PVE: Webbed Wonder (2016-04-11 to 2016-04-14)
Comments
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FYI, Sub 3 is worth 6502.
Survival nodes are:
1. The 3* Spidey Essential node (3 waves of Symbiotes, with Ock in the last wave. Beware of the 1st wave, with 3 of those pink dogs symbiotes.)
2. The last Hard Node, Case Closed. (4 waves of EVERYONE from this event). This is one that gives the Howard cover, his . Only one reward here, you get it the 1st time.
As far as I can tell, there's only one node that give the CP reward, the 4* essential. It looks like the Howard cover took the place of the other one in the last node.
Story is still entertaining, it's like one of the mapcap hotel scenes from a French farce movie or the Pink Panther films, only with Symbiotes.0 -
Quebbster wrote:markcoen01 wrote:Exit, Stage Right - Help! What team to use to take down a level 241/242 Kingpin, Muscle, and Hood. I tried Red Magneto, Iron Fist, & Luke Cage.....wiped. Then tried 3* Spidey, 3* Deadpool, & Hulk.....wiped.
Any team suggestions please? And thanks!
I was in similar case as OP ... tried 3 teams (boosted, high health teams) and failed every time. With King/Hood/Muscle all 200+level, I was thinking I needed all guys 200+ level.
Thanks to this reply, I tried Fist (lvl 153), IronMan40 (170) and Daredevil (172) with +2 yellow/red and +2 all. (Daredevil to stun since my SR is not high enough yet, and I like killing the tiles with his ). Grabbed 1 yellow match on opening move, feed ... in two turns I was able to lock down Kingpin, and beat on Hood. it was actually easy this time around.0 -
Sub 3 Details below. I assumed the Spider-Man essential was worth the same amount as the other 2 essentials, so I forgot to write it down before trying to get the list of wave enemies. I calculated the value assuming the total points are 6502.
- Sub 3
- Knock Knock (100)
Carrier, Mutation, Carrier - Swipe Left
- Dropping By (332)
Demolisher, Doctor Octopus, Mutation - H.A.M.M.E.R.'s Revenge (166)
Assasin, Moonstone, Carrier - Return Engagement (266)
Don, Mutation, Muscle - Terrible Combo (365)
The Hood, Lieutenant, Horror - Kingpin of Slime (415)
Kingpin, Venom (Dark Avengers), Demolisher - Call Me, Maybe? (515)
Doctor Octopus, Carrier, Carrier - Case Closed (1720)
- Wave 1: Soldier, Analyst, Grenadier
- Wave 2: Don, Hitman, Muscle
- Wave 3: Horror, Carrier, Demolisher
- Wave 4: Doctor Octopus, Moonstone, The Hood
- Essential: Legendary (664)
Yelena, Sentry, Kingpin - Essential: Rare (1395)
- Wave 1: Mutation, Mutation, Carrier
- Wave 2: Demolisher, Carrier, Demolisher
- Wave 3: Doctor Octopus, Horror, Horror
- Essential: Uncommon (664)
Assasin, Horror, Hitman
- Dropping By (332)
- Knock Knock (100)
0 - Sub 3
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If sub 3 is only worth 6500, then 3x full clears should be just a bit short for the max prog reward.
I have about 19k now with 1 clear left in sub 2.
So i will enter sub 3 at 23ishk. 6500x3=19500.
So that would be about 52.5k for 3 full clears in each sub. Grinding the cp nodes will probably get me over the top (though I really don't want to grind that hood/kp/muscle node)0 -
markcoen01 wrote:Exit, Stage Right - Help! What team to use to take down a level 241/242 Kingpin, Muscle, and Hood. I tried Red Magneto, Iron Fist, & Luke Cage.....wiped. Then tried 3* Spidey, 3* Deadpool, & Hulk.....wiped.
Any team suggestions please? And thanks!
I did SWitch, Spidey and Deadpool. Feed those purples to Deadpool for Whales. Focus on purples then red second (Unless you're using Whale points).0 -
I went with my strongest team of 4thor/im40/iceman. could not get yellow to save my life. took forever and took a ton of damage, but I finished it. pulled cp out first go. haven't decided if I revisit it again.0
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Vhailorx wrote:If sub 3 is only worth 6500, then 3x full clears should be just a bit short for the max prog reward.
I have about 19k now with 1 clear left in sub 2.
So i will enter sub 3 at 23ishk. 6500x3=19500.
So that would be about 52.5k for 3 full clears in each sub. Grinding the cp nodes will probably get me over the top (though I really don't want to grind that hood/kp/muscle node)0 -
jackstar0 wrote:Vhailorx wrote:If sub 3 is only worth 6500, then 3x full clears should be just a bit short for the max prog reward.
I have about 19k now with 1 clear left in sub 2.
So i will enter sub 3 at 23ishk. 6500x3=19500.
So that would be about 52.5k for 3 full clears in each sub. Grinding the cp nodes will probably get me over the top (though I really don't want to grind that hood/kp/muscle node)
Damn, gave myself 10k points out the ether.
So 3x full clears might be well short of the max prog reward? Time to start eating at the devs right?0 -
Vhailorx wrote:jackstar0 wrote:Vhailorx wrote:If sub 3 is only worth 6500, then 3x full clears should be just a bit short for the max prog reward.
I have about 19k now with 1 clear left in sub 2.
So i will enter sub 3 at 23ishk. 6500x3=19500.
So that would be about 52.5k for 3 full clears in each sub. Grinding the cp nodes will probably get me over the top (though I really don't want to grind that hood/kp/muscle node)
Damn, gave myself 10k points out the ether.
So 3x full clears might be well short of the max prog reward? Time to start eating at the devs right?
Also, grind all you can.0 -
Not spelling, need to check my autocorrect. Apparently my phone things raging=eating. . .
Or do you mean ether? Fine. Aether!0 -
Purple cover Howard for last node (Case Closed) on day 3. 4 waves. First wave all goons. I used IM40, KK and 3*Cap. Plenty of time to generate AP without any issues.0
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I'll keep saying it.. The 'Exit stage right' is yet another glorious example that pairing feeder goons with active characters is fundamentally broken. Especially since the scaling is ridiculous;y broken as well again(*).
Seriously, good luck gathering AP when Kingpin destroys it and Hood steals it, while the Muscle keeps feeding yellow for unlimited Maggia pawns and Twin Pistols. (If he doesn't turn them into overpowered himself).
(*: I'm facing level 242s with my boosted level 263 3* spidey as highest char, then 2 unusable 5*s sitting at level 256/255. After that, a gap towards a some boosted 2*s (214 Wolvie, 193 Moonstone/Ares). They should add 'Broken' as a level difficulty indicator ).0 -
DeNappa wrote:I'll keep saying it.. The 'Exit stage right' is yet another glorious example that pairing feeder goons with active characters is fundamentally broken. Especially since the scaling is ridiculous;y broken as well again(*).
Seriously, good luck gathering AP when Kingpin destroys it and Hood steals it, while the Muscle keeps feeding yellow for unlimited Maggia pawns and Twin Pistols. (If he doesn't turn them into overpowered himself).
(*: I'm facing level 242s with my boosted level 263 3* spidey as highest char, then 2 unusable 5*s sitting at level 256/255. After that, a gap towards a some boosted 2*s (214 Wolvie, 193 Moonstone/Ares). They should add 'Broken' as a level difficulty indicator ).
Might be worth taking one of those 5*s into the march. They won't contribute any powers, but their high match damage should help you drop hood quickly even if you can't collect ap. There are basically two priorities in that node:
(1) drop hood so you can collect ap; and
(2) prevent muscle's threaten from going off.
Kingpin is irritating, but clearly the lowest priority.
Use anything that will let you drop hood quickly without ap (e.g. 5* match damage, daken, blade, if) and bring some self-acceleration into powerful abilities to drop the muscle (e.g. imhb, or 3* cyclops, or even switch with a good purple user).0 -
DeNappa wrote:I'll keep saying it.. The 'Exit stage right' is yet another glorious example that pairing feeder goons with active characters is fundamentally broken.
It's definitely an odd system where named characters are probably the least threatening enemies you can face since you can just deny them. Then come goons where you'll either take no damage or all the damage depending on your gem layouts. Finally is both together where you can't deny so villains get to just murder you with their powers. I have no idea how Doctor Octopus was generating 12 green every turn but it sure was painful.0 -
Just want to say that I find it amusing that they finally have an Aunt May character display during the dialogues.
4* Aunt May coming next with her own story!0 -
markcoen01 wrote:Exit, Stage Right - Help! What team to use to take down a level 241/242 Kingpin, Muscle, and Hood. I tried Red Magneto, Iron Fist, & Luke Cage.....wiped. Then tried 3* Spidey, 3* Deadpool, & Hulk.....wiped.
Any team suggestions please? And thanks!
I used my standard Grey Pajamas Black Widow/Angry Emo Teenage Scarlet Witch/Rolling Bald Guy Professor X.
With SW's , and managing a few matches beforehand, I can usually splatter enough on the board to trigger Prof X's (which generates some ) a couple of times, then BW's . I kill Hood first; I hate my AP being stolen, especially by a dweeb wearing a ratty cape. The goon goes next, then Kingpin.
With a slight amount of luck, by ~turn 5 or 6 the enemy basically gets no more turns.0 -
The last node for Howard's cover had scaled me level 167 opponents. Is it ever remotely possible for me to beat that with low championed 2* and a 2 cover 5*? I've tried and only just almost finished wave 2. Why would that scale me so high.0
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Breadsticks wrote:The last node for Howard's cover had scaled me level 167 opponents. Is it ever remotely possible for me to beat that with low championed 2* and a 2 cover 5*? I've tried and only just almost finished wave 2. Why would that scale me so high.
which node is it exactly? I am only playing for that worthless cover for no good reason0 -
Breadsticks wrote:The last node for Howard's cover had scaled me level 167 opponents. Is it ever remotely possible for me to beat that with low championed 2* and a 2 cover 5*? I've tried and only just almost finished wave 2. Why would that scale me so high.
General rule of thumb is that a good team can punch ~100 levels over its own weight.
So level 167 opponents should be doable with a good team of championed 2*. Happy to make some suggestions if you can give a bit more info about your roster.
As for why it's scaling so high, this even is the using the old scaling system so you are probably suffering from the 5* penalty. The system keys of of levels, and 5*s significantly changed the way leveling worked (starting much higher and gaining a flat number of levels per cover), so even a 1 cover 5* starts out around the same level as a maxed 4* (by contrast a 1 cover 4* starts off lower than a max 2*!). It's a real problem that should have been obvious to the devs when they were designing 5*s last summer; but somehow it has taken months and months to fix. (and now that the 'fix' is finally here, it's sparked about a million pages of angry comments because the new "smooth" scaling system is so stupid).0
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