just isn't funny. But what is equally frustrating is that if / when I do win, it takes about 10-15 mins of carefully controlling a board and chipping away at their health to do so. It takes far too long. The match three mechanic gets fairly tedious fairly quick in that scenario.
I've enjoyed previous episodes, but this one has lost me. I hope future episodes take a different approach.0 -
I tanked hard this time and managed to drop the levels significantly. The only that is at 230 is the last mission with the Subject, Empiricist and Control with the others being 100-130. I am currently #3 in main, but since I will be away from during weekend #1 and Wolvie is out of the question. This is the first event I competed for top 5 so it's sad to see it end like that. I still hope for a top 10 and the red Punisher at 110, but I doubt I'll make it.
I think I read a post yesterday or today that it is more efficient to do the missions with lower points first and then move up to the more juice ones. Is that true?0 -
Narkon wrote:I think I read a post yesterday or today that it is more efficient to do the missions with lower points first and then move up to the more juice ones. Is that true?
It doesnt matter I think, everytime you complete a mission the rubberbanding decreases the value of the other missions equally. Maybe you win-lose a few points in the process, but unless you are amiming for top 10 and the 11th guy is less than 100 points behind, you shouldnt care.
I tend to do missions depend on enemy levels. If they are at level 180-190 on the tougher mission I do that first before it skyrockets to 230 and when it reach that point I do the lower missions instead.0 -
Narkon wrote:I tanked hard this time and managed to drop the levels significantly. The only that is at 230 is the last mission with the Subject, Empiricist and Control with the others being 100-130. I am currently #3 in main, but since I will be away from during weekend #1 and Wolvie is out of the question. This is the first event I competed for top 5 so it's sad to see it end like that. I still hope for a top 10 and the red Punisher at 110, but I doubt I'll make it.
I think I read a post yesterday or today that it is more efficient to do the missions with lower points first and then move up to the more juice ones. Is that true?
How many times have you tanked each mission? I try to tank sporadically without much success: I just tried it on the 230 Moonstone/Ares mission, and retreating 3 times dropped it from 230 to 209, but subsequent retreats haven't done much.0
Categories
- All Categories
- 44.8K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.2K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.6K Magic: The Gathering - Puzzle Quest
- 503 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 421 MtGPQ Deck Strategy & Planeswalker Discussion
- 298 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.6K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements