Simulator Basics part 2: Electric Boogaloo (Mar 21-30)
Comments
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Yeah I think I might need to boost pretty hard if I want to beat patch. Thor still seems winnable with the team I've been running of doom spidey ares. Once doom gets demons out there things die fast. Patch just obliterated me twice in a row though so I'm on a health pack break.0
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Patch isn't so bad because his green only does like 2k + adds strike tiles. atleast you survive that
Mags 1-shot my 141 patch which shows how insane his purple is (think he was around 170 when he did this)
Needless to say, when can we start getting covers for Maggia/Hammer etc.
I like Thor's green going off on turn 2
Or Magneto's purple - or Patch's green . . .0 -
LoreNYC wrote:Patch isn't so bad because his green only does like 2k + adds strike tiles. atleast you survive that
Mags 1-shot my 141 patch which shows how insane his purple is (think he was around 170 when he did this)
Needless to say, when can we start getting covers for Maggia/Hammer etc.
I like Thor's green going off on turn 2
Or Magneto's purple - or Patch's green . . .
I can take being 1 shot by mags, he's a mean hombre.
My spidey got taken down to 100 health from full by an adamantium slash and finished with a feral claws. Because using the abilities the other way around would at least have shown me some respect...0 -
Uff, I wonder if they're ever going to rethink the implentation of scaling.
It really puts me off this game sometimes0 -
I thought ppl were annoyed with mags due to how cheap blue n red skill is. Guess more people will max purple now .
As for scaling, its the mid level rosters that suffer mainly.
Low ones already have innate lowered levels and max guys or 5 blue spideys can deal with it easily.
Heck last round when they hit 150+(like when we can see 11k hp venoms), cleared it using patch and cmags.
Few turns to get 9 green n 6 blue, then a few more so theres some blues matchable.
Pop rage and do match 5s n 4s till no more before using a boardshake and everyone goes down quick without getting another turn, if you get cmags purple or patchs red while matching, they just go down all the quicker.
Much safer then patch/obw combo.0 -
Jeremychen wrote:I thought ppl were annoyed with mags due to how cheap blue n red skill is. Guess more people will max purple now .
As for scaling, its the mid level rosters that suffer mainly.
Low ones already have innate lowered levels and max guys or 5 blue spideys can deal with it easily.
Heck last round when they hit 150+(like when we can see 11k hp venoms), cleared it using patch and cmags.
Few turns to get 9 green n 6 blue, then a few more so theres some blues matchable.
Pop rage and do match 5s n 4s till no more before using a boardshake and everyone goes down quick without getting another turn, if you get cmags purple or patchs red while matching, they just go down all the quicker.
Much safer then patch/obw combo.
I don't have my mags high enough but maybe people do that because purple requires more of the targeted color to be on the board when cast to reach top damage0 -
Jeremychen wrote:I thought ppl were annoyed with mags due to how cheap blue n red skill is. Guess more people will max purple now .
Even purple fans admit 4 is quite okay, though adds to per-swap dmg point better allocated elsewhere. Meanwhile quite some U/R fans got sold on 4 purple and take a compromise with the others.
For those unfamiliar: the damage depends on blue tiles on the field, reds are not counted. If you can eliminate blues (is Dr. Doom boss in vain? ) there goes the damage.0 -
Twysta wrote:Uff, I wonder if they're ever going to rethink the implentation of scaling.
It really puts me off this game sometimes0 -
I've done well on Highly Trained tokens so far and expect my remaining pulls will be more 2 stars.
Progression tokens gave me Green X-Force and a Hawkeye. Simulator rewards were:
Blue Psylocke
Bullseye
Blue Doom (had just maxed in Divine Champions Friday night)
A. Wolverine
Ares x20 -
It's probably already been posted somewhere but not sure how to find it, but does anyone know what the max level reward points are for each mission? In other words, at what point does the rubber banding stop? I've been going off whenever I see a round number (like 2400 or something) but not sure if that's the best method. And once you have "full" values for each mission, is the best strategy to do the most valuable first since completing any of them reduces the reward on all of the rest?0
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Riggy wrote:Twysta wrote:Uff, I wonder if they're ever going to rethink the implentation of scaling.
It really puts me off this game sometimes0 -
bughunt wrote:Riggy wrote:Twysta wrote:Uff, I wonder if they're ever going to rethink the implentation of scaling.
It really puts me off this game sometimes
Yeah from your forum posts it seems like you've only seen 230's for months.
Harsh.
Scaling isn't really serving it's desired purpose right now and serves more to detract players from playing rather than encouraging it.0 -
Twysta wrote:bughunt wrote:Riggy wrote:Twysta wrote:Uff, I wonder if they're ever going to rethink the implentation of scaling.
It really puts me off this game sometimes
Yeah from your forum posts it seems like you've only seen 230's for months.
Harsh.
Scaling isn't really serving it's desired purpose right now and serves more to detract players from playing rather than encouraging it.0 -
Duffman85 wrote:It's probably already been posted somewhere but not sure how to find it, but does anyone know what the max level reward points are for each mission? In other words, at what point does the rubber banding stop? I've been going off whenever I see a round number (like 2400 or something) but not sure if that's the best method. And once you have "full" values for each mission, is the best strategy to do the most valuable first since completing any of them reduces the reward on all of the rest?
From earlier in this thread:Sumilea wrote:Just for information the full base points for the mission with no rubber banding for Normal are as follows
Sim 1 - 50
Sim 2 - 70
Sim 3 - 100
Sim 4 - 120
Sim 5 - 50
Sim 6 - 70
Sim 7 - 100
Sim 8 - 170
Sim 9 - 170
Sim 10 - 150
For the Hard Mode they all double.
And maximum points are 10x those values. I'm not sure if these increase as we get new subs?0 -
Probably will regret saying this but... I think my bracket isn't as competitive as those seeing level 230 enemies. My hard sub has max level 127 at the moment (for me), and I'm a mid level tier player. Those in Top 10 are thereabouts as well if not mistaken.0
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mcheath wrote:And maximum points are 10x those values. I'm not sure if these increase as we get new subs?
Yep:Sumilea wrote:The Normal subs have been scaled up by 25% so Sim one is 62.5 Sim 9 212.5 etc. Not sure if the increase is the same on Hard mode since its not reached max scaling yet. If true max scaling in hard will have over 4K points on 8 and 9.0 -
Just for information the full base points for the mission with no rubber banding for Normal for the second set of subs is as follows:- Yes there really are half points!
Sim 1 - 62.5
Sim 2 - 87.5
Sim 3 - 125
Sim 4 - 150
Sim 5 - 62.5
Sim 6 - 87.5
Sim 7 - 125
Sim 8 - 212.5
Sim 9 - 212.5
Sim 10 - 187.5
For the Hard Mode they all double.
Edit: the numbers are correct just started normal mode and they are correct all nodes 25% higher than the first round.0 -
Riggy wrote:Twysta wrote:Uff, I wonder if they're ever going to rethink the implentation of scaling.
It really puts me off this game sometimes
When this Simulator is all said and done, Spidey is going to be demanding a raise. He'll get his raise, but once it's time for downsizing (see: nerfing) he might be out on the street with his buddy Bagman looking for work.
I'm just accepting that I'll be fighting high levels moving forward. Challenge Accepted, albeit somewhat begrudgingly.0 -
Twysta wrote:Yeah from your forum posts it seems like you've only seen 230's for months.
Harsh.
Scaling isn't really serving it's desired purpose right now and serves more to detract players from playing rather than encouraging it.
I think just resetting the levels on a per sub-event instead of per-event basis would be enough to make it more enjoyable. It's much better now than when it never used to reset at all.
I haven't been seeing many high level enemies the last week or so (Heroic mode & first 2 days of this event) so scaling hasn't been an issue until now. It only reached those sort of levels in the last 12 hours or so of the first sub-event, and has continued into the 2nd sub-event and will probably be in the 3rd and 4th sub-events. Once you reach 230 there doesn't seem to be any way to get back down, even if you wipe multiple times. I wish I had 4* characters to match their levels, but don't have the iso. Fortunately spiderman is allowed on most nodes so I can still complete them & enemy bagman helped increase enemy timers on the first fight.
The most recent fight I did was vs Patch & I only had Hood standing at the end with 200 hp as there were very few blue tiles appearing on the board & 2 berserker rages filled the board with strike tiles.0 -
I don't even want to play right now as I'm sure that will only increase their levels even more. I did one mission and everyone jumped up 30 levels.
I'm on the brink of seeing a wall of 230's already.
Easy mode is all 100+
Humpf
I'm going to make myself a Lasagna to console myself.0
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