*** Magneto (Classic) ***
Comments
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So I looked at the damage scaling change on purple. I don't have a max leveled Magneto but his purple at level 161 does 723 damage and they are said they were going to increase the damage to 713 at max level. But that doesn't seem like an increase to damage. Is this an error or what?0
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Madfox wrote:So I looked at the damage scaling change on purple. I don't have a max leveled Magneto but his purple at level 161 does 723 damage and they are said they were going to increase the damage to 713 at max level. But that doesn't seem like an increase to damage. Is this an error or what?0
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OnesOwnGrief wrote:Madfox wrote:So I looked at the damage scaling change on purple. I don't have a max leveled Magneto but his purple at level 161 does 723 damage and they are said they were going to increase the damage to 713 at max level. But that doesn't seem like an increase to damage. Is this an error or what?0
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Base damage is higher at less covers than the previous version per swap... the low end. Caps out at at less damage than the previous version at max covers... the high end. It's right there in the text. Moving from 3 covers to 5 does not produce a big damage variance as it did before.0
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Madfox wrote:So I looked at the damage scaling change on purple. I don't have a max leveled Magneto but his purple at level 161 does 723 damage and they are said they were going to increase the damage to 713 at max level. But that doesn't seem like an increase to damage. Is this an error or what?
I noticed that too. The numbers they are comparing too are the old 141 numbers of C.Mags not the new 166 numbers. If this is indeed the case they massively messed him up, and with the delay in the update, I'm wondering if this was caught, as well as how the new blue witll swap blue and red, when it should really be yellow and red. I wish they would scrap the color switch and leave him as is and keep his purple pruple.0 -
Jimilinho wrote:Whilst I'm biased as Cmags was my favourite character, this is definitely a massive nerf. There is no way you can play him competitively in pvp now. Meanwhile Sentry gets to run around care free. I didn't want to end up being one of those who uses Sentry +Daken/hood but it' feels like it will end up that way.
I don't care what 'the metrics' say, Sentry is a much bigger problem then Mags ever was.
This may have already been replied to, I didnt read all the thread so apologies if this is repetition.
Sentry may be a much bigger problem but the reason he gets to run around care free is because he leaves you needing to use Health Packs - something we all know is a favourite little thing of the devs. (The cynical part of me says this is the true reason Hawkeye lost his Avoid power)
Overall though i am good with all the listed changes. I never had a chance to use CMags or XForce previously so i have nothing to compare them to and the other changes seem perfectly reasonable so far. Cant wait to get some blue Daken covers and test him out now.0 -
Old
Magneto (Classic)
3 Star Rarity (Rare) Discussion link. Wiki link.
At Max Level: HP: 6800 Tile damage: 61/70/79/11/12/13/3.2
Magneto summons an electromagnetic shield, turning 2 chosen tiles into Blue Protect tiles, each with a strength of 9.
Level Upgrades
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Level 2: Costs 1 AP less.
Level 3: Costs 1 AP less.
Level 4: Costs 1 AP less.
Level 5: Costs 1 AP less.
Magneto propels magnetized projectiles at his enemies destroying 5 random tiles and dealing an extra 21 damage.
Level Upgrades
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Level 2: Costs 1 AP less.
Level 3: Costs 1 AP less.
Level 4: Costs 1 AP less. (Max 156)
Level 5: Costs 1 AP less.
Exploiting metals buried in the earth, Magneto lifts and moves huge sections of the battlefield, dropping them violently. Swaps up to 5 random Blue tiles with Red tiles. Does 38 damage for each swap.
Level Upgrades
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Level 2: Swaps up to 6 tiles.
Level 3: Swaps up to 7 tiles. Max damage 457 per swap.
Level 4: Swaps up to 9 tiles. Max damage 640 per swap.
Level 5: Swaps up to 13 tiles. Max damage 745 per swap.
New
[anchor=magneto3]Magneto (Classic)[/anchor]
3 Star Rarity (Rare) Discussion link. Wiki link.
At Max Level: HP: 6800 Tile damage: 79/70/61/11/12/13/3.2
The air crackles as Magneto creates a force field of magnetic energy to protect his allies. Converts 6 random basic color tiles into strength 11 Protect tiles.
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Level 2: Can convert enemy Protect, Strike and Attack tiles.
Level 3: Converts 8 tiles.
Level 4: Converts 9 tiles.
Level 5: Creates strength 17 Protect tiles and can now also convert enemy Countdown tiles.
Magnet hurls a massive metal object towards the heart of the enemy team, landing with tremendous force and causing them to scatter. Destroys all Team-Up tiles, dealing 27 damage per tile. Does not generate AP.
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Level 2: Deals 43 damage per tile.
Level 3: Deals 49 damage per tile.
Level 4: Deals 59 damage per tile.
Level 5: Deals 81 damage per tile.
Magneto turns metallic objects into deadly projectiles, causing devastation and chaos. Swaps up to 5 random Blue tiles with Red tiles. Does 93 damage for each swap.
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Level 2: Does 126 damage for each swap.
Level 3: Swaps up to 6 tiles.
Level 4: Does 169 damage for each swap.
Level 5: Swaps up to 7 random tiles and does 224 damage for each swap.
The blue-red swapping power has been hit hard.
Used to do up to 745, 1490, 2235, 2980, 3725, 4470, 5215, 5960, 6705, 7450, 8195, 8940, 9685 damage based on 1 to 13 available swaps.
Now does 713, 1426, 2139, 2852, 3565, 4278, 4991 damage based on 1 to 7 available swaps. There will usually be 7 swaps available.
On the other hand, Polarizing Force, with 1 to 20 Team-up tiles on the board, does 261, 522, 783, 1044, 1305, 1566, 1827, 2088, 2349, 2610, 2871, 3132, 3393, 3654, 3915, 4176, 4437, 4698, 4959, 5220 damage, and will do more board shake-up. There will usually be 10 Team-Up tiles, but often there are more.0 -
Phaserhawk wrote:Madfox wrote:So I looked at the damage scaling change on purple. I don't have a max leveled Magneto but his purple at level 161 does 723 damage and they are said they were going to increase the damage to 713 at max level. But that doesn't seem like an increase to damage. Is this an error or what?
I noticed that too. The numbers they are comparing too are the old 141 numbers of C.Mags not the new 166 numbers. If this is indeed the case they massively messed him up, and with the delay in the update, I'm wondering if this was caught, as well as how the new blue witll swap blue and red, when it should really be yellow and red. I wish they would scrap the color switch and leave him as is and keep his purple pruple.0 -
still even if it's not messed up, it's hard to justify not going 5 in new blue as you severly **** his damage.0
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Phaserhawk wrote:Madfox wrote:So I looked at the damage scaling change on purple. I don't have a max leveled Magneto but his purple at level 161 does 723 damage and they are said they were going to increase the damage to 713 at max level. But that doesn't seem like an increase to damage. Is this an error or what?
I noticed that too. The numbers they are comparing too are the old 141 numbers of C.Mags not the new 166 numbers. If this is indeed the case they massively messed him up, and with the delay in the update, I'm wondering if this was caught, as well as how the new blue witll swap blue and red, when it should really be yellow and red. I wish they would scrap the color switch and leave him as is and keep his purple pruple.0 -
Nonce Equitaur 2 wrote:Old
Magneto (Classic)
3 Star Rarity (Rare) Discussion link. Wiki link.
At Max Level: HP: 6800 Tile damage: 61/70/79/11/12/13/3.2
Magneto summons an electromagnetic shield, turning 2 chosen tiles into Blue Protect tiles, each with a strength of 9.
Level Upgrades
-
Level 2: Costs 1 AP less.
Level 3: Costs 1 AP less.
Level 4: Costs 1 AP less.
Level 5: Costs 1 AP less.
Magneto propels magnetized projectiles at his enemies destroying 5 random tiles and dealing an extra 21 damage.
Level Upgrades
-
Level 2: Costs 1 AP less.
Level 3: Costs 1 AP less.
Level 4: Costs 1 AP less. (Max 156)
Level 5: Costs 1 AP less.
Exploiting metals buried in the earth, Magneto lifts and moves huge sections of the battlefield, dropping them violently. Swaps up to 5 random Blue tiles with Red tiles. Does 38 damage for each swap.
Level Upgrades
-
Level 2: Swaps up to 6 tiles.
Level 3: Swaps up to 7 tiles. Max damage 457 per swap.
Level 4: Swaps up to 9 tiles. Max damage 640 per swap.
Level 5: Swaps up to 13 tiles. Max damage 745 per swap.
New
[anchor=magneto3]Magneto (Classic)[/anchor]
3 Star Rarity (Rare) Discussion link. Wiki link.
At Max Level: HP: 6800 Tile damage: 79/70/61/11/12/13/3.2
The air crackles as Magneto creates a force field of magnetic energy to protect his allies. Converts 6 random basic color tiles into strength 11 Protect tiles.
-
Level 2: Can convert enemy Protect, Strike and Attack tiles.
Level 3: Converts 8 tiles.
Level 4: Converts 9 tiles.
Level 5: Creates strength 17 Protect tiles and can now also convert enemy Countdown tiles.
Magnet hurls a massive metal object towards the heart of the enemy team, landing with tremendous force and causing them to scatter. Destroys all Team-Up tiles, dealing 27 damage per tile. Does not generate AP.
-
Level 2: Deals 43 damage per tile.
Level 3: Deals 49 damage per tile.
Level 4: Deals 59 damage per tile.
Level 5: Deals 81 damage per tile.
Magneto turns metallic objects into deadly projectiles, causing devastation and chaos. Swaps up to 5 random Blue tiles with Red tiles. Does 93 damage for each swap.
-
Level 2: Does 126 damage for each swap.
Level 3: Swaps up to 6 tiles.
Level 4: Does 169 damage for each swap.
Level 5: Swaps up to 7 random tiles and does 224 damage for each swap.
The blue-red swapping power has been hit hard.
Used to do up to 745, 1490, 2235, 2980, 3725, 4470, 5215, 5960, 6705, 7450, 8195, 8940, 9685 damage based on 1 to 13 available swaps.
Now does 713, 1426, 2139, 2852, 3565, 4278, 4991 damage based on 1 to 7 available swaps. There will usually be 7 swaps available.
On the other hand, Polarizing Force, with 1 to 20 Team-up tiles on the board, does 261, 522, 783, 1044, 1305, 1566, 1827, 2088, 2349, 2610, 2871, 3132, 3393, 3654, 3915, 4176, 4437, 4698, 4959, 5220 damage, and will do more board shake-up. There will usually be 10 Team-Up tiles, but often there are more.
Humm, Red might be worth boosting up to 5 covers for me now. Looks like a much better choice then the old one. that and the new Yellow. The new Blue, not sure.0 -
Wow, so his purple already scaled poorly while he leveled and now it seems like it barely improves. I thought they meant that his damage became more consistent with purple but they just lowered it if what you are saying makes sense. It doesn't become any more consistent and even moreso it has lower damage cap. Why wouldn't they just say that they nerfed it rather than try to make it seem like it was a rebalancing.0
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Nerfing is a form of rebalancing. You either scale back or increase some things. In this case, they kept one ability and scaled back one so we won't be seeing 166 full health one shots (will still do a good deal to a 6800 health character) and they made the other powers good for what they are (assuming Red is now an AoE. Come on update).0
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OnesOwnGrief wrote:Nerfing is a form of rebalancing. You either scale back or increase some things. In this case, they kept one ability and scaled back one so we won't be seeing 166 full health one shots (will still do a good deal to a 6800 health character) and they made the other powers good for what they are (assuming Red is now an AoE. Come on update).
I don't know what you mean by they kept one ability? They wrote down that they were planning on increasing the base damage but lowering the ceiling for the ability. Unfortunately they nerfed both the ceiling and the base. It would be fine if I read their communications and they said that it was a nerf to the base damage as well as the ceiling. I wouldn't like it but whatever. Seeing a nerf to the base damage and the ceiling is annoying after you were happy and read their intent on the character change.0 -
Madfox wrote:OnesOwnGrief wrote:Nerfing is a form of rebalancing. You either scale back or increase some things. In this case, they kept one ability and scaled back one so we won't be seeing 166 full health one shots (will still do a good deal to a 6800 health character) and they made the other powers good for what they are (assuming Red is now an AoE. Come on update).
I don't know what you mean by they kept one ability? They wrote down that they were planning on increasing the base damage but lowering the ceiling for the ability. Unfortunately they nerfed both the ceiling and the base. It would be fine if I read their communications and they said that it was a nerf to the base damage as well as the ceiling. I wouldn't like it but whatever. Seeing a nerf to the base damage and the ceiling is annoying after you were happy and read their intent on the character change.0 -
So I reread the statement and can see how it could be interpreted either way but I think they worded it to make you think like it was a better trade than it was. It started out saying how the skill was pretty good with a slightly too high damage cap so they wanted to work the damage cap down while increasing the damage on the outset. Its use of old numbers lower on the list makes you feel like they are increasing the damage so you have something to look forward to with the change. This statement
Old
Magnetic Translocation - Purple 10 AP
Exploiting metals buried in the earth, Magneto lifts and moves huge sections of the battlefield, dropping them violently. Swaps up to 5 random Blue tiles with Red tiles. Does 38 damage for each swap.
Level Upgrades
Level 2: Swaps up to 6 tiles.
Level 3: Swaps up to 7 tiles. Max damage 457 per swap.
Level 4: Swaps up to 9 tiles. Max damage 546 per swap.
Level 5: Swaps up to 13 tiles. Max damage 636 per swap.
New
Magnetized Projectiles - Blue 10 AP
Magneto turns metallic objects into deadly projectiles, causing devastation and chaos. Swaps up to 5 random Blue tiles with Red tiles. Does 93 damage for each swap.
Level Upgrades
Level 2: Does 126 damage for each swap.
Level 3: Swaps up to 6 tiles.
Level 4: Does 169 damage for each swap.
Level 5: Swaps up to 7 random tiles and does 224 damage for each swap.
Max Level: 713 damage per swap. Max damage of 4991.
Really is confusing. Actually everything they wrote about it was phrased as though this was a give and take. If they wrote it out better it would be fine but to put in the wrong numbers and then use words like "a little too much damage" and make massive overall cuts just feels misleading. I'd rather they be clear in their communication than feel like they have been manipulative0 -
I completely agree that they could use better language to explain their changes and double check their data. Something has been of on each of the character changes.0
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I also just realized that blue is nerfed by relying on blue to fuel it and having blue tiles on the board. Sure 7 tiles is do-able if you aren't trying to match blue but if you are matching blue then you'll have less. So let's assume you have 3 blue tiles by the time you get the 10 blue you need. You'd have to wait several turns before the skill becomes useful. I hope they'll change it to red and yellow atleast so it is similar. Also, the idea of having colors do uniform things seems to almost be impossible. Loki's swaps tiles and it's a purple. Green is also considered the big damage dealer but then we have offshoots like black panthers black and deadpools purple. Also blue for beast actually behaves more like a purple since purple tends to have the most special tile contributors which don't directly do damage.0
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My suggestion would be to pair him with characters that do board shake up. It would allow you to get more tiles on the board and lead to a potential 2 hit combo that could kill a character. Also, his Red would allow for shakeup as well. It feels more like a skill you stock for right moment instead of one you fire right away to me. It's like Technopathic Strike, Fireball, and Supernova in how it uses the same color that it effects.0
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Falcon and C.Mags seem like they would work nicely together. You get two powers that create tons of protect tiles, with inspiration boosting both while collecting yellow AP for more coercive fields. Toss in Spidey or Bullseye for the ultimate troll team.0
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