R52 Patch Discussion - 5/5/14
Comments
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Cool thanks! I was trying to look for something to link it to my Facebook on steam but I didn't see an option.0
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IceIX wrote:Spider-Man (Classic) and Magneto (Classic) are both on the block still, with Spider-Man fairly close to completion. We just did another round at the start of this week on what we think is his final balance. I don't want to reveal anything quite yet though since this last pass revealed a nice little exploit that means one of the abilities is likely getting refactored *again*. I'd rather not post stats then have to post a different set a few days later. Doesn't help anyone really.0
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DayvBang wrote:IceIX wrote:Spider-Man (Classic) and Magneto (Classic) are both on the block still, with Spider-Man fairly close to completion. We just did another round at the start of this week on what we think is his final balance. I don't want to reveal anything quite yet though since this last pass revealed a nice little exploit that means one of the abilities is likely getting refactored *again*. I'd rather not post stats then have to post a different set a few days later. Doesn't help anyone really.0
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IceIX wrote:DayvBang wrote:IceIX wrote:Spider-Man (Classic) and Magneto (Classic) are both on the block still, with Spider-Man fairly close to completion. We just did another round at the start of this week on what we think is his final balance. I don't want to reveal anything quite yet though since this last pass revealed a nice little exploit that means one of the abilities is likely getting refactored *again*. I'd rather not post stats then have to post a different set a few days later. Doesn't help anyone really.
Can you say whether Spidey is simply getting some AP reworking, or is he getting some more serious power changes (which your first post seems to suggest)?0 -
DaveyPitch wrote:Can you say whether Spidey is simply getting some AP reworking, or is he getting some more serious power changes (which your first post seems to suggest)?0
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IceIX wrote:DaveyPitch wrote:Can you say whether Spidey is simply getting some AP reworking, or is he getting some more serious power changes (which your first post seems to suggest)?
This will most certainly be interesting to see what the team has come up with and how web tiles will be handled.0 -
IceIX wrote:BelligerentGnu wrote:IceIX, can you give us *some* kind of time frame on *soon*, regarding cMags/Spidey? Because for all we know that's still weeks away.
Better yet, can you just announce the changes?
Let me guess. Spidey's stun is now a set number of turns but makes more web tiles. Then his heal was lowered to compensate for more web tiles. Then someone realized Venom was devouring the entire game by turn 8.0 -
IceIX wrote:DaveyPitch wrote:Can you say whether Spidey is simply getting some AP reworking, or is he getting some more serious power changes (which your first post seems to suggest)?
All Tied Up - 12 Blue - Places 9 Web tiles on board and stuns target for 6 turns
Healing Bandages - 14 Yellow - Heals each team member by 2500 + 500 for each web tile, consuming all web tiles
Spider Sense - 8 Purple - Stuns enemy team for 1 turn, adds 3 web tiles to board0 -
scottee wrote:IceIX wrote:BelligerentGnu wrote:IceIX, can you give us *some* kind of time frame on *soon*, regarding cMags/Spidey? Because for all we know that's still weeks away.
Better yet, can you just announce the changes?
Let me guess. Spidey's stun is now a set number of turns but makes more web tiles. Then his heal was lowered to compensate for more web tiles. Then someone realized Venom was devouring the entire game by turn 8.
This strikes me as scarily prescient. We shall see.0 -
Bugpop wrote:IceIX wrote:DaveyPitch wrote:Can you say whether Spidey is simply getting some AP reworking, or is he getting some more serious power changes (which your first post seems to suggest)?
All Tied Up - 12 Blue - Places 9 Web tiles on board and stuns target for 6 turns
Healing Bandages - 14 Yellow - Heals each team member by 2500 + 500 for each web tile, consuming all web tiles
Spider Sense - 8 Purple - Stuns enemy team for 1 turn, adds 3 web tiles to board
With the 12 Blue and placing 9 web tiles on board we'll see lots of Spidey/Venom teams around.0 -
kensterr wrote:I would prefer if All Tied Up was 6 Blue, places 2 web tiles on board and stuns target for 2 turns. If 4 or more web tiles on board, stuns target for 3 turns and enemy team for one additional turn. Not too nerfed, and still not OP.
With the 12 Blue and placing 9 web tiles on board we'll see lots of Spidey/Venom teams around.
The problem with this, is that is worse than 2* Storm and 1* Widow, and more expensive than both.0 -
Regalis wrote:kensterr wrote:I would prefer if All Tied Up was 6 Blue, places 2 web tiles on board and stuns target for 2 turns. If 4 or more web tiles on board, stuns target for 3 turns and enemy team for one additional turn. Not too nerfed, and still not OP.
With the 12 Blue and placing 9 web tiles on board we'll see lots of Spidey/Venom teams around.
The problem with this, is that is worse than 2* Storm and 1* Widow, and more expensive than both.
Errr, change it to 3 or 4 turns instead?0 -
honestly, if it weren't for the 5 AP edict, i think it would be interesting to see how unbalanced it would remain if you kept 2 AP, but didn't have it scale up, and just stay at 1 turn of stun0
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I think it might be more interesting if web tiles were generated by Spidey's purple, and then consumed by his blue.0
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To me the most broken aspect of Spidey is his ability to stun for up to 5 turns. It gives the user too much time to collect more AP. If you set the max at 2-3 turns, I think it limits the user's ability to keep getting enough blue to keep the entire team stunlocked.
Also, there is no reason why stun should stop countdown tiles. It makes the ability too OP. In a sense, it nerfs the utility of tile smashing.0 -
Toxicadam wrote:To me the most broken aspect of Spidey is his ability to stun for up to 5 turns. It gives the user too much time to collect more AP. If you set the max at 2-3 turns, I think it limits the user's ability to keep getting enough blue to keep the entire team stunlocked.
Also, there is no reason why stun should stop countdown tiles. It makes the ability too OP. In a sense, it nerfs the utility of tile smashing.
Stunning originally did not stop countdown tiles, but they changed it. What about a compromise in which stunning a single target adds a single extra turn to the tile, the same way OBW adds a few upon healing, but the tile continues to countdown while the target is stunned?0 -
Ghast wrote:Toxicadam wrote:To me the most broken aspect of Spidey is his ability to stun for up to 5 turns. It gives the user too much time to collect more AP. If you set the max at 2-3 turns, I think it limits the user's ability to keep getting enough blue to keep the entire team stunlocked.
Also, there is no reason why stun should stop countdown tiles. It makes the ability too OP. In a sense, it nerfs the utility of tile smashing.
Stunning originally did not stop countdown tiles, but they changed it. What about a compromise in which stunning a single target adds a single extra turn to the tile, the same way OBW adds a few upon healing, but the tile continues to countdown while the target is stunned?
Now that would be very interesting0 -
colebavery21 wrote:Ghast wrote:Toxicadam wrote:To me the most broken aspect of Spidey is his ability to stun for up to 5 turns. It gives the user too much time to collect more AP. If you set the max at 2-3 turns, I think it limits the user's ability to keep getting enough blue to keep the entire team stunlocked.
Also, there is no reason why stun should stop countdown tiles. It makes the ability too OP. In a sense, it nerfs the utility of tile smashing.
Stunning originally did not stop countdown tiles, but they changed it. What about a compromise in which stunning a single target adds a single extra turn to the tile, the same way OBW adds a few upon healing, but the tile continues to countdown while the target is stunned?
Now that would be very interesting
what if you had a cool-down like with falcon. at the very least you cant do more than one webbing in a single turn.
I think the idea for cool-downs as being a tile on the board than you can optionally skip if you match is a pretty cool idea.0
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