R134 Release Notes *Updated (8/29/17)
Comments
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mega ghost said:I assume one will involve his bite, one will involve his sense of smell, and one will involve his teleportation ability. He'll most likely be a support character.
These all make sense as a reasonable starting point for developing a set of abilities. A Bite ability could have him latch-on to an enemy, preventing Invisibility or Airborne status for a small period.
Sense of smell could have something to do with the change to fortifying trap tiles from a month or two ago. He could fortify enemy trap tiles - although this would make them harder to remove, it would allow you to easily identify where they are hidden.
And if teleportation takes the form of tile swapping, that might just be the perfect way to set up those identified trap tiles for cascading matches or otherwise get them out of the way so you don't trigger them,
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JuanAV2141 said:They posted on Facebook that Lockjaw is coming out soon. He's a HUGE dog so he would win tug of war.0
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DrDevilDinosaur said:mega ghost said:I assume one will involve his bite, one will involve his sense of smell, and one will involve his teleportation ability. He'll most likely be a support character.
These all make sense as a reasonable starting point for developing a set of abilities. A Bite ability could have him latch-on to an enemy, preventing Invisibility or Airborne status for a small period.
Sense of smell could have something to do with the change to fortifying trap tiles from a month or two ago. He could fortify enemy trap tiles - although this would make them harder to remove, it would allow you to easily identify where they are hidden.
And if teleportation takes the form of tile swapping, that might just be the perfect way to set up those identified trap tiles for cascading matches or otherwise get them out of the way so you don't trigger them,
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Crowl said:DrDevilDinosaur said:mega ghost said:I assume one will involve his bite, one will involve his sense of smell, and one will involve his teleportation ability. He'll most likely be a support character.
These all make sense as a reasonable starting point for developing a set of abilities. A Bite ability could have him latch-on to an enemy, preventing Invisibility or Airborne status for a small period.
Sense of smell could have something to do with the change to fortifying trap tiles from a month or two ago. He could fortify enemy trap tiles - although this would make them harder to remove, it would allow you to easily identify where they are hidden.
And if teleportation takes the form of tile swapping, that might just be the perfect way to set up those identified trap tiles for cascading matches or otherwise get them out of the way so you don't trigger them,
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For the love of a generic diety please have lock jaw do something against countdowns. We literally have 20 people who destroy/steal strike, assault and protect tiles. We have 1/2 a dozen that improve, shorten, or protect count down tiles. Let lock jaw be the first to destroy multiple countdowns.
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Update 3: Changed to Final Release Notes0
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While they don't target countdowns specifically, there are tons of abilities that can be used to destroy them:
- GSBW Red and Green
- Chulk Green
- Gwenpool Purple
- 4* Cyclops Red (if you have 10 TU AP)
- 1* Hawkeye Red
Also you have ones like:- 4* Thor Yellow - at 5 covers converts countdowns to charged tiles
- 4* Star Lord Purple - can replace enemy countdowns with his own
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It's a good point, but with such a heavy countdown meta, it'd be nice to have more options to balance things out.
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Wumpushunter said:For the love of a generic diety please have lock jaw do something against countdowns. We literally have 20 people who destroy/steal strike, assault and protect tiles. We have 1/2 a dozen that improve, shorten, or protect count down tiles. Let lock jaw be the first to destroy multiple countdowns.0
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4* Countdown removal, eh. Ok, well:
Striking Distance (5 covers)
Force Bubbles (4-5 covers)
Bill of Rights (4-5 covers)
Hybrid Tech Slicer (when triggered by Circling Prey)
Resonance Frequency (of the targeted color)
Sploits (in one row or column)
To Love and Fear
Mind Over Matter (4-5 covers)
Sleight of Hand (3-5 covers)
The Quack-Fu One-Two (green tiles)
Mastermind Excello (In the chosen 3x3 block)
The Destroyer
Surgical Strike (if they're in the enemy's strongest color)
(Might have missed a few edge cases, but I think that's more or less it. I excluded entirely random tile destruction)
Fortified countdown tiles would be (briefly) protected from the bolded effects listed. While this isn't a particularly short list, it's not particularly long, either, even when including targeted tile destruction.
I suspect this is because destroying countdown tiles as an effect can be especially punitive against characters who rely on them to do anything. (To the point where more and more powers create Fortified tiles right out of the gate, at least at higher cover levels). Countdown tiles are even more vulnerable in this way than other special tiles, because in many cases the tile doesn't do anything on the turn it is created, and may also not do anything until it expires, several turns later.2 -
So many problems with this patch. Very long load times (w/ percentages) for each match, multiple special attacks during Daredevil PvP which did not damage, repeater tile has a blank description when clicked on. I use iOS.
Unplayable patch.3 -
This patch is right up there with the one that (temporarily) destroyed people's save data. These load times make the game absolutely unplayable.1
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just want to say. lovely play testing of the patch
gave me a good laugh :P0 -
Is the consensus to not download the patch until forced to?0
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Crowl said:DrDevilDinosaur said:mega ghost said:I assume one will involve his bite, one will involve his sense of smell, and one will involve his teleportation ability. He'll most likely be a support character.
These all make sense as a reasonable starting point for developing a set of abilities. A Bite ability could have him latch-on to an enemy, preventing Invisibility or Airborne status for a small period.
Sense of smell could have something to do with the change to fortifying trap tiles from a month or two ago. He could fortify enemy trap tiles - although this would make them harder to remove, it would allow you to easily identify where they are hidden.
And if teleportation takes the form of tile swapping, that might just be the perfect way to set up those identified trap tiles for cascading matches or otherwise get them out of the way so you don't trigger them,
Absolutely agree that fortifying enemy traps would be horrible - but totally in line with what I expect out of the dev team. Still, there are a few cases where I could see it work in my favour. For example, using Coulson would allow you to overwrite the traps with the Charge status
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Huge load time before each battle. Game unplayable as it is now.
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The new load times are insane. It has been a common complaint for some time now that the game wastes too much time with animations, slow tile movement, clumsy UI etc... now you can wait for another three to five seconds until you actually start the battle. It used to be instant! What is the game even loading now?
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There's a thread in the bug forum. I'd avoid downloading if you can.
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Getting the force update notice on ios so can't avoid it
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Load times are a bad joke0
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