Forum "official" Boss Rush 2 is awesome thread
Comments
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I like the fact that in every round the bosses are in a different order. That means the strategy is a little different each round, which increases the puzzle aspect of it a little more. The 3 side missions for each has so far, for me, been a little too trivial. I'm only on round 6, but there hasn't yet been 1 that was even a little challenging.
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I'm in a new alliance for this event, which is making a big difference. I already hit personal progression before the 24 hour mark. In my old alliances, that usually wasn't until the third day. We're working on clearing Round 7; I think the best I'd experienced before was barely clearing Round 6. It does maybe feel a bit easier overall, but I'm certainly not complaining. Only downside is that once we hit full progression, I'll just be twiddling my thumbs, pining for more ISO. A good problem to have, I suppose.
I do appreciate the puzzle elements of this event. For the fights with Venom and Doc Ock, I've been running Cloak and Dagger, IM40 and GSBW. Her purple and green can clear invisibility and reactor tiles, and the AoE hits an invisible Venom.
Carnage, Goblin and Sandman is just straight up damage, so I run my Sim team of Medusa, C4rol and Wasp. Bonus is that yellow is my strongest color, so C4rol's AoE activates against Sandman. He's literally matched himself to death at times.
Haven't lost yet, although before I decided to run my Sim team, Carnage and Sandman had their way with me a few times. I would say they're definitely the hardest.0 -
Sandman as an opponent first in the wave is tough since it is hard to stop him from getting yellow and if you can't kill him early, that yellow pain train just keeps coming. I think the order is really the key to the different sets. Doc Ock and Vulture first, make the waves easy imo. Sandman and Carnage first are the toughest. Green Goblin and Venom first are so-so. Using IM40/4Thor/Gwenpool, for me, it doesn't really matter who comes second or third in the wave since they are dead before they get to do anything.0
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I enjoyed the event, but it was too easy/short. My alliance finished in about 18 hours, so now we have a few days with no PVE. Sure I'll continue to play for side node rewards, but it just feels like the event needed rounds 9 and 10. Let it scale higher and have a guaranteed 5* for completing round 10.
That said, the puzzle aspect with new interesting bosses was great. It's fun to have our alliance chatting about the best way to defeat Doc Ock and Venom.
Looking forward to round 2!1 -
badsaj said:
I like the fact that in every round the bosses are in a different order. That means the strategy is a little different each round, which increases the puzzle aspect of it a little more. The 3 side missions for each has so far, for me, been a little too trivial. I'm only on round 6, but there hasn't yet been 1 that was even a little challenging.
They scale oddly, after the first 24 hours they jump up to something closer to "on level" for you, but for the final 24 hours they jump up to the difficult bordering on impossible range.I'll bet if you check now your nodes that were totally trivial have shot up quite a bit in the last hour and a half...
Its not based on rank or anything you or your alliance does, which is why a lot of alliances try to get optimal hits in during the first day when the side nodes are trivial...
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I really enjoyed the event, but we finished everything in the first day (Illuminati Kr).
I'd love the difficulty to stay the same but for there to be twice as much to the event. That's a nice thing about Civil War, your alliance had to push together to get (almost) all rewards from both sides of the event.
And as far as that goes, MPQ, you can let full progression on both sides of Civil War give out LTs. It's not going to break gameplay balance if an alliance wants to do all that work for a second LT. But I digress.3 -
BatteryHorse said:I really enjoyed the event, but we finished everything in the first day (Illuminati Kr).
I'd love the difficulty to stay the same but for there to be twice as much to the event. That's a nice thing about Civil War, your alliance had to push together to get (almost) all rewards from both sides of the event.
And as far as that goes, MPQ, you can let full progression on both sides of Civil War give out LTs. It's not going to break gameplay balance if an alliance wants to do all that work for a second LT. But I digress.3 -
I nearly wiped against Doc Ock the first time around since his tentacles were nearly impossible to match, I couldn't get enough green (I was running Black Bolt.) I managed to get Quasi Sonic Scream off with like 2 turns to go.
I ran TA Hulk/OML/C&D after that, and he wasn't hard at all. Like MissChinch above I started using him to gather AP for the last villain, which was usually the Vulture.
C&D were great against Venom (AoE, after all,) TA Hulk against Doc Ock, OML to get some match damage and strikes out. Worked well. All in all a fun event, Kudos to the design team. I wiped once against Carnage (too many cascades,) but that's not unusual in a luck based game.
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GrimSkald said:
I nearly wiped against Doc Ock the first time around since his tentacles were nearly impossible to match, I couldn't get enough green (I was running Black Bolt.) I managed to get Quasi Sonic Scream off with like 2 turns to go.
I ran TA Hulk/OML/C&D after that, and he wasn't hard at all. Like MissChinch above I started using him to gather AP for the last villain, which was usually the Vulture.
C&D were great against Venom (AoE, after all,) TA Hulk against Doc Ock, OML to get some match damage and strikes out. Worked well. All in all a fun event, Kudos to the design team. I wiped once against Carnage (too many cascades,) but that's not unusual in a luck based game.
It might have added to the difficulty a bit if the mission description didn't tell you which of the Sinister Six you might face, keep it random and secret. Then the challenge would be to bring a team that could handle tile removal for Oc, but also deal damage and be able to take hits from the others, but maybe also capitalize on Sandman's yellow, etc.
Might have challenged us to add some diversity to our teams. Instead I ran IM40/4Thor/XFW for rounds without Oc, and Scarlet Witch/GSBW/whoever for rounds with Doc Oc.0 -
Eh, didn't matter their order for me. I used gsbw, IM40, and Cho for every single boss fight. Only thing the order did was give me a hint if I should use boosts to jump start IM40...carnage or sandman being first.0
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BatteryHorse said:GrimSkald said:
I nearly wiped against Doc Ock the first time around since his tentacles were nearly impossible to match, I couldn't get enough green (I was running Black Bolt.) I managed to get Quasi Sonic Scream off with like 2 turns to go.
I ran TA Hulk/OML/C&D after that, and he wasn't hard at all. Like MissChinch above I started using him to gather AP for the last villain, which was usually the Vulture.
C&D were great against Venom (AoE, after all,) TA Hulk against Doc Ock, OML to get some match damage and strikes out. Worked well. All in all a fun event, Kudos to the design team. I wiped once against Carnage (too many cascades,) but that's not unusual in a luck based game.
It might have added to the difficulty a bit if the mission description didn't tell you which of the Sinister Six you might face, keep it random and secret. Then the challenge would be to bring a team that could handle tile removal for Oc, but also deal damage and be able to take hits from the others, but maybe also capitalize on Sandman's yellow, etc.
Might have challenged us to add some diversity to our teams. Instead I ran IM40/4Thor/XFW for rounds without Oc, and Scarlet Witch/GSBW/whoever for rounds with Doc Oc.Oh, this was quite literally the first time I faced Doc Ock, so I didn't know what to expect. If I had lost I would have been annoyed, particularly since I had a clear path to victory (Quasi-Sonic Scream) and couldn't do it in 20 turns, but I wouldn't have rage-quit or anything. Bad luck happens.
I really liked they gave us what we were going to face in the node description. That was particularly a nice touch, since the wave nodes don't give us any information about the opponents.
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GrimSkald said:
I really liked they gave us what we were going to face in the node description. That was particularly a nice touch, since the wave nodes don't give us any information about the opponents.
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Big ups, this is a great boss battle! Thanks for the feed nodes not getting too crazy!0
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I really hate Boss Rush 1.0, especially the no-play-test part. Although, the devs did test the boss individually, but not in a wave like in that event, which to me is the same with not testing.
But this Boss Rush 2.0 (or what ever you want to call it) is surprisingly fun. The difficulty is just perfect. Upper roster (4* and up) can have fun and middle roster (3*) can have fun. This is something that I really wish will continue to be the trend of Boss Event. I was very negative about the event earlier, what devs, you have proof me wrong and I'm happy about it.
The last bit that I hope can be improved is the side node scaling. Why do they still scale per refresh ? Why don't scale them per round ?
@Devs Thanks again for this amazing event.
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Great event in terms of difficulty and creativity. I wouldn't want to see changes to either.
I would like to see an event like Growth Industry or the Guardians event run daily at the same time. My motivation to play tanks after individual and alliance progressions are hit. (In this case it took less than 24 hours.) Right now, ISO is the name of the game, and having another source of it for the next couple of days would be nice.
Alternatively, give us more reasons to play by both (a) not scaling the difficulty of the side nodes in such a preposterously lopsided fashion and (b) extending progression awards out further.0 -
So it finally took until Round 8 before I finally failed to clear a boss attempt. Starting with Carnage is plain hard. But, it is Round 8. Hopefully my alliance can get this finished off before we hit the final scale up of the essential side nodes. Not sure how much more I'm gonna want to play after that happens.2
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DarthDeVo said:So it finally took until Round 8 before I finally failed to clear a boss attempt. Starting with Carnage is plain hard. But, it is Round 8. Hopefully my alliance can get this finished off before we hit the final scale up of the essential side nodes. Not sure how much more I'm gonna want to play after that happens.
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GrimSkald said:DarthDeVo said:So it finally took until Round 8 before I finally failed to clear a boss attempt. Starting with Carnage is plain hard. But, it is Round 8. Hopefully my alliance can get this finished off before we hit the final scale up of the essential side nodes. Not sure how much more I'm gonna want to play after that happens.
But that team would struggle against Doc Ock and Venom, so I was using Cloak and Dagger, IM40 and GSBW. I needed one or two lousy purple matches to switch Clagger so they could spam yellow. When that finally happened, I still couldn't make yellow matches to save my life (literally). Carnage kept taking chunks of about 5500 health out of my characters. He took down Clagger and I finished him off, but Doc Ock downed Widow, and I was really screwed without my board manipulator.0 -
Substitute Gwenpool for GSBW, and that was almost exactly my experience. I wiped on Carnage's wave twice. My alliance wasn't looking likely to finish round 8, and it's looking less likely all the time.
Still loved the event, though, and if we'd had more than 17 people participating, we might have made it before the side node scaling locked our 2* and 3* people out. That's on us, not the event.0 -
I really like that this event focused on the puzzle element of the game and was simply a joy to play through.
I will say the number of nodes made it feel a bit grindy for something we do 3 times a day but that's honestly a nitpick especially if the round 8 completion with so few optimized clears was considered intentional. I like the idea of pacing things out a bit more on the next run.
I realize that I'm in the minority here but I feel the sub nodes should scale more naturally. It's a joke to keep them at level 40 for days and then instantly jump to 300. This is probably just a consequence of not using scaling in the event though so I suppose that's fine. Better to be too easy than too hard with this game.
Awesome event, just wanted to share my minor nitpicks.
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