Would anyone like to reminisce?
Comments
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...The 166 wall.
...2 hour node refreshes.
...Normal and Hard subs in PVE.
...Community mayhem bars to unlock nodes.
...Community scaling.
...All the essential nodes required the 3*.0 -
I haven't been around that long (I'm on Day 425-ish? I think?) so the only thing I can really reminisce about is buying covers with HP. Although these days I probably wouldn't bother anyway - now that I have a decent stable of 4* champions, ISO has become way more important than covers.0
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I forgot about 3 stars only going to level 141; I always thought that was such an odd number.0
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I remember when taking 3* Spidey was mandatory so you could hoard enough blue to stunlock the enemy team before taking them all out at once, but casting Spidey's yellow first so everyone was healed up for the next battle without having to use heal packs.0
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I remember when you needed 5 covers of a character to advance one level.0
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I'm sure a lot of these are already gonna be said but let me see what I can remember
3* mags old abilities: 2 AP red board scramble, old blue placing 2 protect tiles wherever you wanted, his current blue used to be purple
3* spidey old blue costing 2 AP
TRUE HEALING
Daken, Loki, Ragnarok, and Dr. Doom only had 2 abilities
Daken's regen working off of yellow tiles instead of blue
The old level caps: 141 for 3*, 85 for 2*, and 230 for 4*
X-force wolvie and invisible woman being called x-food and bag lady
3* hulk being considered an actual threat
Environment tiles instead of team up tiles
Storm's yellow used to be a red that blasted all environment tiles
BP's yellow scaling with environment tiles
Hood's yellow generating AP instead of doing damage
Daredevil's blue was also a trap tile similar to his red
Devil Dinosaur not being a legendary and only playable during The Hunt
The old super PvP event that you had to pay hero points to enter, but could win every cover if you got #1
The old sim PvP being in the prologue tab and running constantly with a ton of 1* cover rewards
The old sim PvE layout (we didn't have this circular one we have now)
Team up nodes in PvE only giving you the boosted 3* character
Essentials requiring only the specific 3* character
No refresh timers in PvE
Old HP values (3* wolvie and daken still have them)
Enemy levels in PvE capped at 230
Daken/Ares/jugs nodes being satan incarnate0 -
Back when the game first started leveling used to bring a character back to full health. I remember I used to purposely under level my guys so that when I ran out of health I could just dump some ISO in and watch it become a free health pack. Good memories
And how tacos used to be normal tokens instead of vault tokens. I still have records of those taco draws hidden in my roster spreadsheet, stopped recording them when it switched to vault tokens.0 -
Moonstone being able to steal countdown tiles - it was so satisfying to steal a high-powered good countdown and use it against them. I imagine it got to be a bit of a coding nightmare as countdowns and effects become more complex, but still I was sad to see it go.0
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Pepperidge Farms remembers0
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I remember (and still have few unused) boosts like +20% Damage to Mutants, +20% Damage to Brotherhood, +20% Damage to H.A.M.M.E.R, +50% Damage to H.A.M.M.E.R, ...
And later, it was possible to boost more AP than current 2 of each type of +AP boosts.0 -
Puce Moose wrote:Moonstone being able to steal countdown tiles - it was so satisfying to steal a high-powered good countdown and use it against them. I imagine it got to be a bit of a coding nightmare as countdowns and effects become more complex, but still I was sad to see it go.0
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Jam_Adams wrote:Puce Moose wrote:Moonstone being able to steal countdown tiles - it was so satisfying to steal a high-powered good countdown and use it against them. I imagine it got to be a bit of a coding nightmare as countdowns and effects become more complex, but still I was sad to see it go.0
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I remember when Loki had a purple power that gave enough purple AP to chain into itself forever.
I remember when people thought Black Panther's black did too much damage.0 -
Chronicler wrote:I think the term you were looking for for XFW is X-Farce. I believe that was from his original, pre-buff specs.
Either way XFW was hot garbage before his rework. He had his old green making strike tiles that didn't even scale.0 -
Being excited about new character release:
Being excited about new character release:
When both and came out, everyone felt that would be far superior, as 's powers were way too random and scattershot. Boy, how times have changed, as now is considered one of the most important s!!!0 -
How 2* Storm's passive damage power used to be strong enough to trigger 2* Storm's passive damage power, leading to an unending string of Storm damage back and forth until one team was dead.
The joy of having the AI match an enviromental tile for no damage, rather than finish you off.
Hot Dog Carts! (old school environmental effect)0 -
Willis wrote:Chronicler wrote:I think the term you were looking for for XFW is X-Farce. I believe that was from his original, pre-buff specs.
Either way XFW was hot garbage before his rework. He had his old green making strike tiles that didn't even scale.
Wow. I totally forgot about that lol. Didn't it make like 10-15 strength like 15 strike tiles or some ****?? At max level!0 -
BassMuffinFIve wrote:Willis wrote:Chronicler wrote:I think the term you were looking for for XFW is X-Farce. I believe that was from his original, pre-buff specs.
Either way XFW was hot garbage before his rework. He had his old green making strike tiles that didn't even scale.
Wow. I totally forgot about that lol. Didn't it make like 10-15 strength like 15 strike tiles or some ****?? At max level!
No one has mentioned yet that X-Force originally had a green or red power that cost 15 which would clear 3 rows and earn AP! I had the chance to use it once, but just once.0 -
I remember when they buffed Star-Lord only to nerf him 24 hours later.
Shouldn't we be compensated for being beta testers?0
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