PVE: Enemy of the State (2016-06-09 to 2016-06-16)
rainkingucd
Posts: 1,433 Chairperson of the Boards
The New Mission Difficulty Test will occur during this run of Enemy of the State. The last run was also a test of the new system
Event Info
Powered Up
(Essential)
(New)
(New)
(Essential)
(Essential)
Progression awards:
Placement rewards:
Sub-Event Placement Rewards
Previous runs
PVE: Enemy of the State (2016-03-17 to 2016-03-24) (PVE Difficulty test: all participants received 3 bonus , and top 50 received 10 bonus
PVE: Enemy of the State (2016-01-07 to 2016-01-14)
PVE: Enemy of the State 22 Oct - 30 Oct
PVE: Enemy of the State (August 13-21)
PVE: Enemy of the State (July 9-17)
Enemy of the State - April 30 - May 8
Enemy of the State - Feb 18 - 24
Enemy of the State - Dec 23 - 29
Event Info
Episode 6: Enemy of the State
Length of Event: 7 days
Sub-Events? Yes; Alliance Rewards in Sub-Events? Yes
Number of Sub-Events: 6 Length of Sub-Events: 48 or 24 hours
Main Bracket Size: 1000 Sub Bracket Size: 1000
Unique Reward(s): 1000 ISO; EotS Recruit Token
Other Notes:
Length of Event: 7 days
Sub-Events? Yes; Alliance Rewards in Sub-Events? Yes
Number of Sub-Events: 6 Length of Sub-Events: 48 or 24 hours
Main Bracket Size: 1000 Sub Bracket Size: 1000
Unique Reward(s): 1000 ISO; EotS Recruit Token
Other Notes:
- There are Main nodes to open up the sub-events. These nodes are team-up nodes. The first sub-event's main node is repeatable for points only while Sub-Event 1 is open. All other main nodes to open the sub-events are one time only nodes.
- Enemy Types (Main): Wolverine (2*), Hammer Goons, Hand Goons
- This event introduced "Survival Mode". This is a node with waves of enemies. The number of waves per node and number of enemies per wave varies. Points are gained after each wave.
- Some wave nodes throughout the event give unique rewards of 1000 ISO or an EotS Recruit Token.
- Sub-Event 1: S.H.I.E.L.D. Base
- Number of Main Nodes to Open Sub-Event: 1
- Length: 48 hours
- Unique Rewards: 1000 ISO, EotS Recruit Token
- Sub-Event Nodes: 9 Total. 1 Team-Up (repeatable); 3 Regular (repeatable); 2 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
- Enemy Types: Wolverine (2*), Hammer Goons, Hand Goons
- Sub-Event 2: Avenger's Tower
- Number of Main Nodes to Open Sub-Event: 1
- Length: 24 hours
- Unique Rewards: EotS Recruit Token
- Sub-Event Nodes: 9 Total. 4 Regular (repeatable); 2 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
- Enemy Types: Wolverine (2*), Hand Goons
- Sub-Event 3: The X-Mansion
- Number of Main Nodes to Open Sub-Event: 1
- Length: 24 hours
- Unique Rewards: 1000 ISO, EotS Recruit Token
- Sub-Event Nodes: 9 Total. 4 Regular (repeatable); 2 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
- Enemy Types: Wolverine (2*), Hand Goons
- Sub-Event 4: Hell's Kitchen
- Number of Main Nodes to Open Sub-Event: 1
- Length: 24 hours
- Unique Rewards: None
- Sub-Event Nodes: 10 Total. 6 Regular (repeatable); 3 Essential (3 regular) (repeatable); 1 One-Time Only (team-up)
- Enemy Types: Gorgon, Wolverine (2*), Hand Goons
- Sub-Event 5: Hand Fortress
- Number of Main Nodes to Open Sub-Event: 1
- Length: 24 hours
- Unique Rewards: 1000 ISO, EotS Recruit Token
- Sub-Event Nodes: 9 Total. 3 Regular (repeatable); 3 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
- Enemy Types: Gorgon, Hand Goons
- Sub-Event 6: Nick Fury Rescue
- Number of Main Nodes to Open Sub-Event: 1
- Length: 24 Hours
- Unique Rewards: EotS Recruit Token
- Sub-Event Nodes: 9 Total. 4 Regular (repeatable); 2 Wave (repeatable); 3 Essential (2 regular; 1 wave) (repeatable)
- Enemy Types: Gorgon, Hammer Goons, Hand Goons
Powered Up
(Essential)
(New)
(New)
(Essential)
(Essential)
Progression awards:
100:
500: 100
1000: rainbow damage boost
2500:
5300: rainbow AP stockpile
8900: 250
13100:
18000: 250
23500:
29000: 250
35500:
42000: 500
49000: 50
56500: 500
64000:
71000: 1000
80500: 25
91500:
103500: 2000
116000: 25
500: 100
1000: rainbow damage boost
2500:
5300: rainbow AP stockpile
8900: 250
13100:
18000: 250
23500:
29000: 250
35500:
42000: 500
49000: 50
56500: 500
64000:
71000: 1000
80500: 25
91500:
103500: 2000
116000: 25
Placement rewards:
1: + rewards for 2-5
2-5: + rewards for 6-10
6-10: + rewards for 11-20
11-20: , 3000 , 100
21-50: , 2500 , 100
51-100: , 2000 , 50
101-200: , 1500 , 50
201-300: , 1000 , 25
301-400: , 500
401-500: x 3, 250
501-600: x 2, 250
601-800: , 250
801-1000: 250
Alliance rewards:
1-2: , 5000 , 250
3-10: , 5000 , 100
11-25: , 3000 , 100
26-50: , 2000 , 100
51-100: , 1000 , 50
101-250: 1000 , 50
251-500: 500 , 25
501-1000: 500
1001-10000: 250
2-5: + rewards for 6-10
6-10: + rewards for 11-20
11-20: , 3000 , 100
21-50: , 2500 , 100
51-100: , 2000 , 50
101-200: , 1500 , 50
201-300: , 1000 , 25
301-400: , 500
401-500: x 3, 250
501-600: x 2, 250
601-800: , 250
801-1000: 250
Alliance rewards:
1-2: , 5000 , 250
3-10: , 5000 , 100
11-25: , 3000 , 100
26-50: , 2000 , 100
51-100: , 1000 , 50
101-250: 1000 , 50
251-500: 500 , 25
501-1000: 500
1001-10000: 250
Sub-Event Placement Rewards
1-2: x2, 1000 , 100 , 2
3-10: , 1000 , 100 , 1
11-50: , 1000 , 50
51-100: , 1000
101-200: , 500
201-300: , 250
301-400: , 250
401-500: x3, 250
5ß1-600: x2, 250
601-800: , 250
801-900: 140
901-1000: 70
Alliance
1-10: , 250
11-50: , 100
51-100: , 100
101-250: ,70
251-1000: x3, 70
1001-2000: x2, 70
2001-5000: , 70
5001-10000:
3-10: , 1000 , 100 , 1
11-50: , 1000 , 50
51-100: , 1000
101-200: , 500
201-300: , 250
301-400: , 250
401-500: x3, 250
5ß1-600: x2, 250
601-800: , 250
801-900: 140
901-1000: 70
Alliance
1-10: , 250
11-50: , 100
51-100: , 100
101-250: ,70
251-1000: x3, 70
1001-2000: x2, 70
2001-5000: , 70
5001-10000:
Previous runs
PVE: Enemy of the State (2016-03-17 to 2016-03-24) (PVE Difficulty test: all participants received 3 bonus , and top 50 received 10 bonus
PVE: Enemy of the State (2016-01-07 to 2016-01-14)
PVE: Enemy of the State 22 Oct - 30 Oct
PVE: Enemy of the State (August 13-21)
PVE: Enemy of the State (July 9-17)
Enemy of the State - April 30 - May 8
Enemy of the State - Feb 18 - 24
Enemy of the State - Dec 23 - 29
0
Comments
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Very tempted to softcap my Quake for this. She's only 2/2/5 and thus can only go up to 188, but it seems like she'd be a good protection against Caltrops.0
-
i've unlocked a node and there isn't time to recharge as you wrote: since all players will do the same points on the sub, how could you define the classification? in that new way you facilitate those who play a lot on sub beginning, don't you?
so no way for "play as you want" but "play a lot at the beginning".
except what i wrote, it seems good but, for being sure, i have to wait the end of the event0 -
Quebbster wrote:Very tempted to softcap my Quake for this. She's only 2/2/5 and thus can only go up to 188, but it seems like she'd be a good protection against Caltrops.
edit: well **** - nevermind. 325 won't be the highest caltrops I see here . forgot about the new scaling and I have a 405 and boosted hb (edit: and jean). mine will top out higher, probably much higher.0 -
Sub one rewards :
Hard and essential all have
1x 70 iso, 2x 100 iso, 5x 250 iso
Hard and essential wave have 3x 500 iso, 2x std token and 1 crit boost
Hard wave has gold token
essential wave has 1000 iso
Hard and essential non wave have 4x500 iso, either 2 cp and 1 std or 2 std and 1 crit boost
Easy 3x 70 iso, 2 x 100 iso, 4x 200 iso, 2 x std (easy wave has one less 200 and 1000 instead)
Total = 22030 iso plus at least 1400 iso from std tokens
credit to Pumpin81 for the research!0 -
so cp progression is just a little over 3 clears a day, right? 116K vx ~109Kish. someone double check me. progression looks pretty reasonable. should be double though for 7-days. 3 clears when all the wave nodes hit still takes some time.0
-
Malcrof wrote:Sub one rewards :
Hard and essential all have
1x 70 iso, 2x 100 iso, 5x 250 iso
...
Hard and essential non wave have 4x500 iso, either 2 cp and 1 std or 2 std and 1 crit boost0 -
I really like this Setup!
gonna be interesting to see how many People will grind the nodes all the way,0 -
I was able to clear every node but the last one last night and this morning I cleared the final 4 passes for it to reach max points with 24 hours to go in the sub (Time to work on Simulator PVP!). I'm at #11 currently in my bracket. If all the subs run 2 days (which they won't, I know), I kinda of like this so far. I won't be able to keep this up as I'm traveling this weekend, but that's the most ISO I've ever accumulated in one 24 hour period (+ DDQ and PVP rewards).
We'll see how it goes, but for ISO farming, its pretty nice, and that's what I need. I don't care about placement right now, and it will be nice to not have to grind at the end of sub tomorrow, only to turn around start a clear again. Granted, with a champ JG, the grind isn't so bad for me, but this is the most I've ever used Quake.
Scaling got as high as lvl 375 for the last node and lvl 358 for the last survival node. THAT's going to be where the tough stuff starts though, when you start getting survival nodes at that level with Gorgon, not just goons.0 -
The token node on the first sub way quite hard. However I have a team that let me do it without losing any hitpoints:
KK/Falcon/Quake
It was very slow, but it worked. I might try substituting JG for KK. Hopefully still works, is a bit faster.0 -
My highest non 5*, boosted is 193. Final node, first sub, I'm 7/15 and they are level 250. 57 levels at not even halfway. What the hell am I supposed to do with that? Storm is downed in 3 matches by Wolverine or two caltrop matches and she's my 193. It's so bogus.0
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I think the new system is bad. Still on the first day and some players are already around 35k points. This event gives a big boost to hardcore players, while those with not as much time are pushed down in rankings0
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The animations on this event are so slow, I'm getting hints on my next move before they've finished resolving.
Given that the AI already knows the outcome of the move, after all, it displays Victory before the animation of your final move is even completed, is it too much to ask that the animations be toned down / speeded up a little? Or at least, give us a speed scale for animations as we have for the volume of music and sound effects.0 -
Wolverines final level on the last fight in there was 364, with Adamantium Slash doing about 9400 pts of damage. Without a boosted Hulkbuster/Jean Grey team, there's no way I could have done those last five rounds with him. I still killed Caltrops Ninja first, though...those were smacking me for close to 2K damage a match.
The third person on the team I used was my championed 3-star Cyclops, changed to 3/5/5. It's not like I was using his red ability, with Repulsor Punch doing 945 pts per red. I did use his Full Blast instead of Overdrive, though. There were pretty much always enough reds on the board to get the full damage.
Even with all that, I still had to use +2 Red/Yellow, +2 All, and 50% red/yellow damage. I can't wait until Gorgon shows up at these insane levels...0 -
Interesting idea and I like having a concrete goal to strive for and not having to play on a schedule. My only issue is that the scaleing is out of whack. I spent all day today trying to finish clearing all the nodes for part 1 and couldnt clear the last 3 on the last Wolverine level. Even with three more clears to go he was 30 levels higher than my highest level character (even including boosts). All 3 had over 1.5x the health that any of my covers had. Even though its tedious I do like all the ISO Im getting though.0
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Yelling out for some suggestions....
Day 3 and I only have to repeat the final tower node "trapped" for the 8th and 9th time...
I've thrown about every combination at it for these last attempts with a roster clearly sitting in the sickbay...
Can anyone think of a different combination based on my roster... The link to it should be pretty up to date... Thanks
Update: thanks to OSJP... I missed the KK - her healing did the trick!!!0 -
OJSP wrote:PeeOne wrote:Yelling out for some suggestions....
Day 3 and I only have to repeat the final tower node "trapped" for the 8th and 9th time...
I've thrown about every combination at it for these last attempts with a roster clearly sitting in the sickbay...
Can anyone think of a different combination based on my roster... The link to it should be pretty up to date... Thanks
PS - KK was championed to 168!! Only roster change I hadn't updated since last week - LOL0 -
OJSP wrote:Steve, IM40, KK should allow you to clear survival nodes with some consistency. Use +2 / and/or Rainbow AP boost to speed up Recharge and you should be fine. Stun Kishus and Teisatsus as a priority. You might want to level up KK, but she's not really necessary in the setup apart from providing healing whenever a shield flies. You've got her 5/3/5 so she should be healing more than a 3/5/5 max KK anyway, I think. You'd want to re-spec Steve to 3/5/5 and IM40 to 5/3/5.
If they are going to be using Steve's red then going for 5 red on im40 doesn't really make much sense, I go 4/4/5 so both colours are usable, but in their scenario 3/5/5 would probably be a better option.0 -
Not a fan of this setup. Placement rewards are now impossible unless you have no job/life outside of this game, which seems the opposite of what they're going for. I cleared every single node on the first 2 day sub, 21 hours before the end, and still only placed 45th. Even though i had as many points as the first placer, they got there first. So now it's just a race with a clearly defined goal that favors those with nothing else to do in life ever.
If this version sticks I doubt I'll keep playing. PVE has always been enjoyable as something I could play a moderate amount and do decently, or play a lot and place highly. Now I can play a ton and still do poorly? No thank you.0 -
I don't have a well covered Jean, and while I'm working on champing my HB, he's stuck with 3 black, so I've been looking for a team to grind in the absence of OML. Finally settled on X-23/xfdp/daken. Mainly I try to cover the board with red strikes and build up enough green, purple and blue to snipe targets.
I know people have been lamenting seeing Gorgon in the later subs, but I can't wait to get my best hero back.0 -
For the final Black Hole gauntlet of sub 3, I'd been using IF/IM40/Mags, which worked really well up until the node scaled up a few times. At which point Turn to Smoke became a real problem. If I stocked up a bunch of AP and killed several Teisatsu too quickly, I suddenly had 9 attack tiles on the board doing 2K a turn, which my team just couldn't survive for long -- I kept wiping during the last wave.
So I swapped in *3 Steve for Mags, and while it sacrificed a little damage, it made my final three clears a breeze. First, I didn't realize you could bypass Turn to Smoke completely if you stun a Teisatsu before killing him, and then you have Steve's red and blue to overwrite any CDs and attack tiles you need to remove. I used a yellow boost to give IM40 a headstart, and on two of my final three clears, my team never took any damage.0
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