Where do all-mook opponents get their AP?
(Yeah, I tried searching the forum for this and found nothing)
Comments
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They just generate AP in their power colors automatically every turn.
I'm not quite sure how the amount that is generated is determined.0 -
Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?(PASSIVE) At the start of the turn, generate 1 yellow AP
Every other character has their passive abilities documented ...
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I'm in favour of adding it to the power descriptions, but I'm afraid that if it is a passive then the devs will see it as an opportunity to add even more annoying banner pop-ups that slow down the game.0
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jamesh said:Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?(PASSIVE) At the start of the turn, generate 1 yellow AP
Every other character has their passive abilities documented ...
Then again, I've never paid enough attention to know.
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aesthetocyst said:Borstock said:8mijamesh said:Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?(PASSIVE) At the start of the turn, generate 1 yellow AP
Every other character has their passive abilities documented ...
Then again, I've never paid enough attention to know.
It was symbiotes feeding Carnage that got all the lil piggies to squeal re: venom bomb.
So they nerfed goon ap gen. Sti the whine persisted.
So they nerfed the covers on the AIs Carnage in that event. And still the whine persisted.
So they finally just nerfed Carnage, period. And in response the whine multiplied, into whining over (the now relatively toothless) venom bomb, and the damage done to a playable character.
The whine never dies. Cant please please 'em. Best ignore 'em.
After all, they're only a tiny, whiny minority.1 -
aesthetocyst said:
Also, a couple years ago, they cut goon AP generation in half, to reduce the problem of 'feeders'. They have also over time reduced the covers on enemy characters being fed by goons in PVE events.
Padded walls and soft lighting over on the bumper lanes. Play gentle, kids.
Of course, they also cut the costs in half (Thug Pistol costs 2), so now they're non-stop countdowns on nodes where there's one character making matches for them in their color.0 -
Jarvind said:aesthetocyst said:Borstock said:8mijamesh said:Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?(PASSIVE) At the start of the turn, generate 1 yellow AP
Every other character has their passive abilities documented ...
Then again, I've never paid enough attention to know.
It was symbiotes feeding Carnage that got all the lil piggies to squeal re: venom bomb.
So they nerfed goon ap gen. Sti the whine persisted.
So they nerfed the covers on the AIs Carnage in that event. And still the whine persisted.
So they finally just nerfed Carnage, period. And in response the whine multiplied, into whining over (the now relatively toothless) venom bomb, and the damage done to a playable character.
The whine never dies. Cant please please 'em. Best ignore 'em.
After all, they're only a tiny, whiny minority.
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Borstock said:jamesh said:Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?(PASSIVE) At the start of the turn, generate 1 yellow AP
Every other character has their passive abilities documented ...
Then again, I've never paid enough attention to know.
If my suggested wording doesn't reflect what's going on in the game, I'd suggest including an accurate description. It's not an excuse to leave it with no description.
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jamesh said:Borstock said:jamesh said:Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?(PASSIVE) At the start of the turn, generate 1 yellow AP
Every other character has their passive abilities documented ...
Then again, I've never paid enough attention to know.
If my suggested wording doesn't reflect what's going on in the game, I'd suggest including an accurate description. It's not an excuse to leave it with no description.0 -
Slowing down goon countdown tile generation actually makes them harder to beat, because it means they're getting blasted by Dr. Strange less.0
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Dormammu said:Slowing down goon countdown tile generation actually makes them harder to beat, because it means they're getting blasted by Dr. Strange less.
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I thought goon ap was generated by sticking their hand in their pocket and shuffling some "gems" around.
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jamesh said:Borstock said:jamesh said:Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?(PASSIVE) At the start of the turn, generate 1 yellow AP
Every other character has their passive abilities documented ...
Then again, I've never paid enough attention to know.
If my suggested wording doesn't reflect what's going on in the game, I'd suggest including an accurate description. It's not an excuse to leave it with no description.0 -
TPF Alexis said:Dormammu said:Slowing down goon countdown tile generation actually makes them harder to beat, because it means they're getting blasted by Dr. Strange less.
babygroot/guardians are best against goons because health packs and no risk of strike tiles getting matched
Strange variants are best against opponents with cheap powers
Thanos variants are really effective when one enemy is significantly weaker than its teammates.
alot of pve speed is making sure you use the best combos against various nodes.
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No matter how far into the 4* tier I progress, when fighting three goons I have yet to find a faster team than my old 3-star goon-clearing squad: Patch/IM40/Strange.
I haven't champed 4-star Rocket/Groot yet (I'm just a cover or two away) so that may change very soon.0 -
aesthetocyst said:Borstock said:8mijamesh said:Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?(PASSIVE) At the start of the turn, generate 1 yellow AP
Every other character has their passive abilities documented ...
Then again, I've never paid enough attention to know.
It was symbiotes feeding Carnage that got all the lil piggies to squeal re: venom bomb.
So they nerfed goon ap gen. Sti the whine persisted.
So they nerfed the covers on the AIs Carnage in that event. And still the whine persisted.
So they finally just nerfed Carnage, period. And in response the whine multiplied, into whining over (the now relatively toothless) venom bomb, and the damage done to a playable character.
The whine never dies. Cant please please 'em. Best ignore 'em.
After all, they're only a tiny, whiny minority.
What, you liked eating a Symbiote Scythes every other turn? For tinykitty's sake, man, that node was tinykittying awful.I do remember when they displayed how much AP the goons generated, I didn't mind it but apparently it caused confusion and angst. Dunno why.
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There is one change I would like to occur with active + goon nodes. That the goons don't produce AP until the active is killed off.
So right now you have good feeders getting the active much more AP/turn than would be normally possible with normal 3 matches. I know the goons don't match and so to compensate you have to give them free AP. But with an active present this means they get something like 10-12 AP/turn which is ridiculously unfair.
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Hmm.. if only the devs created a banner for the mooks (goons) that appeared every turn that showed the amount of colored AP they generate!
https://forums.d3go.com/discussion/54174/i-miss-the-old-new-victory-banner
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aesthetocyst said:GrimSkald said: ... What, you liked eating a Symbiote Scythes every other turn? For tinykitty's sake, man, that node was tinykittying awful.
I do remember when they displayed how much AP the goons generated, I didn't mind it but apparently it caused confusion and angst. Dunno why.
YES.
I liked the node that is. And wish we had many, many more like it.
Challenging nodes allow for quality play to become an advantage. By increasing the likelihood that careless / weak players will wipe, they reward roster strength, skill, and knowledge.
Without them the game becomes mindless repetitive busywork, where players go to earn a litany of participation trophies. Like writing 100 sentences for iso.
Y'know, like exactly how the game is today. Never mind the excellence, just punch the clock.
An old-school Carnage with a red feeder or two had the potential to fire scythes every other turn. Every turn if he was making red matches. Why would you let him? I certainly didn't. "eating a Symbiote Scythes every other turn?" That's crazy.
A few of the reasons include:- the game rewards speed, in the form of better placement rewards in story, and completing matches without being hit in versus. So time spent in a trial and error loop is time wasted here.
- the game punishes failure, by making you use limited health packs or move on to other rostered characters who might have an even worse chance of winning.
- the progression rewards don't properly scale with difficulty, so you'll often be rewarded for picking a lower difficulty level where you've got a 100% chance of winning all matches, than a harder one where you might not be able to complete all nodes.
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aesthetocyst said:
An old-school Carnage with a red feeder or two had the potential to fire scythes every other turn. Every turn if he was making red matches. Why would you let him? I certainly didn't. "eating a Symbiote Scythes every other turn?" That's crazy.
"Why would you let him?"
Maybe because there's nobody in the boost list that particular week with a cheap stun. Maybe because you bring a stunner, but there's no freaking blue or whatever colour you need on the board. Maybe because a newer player doesn't have anyone viable who can stun. Maybe because I don't want to be freaking forced to bring specific character "X" to that particular fight each & every time, because if I don't, I'll eat a high-damage power every 1-2 turns because of a broken game mechanic!
Come on, man.
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