*** The Hood (Classic) ***
Comments
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i completely agree that hood's yellow change is ridiculous and instead should do one of 3 things:
1. take away enemy ap as someone else suggested instead of gaining ap. thorrette problem solved.
2. keep it as a single target nuke as proposed but not end the turn (and lower ap cost by 1-2)
3. if you MUST end his turn, instead of doing close to 6k max to one target, do 3.5k-4k to the entire enemy team then end the turn (and lower ap cost by 1-2).0 -
I'm fine with the change to no AP gain, but instead gain more damage in addition to the board shake up.
However, I think it's ridiculous to pay 15 AP for an ability that ends the turn. Especially when it leaves your weakest character in front and the opponent has a chance to utilize the board shake up before you do.
If I have to compromise by having it not end the turn only at level 5, well I can live with that.0 -
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I'd be fine with this change (hey, big damage skill on Hood? I love it!) but ending the term after major board-shakeup is just wrong. I'm sorry, but this isn't Supernova. This isn't even the old "get enough AP to potentially end the match on your next turn" like old Twin Pistols or Force Field Crush. It's just 380 damage/AP and some board shakeup. Some good board shakeup, but nonetheless, this should not end the turn. Why would it? It made at least some sense with the old twin pistols, but now it just doesn't.0
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Hood's yellow always sucked and that's why I respecced my first one and both of mine are geared towards 3-5-5 builds.
Insane cost? Check. Low damage for AP cost? Check.
The only time I'd ever use yellow is if I happened to find myself with a ton of it, or if I already had a fair bit and wanted to remove a cluster of enemy special tiles I might work towards it a bit more.
Seriously peeps, these nerfs could have been a whole lot harder than they are. Yellows change isn't great but it's hardly the reason anyone brings him to the party.0 -
I get the anger/confusion of the "let's nerf Hood right after an event handing out tokens for him, that people might have thrown away" because the timing, once again, is TERRIBLE. I really don't get how the seem to be totally oblivious to stuff like this, after all this time.
Outside of that, the changes could have been worse. But I am not sure if that means they are good, or simply that I feel the developers could really have screwed it up, and because they haven't, I am Ok with it.0 -
I'd be fine with it doing less damage at five covers and not ending the turn, if they feel the maximum damage is too high now. I'd rather they rebalance the skill so it never ends the turn. This simply doesn't compare to the massive effects of bubble crush (when used properly) and supernova at all.0
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I guess they decided Hood's blue was so good his other skills should really suck? Even with this change, people aren't going to stop using Hood. I do agree that it shouldn't end the turn, but I'm not too too upset about it.0
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To clarify, I think the change of AP gain to damage is justified due to Thor exploit. I also think ending the turn kills the ability, however. Like I explained before.0
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First of all, I more or less agree with WR's changes, now it will be more difficult to Sentry Bomb but he still can win a match, so he is still good, but not that good. I don't get why the nerfed yellow that much, they should have lowered damage or make him get more self-damage but not both. Now he needs the tile in the board for 4 turns to justify its use, which it is a bit too much I think. Yellow now only works if you are going to use WR which is something I don't like. Sacrifice before was a very good ability, now it is just a complement for WR.
Then we have The Hood's yellow. I don't use the ability that much, but I don't undestand why they nerfed it so hard. Ok, for some reason they decided that it needed to be changed (maybe it was because of Thoress or maybe not, who cares), but now it makes less damage than e.g. Magnetized Projectiles, for more AP and it ends the turn. I don't get it. We know The Hood is already great just with his blue, and maybe you don't want to give him another great ability, but Twin Pistols should not be that ****, it should not end the turn or be less expensive (12 probably).
But hey, I am still waiting the devs to rise Magnetized Projectiles damage a little bit, as they used the 144 old Magneto as a reference for the damage of the new version of the ability ( do you remember devs ? )
And we need the respec option after a nerf. I said it after Spidey nerf. I said it again after Magneto's nerf and I am going to say it again now. RESPEC OPTION please.0 -
I'll definitely say that the Hood's yellow is kind of an afterthought. I'll also say that him being able to do some real damage has a use - right now he's strictly a support character and if your main damage dealer(s) get downed you're kind of stuck. Giving him a damage ability isn't the worst thing in the world - I kind of like "Twin Pistols" as it is, but a change would not be unwelcome in general since I hardly ever use it.
What is unwelcome is the combination of these two factors - its expense and the fact that it ends the turn. If either of them went, I'd be okay with it. But for 15 AP with a major drawback - it sucks. It is about on par with Hulk's "Smash," I think - something you will use once in a blue moon because it is at once both too expensive and has too many drawbacks.
What's weird is I see positively no problem with the Hood as he currently is - sure DA is one hell of a power, but I don't think it's OP attached to the character as he currently is. I guess if you're absudly lucky you can create a"Twin Pistols" loop with charged tiles, but I don't see that as happening with any frequency - it is nearly impossible to get going and I can't see it being particularly sustainable unless you've got the luck of the gods. And if you have the luck of the gods, you'll get one of those massive cascades and end the game anyway.0 -
Have to agree with everyone else that the Hood got the shaft on this one. Why nerf his ability so deeply?0
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I think Twin Pistols will have very little effect on the game. Yes it is expensive but it should be since Hood steals so much AP. If you are ending up to use Twin Pistols it is probably because your other characters have died and he is all that is left, or you did not bring a yellow user. Either way it will be late in the match. 5K damage is nothing to sneeze at as it could down the final character or close to it. Overall it should no longer end turn. If it still generated AP I can understand the trade 15 AP for 18 AP is fair. 5K damage for 15 AP is ok, but to end the turn kind of sucks.
Overall I prefer the 5k damage over the AP generation, but I am sad that the Dev's think this power needs to end the turn.0 -
There is one problem with offering a free respec on Nerf.
How do you fairly weed out those who DIDN'T deserve one?
Example: My Hood is currently 5/3/5 because Blue won't drop on token pulls & EVERY TIME HOOD IS AWARDED, Blue is either top 5,10, or 25 & it's a TINY KITTY BLOODBATH!
Now, let's say they let everyone respec after the nerf, well would I who definitely don't deserve a respeced Hood (as much as I want one) be able to respec mine to 3/5/5?
I'm sure some people are going to think "well the developers can look up what my ranking was in (X) Event that offered Hood rewards, and see I should be able to respec him!" To that I say "How does the developer know those covers were not the final 4 you needed to get your Hood to this point?"
Now, don't get me wrong, I do think it's B.S. that we just had Hood rewards very recently and now they have announced this change. Would you feel better if they timed an event that rewarded Hood covers for the day the nerf goes into effect? They could even offer Yellow as the top tier reward (because many people are going to want to go 3/5/5 now.)
Let's not dwell on the past (or present in this case since we still have over a week left till this change goes into effect.) Let's think of ways that could fairly make this a more pleasant change than prior nerfs.0 -
Let me just add my voice to the chorus:
Sentry changes seem reasonable, I am OK with them.
Hood: I can understand removing the AP gain from his Twin Pistols but there is no need for it to end the turn. 15 AP is too high a cost for a move that will end your turn and put the very squishy Hood in front of the team, ready to be pummeled by the enemy. Please remove the TP end-of-turn. I would even accept reduced TP damage if you got rid of the end-of-turn.0 -
I'll also add in here.
Twin Pistols does not need to have "ends turn". There is no reason for that.
Something needed to happen with 4hor's Power Surge and Hood's Twin Pistols, as I explained here. Twin Pistols could reliably collect 30+ AP from charged tiles, usually with enough AP to repeat the cycle.
Probably a good thing this is happening now -- 4hor/Hood would have been worse than Sentry.
The increase in damage is a nice compensation for the loss of AP generation. But this didn't need "ends turn", especially at level 5.
Sentry changes look fine to me.0 -
Pwuz_ wrote:There is one problem with offering a free respec on Nerf.
How do you fairly weed out those who DIDN'T deserve one?
I don't see this as even slightly a problem, especially since Hood is almost certainly on the shortlist of characters most likely to be vaulted. If a few people who already have 13 characters get to respec without "deserving" it, it doesn't really bother me in the slightest.0 -
I think it ends the turn because you just laid down 5k damage and created a massive cascade that results in lots of AP still. Remember just the 18 tiles you destroy from Twin Pistols doesn' t get you the AP not the cascading results. So if charged tiles are the thing of the future, and I really do thing we will be getting more character that charge, (none until 4* Thor fully released) a resulting cascade with charged tiles on the board could still lead to degenerative things. Furthermore well placed pistols can net you the AP you want, think about how much AP you generate from a good Polazring Force from C.Mags? If I was close on some skills that usually puts me over the edge to just go off, I think that is why it ends turn. It's how you balance the Hood without really fixing him. Make him exposed to damage and reduce some of this AP generation.0
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Does no one realize that if you properly place the pistols you can generate a massive cascade for yourself, setting you up to obliterate the AI on the next turn? The poll is very skewed as it does not offer views of a diferent opinion other than yours. I truly believe that this was done for one purpose, and that is that charged tiles are going to be a new character feature and not just with 4* Thor, and you laying down a well placed pistols that creates a cascade that results in massive AP due to chraged tiles woudl be insane, and if this is truly the case as I believe, then ending the turn is fair considering the next turn is death.0
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Remove the end turn from 5 yellow covers. Btw, if anyone didn't realize, even if you got a 5-match during the cascade your turn still ends.0
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