The Dukes of Hazard (tiles)
Comments
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I never actually noticed they were there in previous eventsI feel weird putting Quake on the team, tanking with OML and letting hazard tiles do all the work. It's a very effective method for this event.0
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No - those Good ol' boys belong in jailThey are for one thing, to make more money on health packs. I could come out of half these fights undamaged now i come out of them with 1000s of damage
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Why do people always pedal this health pack thing, the devs have done nothing but give us characters and powers to power through pve barely using a health pack. I play CL8 and never use a single pack, I ran through this in CL 8 and used one. I don’t have thor. Yep CL9 I would have used more but so you should, it’s the top CL. Risk vs rewards.
The amount of things been been given in the game to aid with less pack useage vs things to take them away is so heavily biased in our favour. It’s one pve that’s a bit more pack heavy and it’s a new character release, there should be more to separate this game from just speed.4 -
No - those Good ol' boys belong in jailWell no question about the first round splitting players. I'm not a fan myself but it does add a different dimension to the match and far more noticeable than the GOTG ones were, so at least there is an impact on gameplay. Of course these ones were self-explanatory in terms of what they were gonna do from Brigby's post, next up is the more intriguing sounding:
Royal Shield - Helps allies, but can also turn the tide in the enemy’s favor.
Any early speculation? Not sure how it can help the enemy unless you can't attack or it stuns characters whlst shield is up?!?! Looking forward to the second round of feedback from early birds!
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Tony Foot said:Why do people always pedal this health pack thing,
Health packs are for PvP not PvE. This will make the 4* Grocket/Gamora/Medusa team even more relevant now. I also think its to counter the repeated low health advantage teams like DD or Thor. Since before you could bring in a fairly weak DD and Thor to use their passives but now that risks getting them wiped out due to the hazard tiles.
Just a quick question though, how many players have had their match ended when the tiles killed off the enemy team during their turn? It's happening more and more often now that I'm using weak AOEs to whittle down their health and letting the tiles resolve to wipe out the rest of the health.
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No - those Good ol' boys belong in jailI honestly didn't find these tiles as bad as everyone was saying. I played SCL9 (higher than my normal SCL8) and outside the 5* node I was typically getting hit by 1 or less per match. All said and done my clear times were pretty normal and I used about the same amount of health packs as I usually do running a 5* Thanos speed team.
I can see how this would be a lot tougher though if you were playing against matches much closer or over your characters level as those would likely take longer.
I also noticed that cascades seemed to drop in new bomb tiles with counters at 2 & 1 instead of starting at 3. @Brigby is that expected behavior? It looked like a bug to me.0 -
No - those Good ol' boys belong in jailThe bomb tiles don't promote/add strategy, they take it away. Basic strategy is what moves can I make that benefit me and simultaneously disadvantage the AI. I need to collect AP for my team while denying the AI the AP they need. But now we have bomb tiles that disrupt those plans, and which the AI only matches away by chance even though they get damaged by the bomb tiles, too. And again, we have another set of random counter tiles that only tick down on the AI's turn, and so while the AI is negatively affected by these new hazards that they don't care about, (they always start a new match with full health), they also positively benefit from the bombs because they get the benefit of any matches or cascades from the bomb tiles because they only explode on the AI's turn. So in spite of your best efforts to deny the AI the AP they need, they may get it anyway through an additional, randomized element. The bomb tiles do not promote strategy, they detract from it.6
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I love me some Hazard - Eden Hazard, Hazard, Kentucky, etc.I finally got to try that sub; it was definitely way over the top in SCL7 from what I was expecting, but I don't want to jump straight to "take 'em out!" territory. I do hope this isn't the new normal for all events though, because if that happens, it will just be an obvious health pack tax on PVE.0
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I never actually noticed they were there in previous eventsJSP869 said:The bomb tiles don't promote/add strategy, they take it away. Basic strategy is what moves can I make that benefit me and simultaneously disadvantage the AI. I need to collect AP for my team while denying the AI the AP they need. But now we have bomb tiles that disrupt those plans, and which the AI only matches away by chance even though they get damaged by the bomb tiles, too. And again, we have another set of random counter tiles that only tick down on the AI's turn, and so while the AI is negatively affected by these new hazards that they don't care about, (they always start a new match with full health), they also positively benefit from the bombs because they get the benefit of any matches or cascades from the bomb tiles because they only explode on the AI's turn. So in spite of your best efforts to deny the AI the AP they need, they may get it anyway through an additional, randomized element. The bomb tiles do not promote strategy, they detract from it.
These tiles conflict with (detract from) your established strategy, and encourage (promote) you to develop a new one; giving you a new puzzle to solve.
Barreling headfirst into the fight inflicting as much damage as quickly as possible, Juggernaut style, is still a viable strategy. You just have to deal with the consequence of the possibility of receiving a lot of damage as well.
This change just adds an extra decision to the process: should I make the red match that deals more damage and builds my AP, or do I make the green match that prevents my team from getting hurt.
I like that the devs are coming up with new ways to keep the game interresting. Maybe they could tweak the damage amounts and/or the frequency of them, but then they run the risk of being like the ones in the GotG event, when they are barely noticeable. These bombs force you to pay attention to them.7 -
No - those Good ol' boys belong in jailBlindman13 said:JSP869 said:The bomb tiles don't promote/add strategy, they take it away. Basic strategy is what moves can I make that benefit me and simultaneously disadvantage the AI. I need to collect AP for my team while denying the AI the AP they need. But now we have bomb tiles that disrupt those plans, and which the AI only matches away by chance even though they get damaged by the bomb tiles, too. And again, we have another set of random counter tiles that only tick down on the AI's turn, and so while the AI is negatively affected by these new hazards that they don't care about, (they always start a new match with full health), they also positively benefit from the bombs because they get the benefit of any matches or cascades from the bomb tiles because they only explode on the AI's turn. So in spite of your best efforts to deny the AI the AP they need, they may get it anyway through an additional, randomized element. The bomb tiles do not promote strategy, they detract from it.
These tiles conflict with (detract from) your established strategy, and encourage (promote) you to develop a new one; giving you a new puzzle to solve.
Barreling headfirst into the fight inflicting as much damage as quickly as possible, Juggernaut style, is still a viable strategy. You just have to deal with the consequence of the possibility of receiving a lot of damage as well.
This change just adds an extra decision to the process: should I make the red match that deals more damage and builds my AP, or do I make the green match that prevents my team from getting hurt.
I like that the devs are coming up with new ways to keep the game interresting. Maybe they could tweak the damage amounts and/or the frequency of them, but then they run the risk of being like the ones in the GotG event, when they are barely noticeable. These bombs force you to pay attention to them.
I was thinking about characters like Daken, Loki, Mockingbird, Teen Jean, etc., who you have to be careful facing because if you match green, or match 4, or 5, that has negative consequences, and so their passives add strategy. Having to take in different team members and change my playing style in order to counter a new 'hazard' is promoting strategy, regardless of how annoying I may find this new hazard. And I do, I find them bloody annoying, and it doesn't help that once again these so-called neutral tiles only detonate on the AI's turn so only the AI gets the benefit of any cascade. If the bombs randomly dropped after any match, meaning they could potentially detonate at the start of my time, I'd still be annoyed, but not quite as much.6 -
Blindman13 said:JSP869 said:The bomb tiles don't promote/add strategy, they take it away. Basic strategy is what moves can I make that benefit me and simultaneously disadvantage the AI. I need to collect AP for my team while denying the AI the AP they need. But now we have bomb tiles that disrupt those plans, and which the AI only matches away by chance even though they get damaged by the bomb tiles, too. And again, we have another set of random counter tiles that only tick down on the AI's turn, and so while the AI is negatively affected by these new hazards that they don't care about, (they always start a new match with full health), they also positively benefit from the bombs because they get the benefit of any matches or cascades from the bomb tiles because they only explode on the AI's turn. So in spite of your best efforts to deny the AI the AP they need, they may get it anyway through an additional, randomized element. The bomb tiles do not promote strategy, they detract from it.
These tiles conflict with (detract from) your established strategy, and encourage (promote) you to develop a new one; giving you a new puzzle to solve.
Barreling headfirst into the fight inflicting as much damage as quickly as possible, Juggernaut style, is still a viable strategy. You just have to deal with the consequence of the possibility of receiving a lot of damage as well.
This change just adds an extra decision to the process: should I make the red match that deals more damage and builds my AP, or do I make the green match that prevents my team from getting hurt.
I like that the devs are coming up with new ways to keep the game interresting. Maybe they could tweak the damage amounts and/or the frequency of them, but then they run the risk of being like the ones in the GotG event, when they are barely noticeable. These bombs force you to pay attention to them.
For example, I recently champed Nightcrawler. I wasn't a fan of his powers at release but since he was boosted decided to try him out with Vulture and Cloak & Dagger. My opinion may change when he isn't boosted and comes back to down to Earth and the PVE event doesn't involve AOE exploding tiles, but I'm loving Nightcrawler now. He takes no damage from the exploding tiles and pulling off an infinite BAMF! ends things quick if you're lucky. Vulture's great too since he can spend his time airborne and avoid damage as well.
Cloak & Dagger, on the other hand, are hating their lived right now. They're basically there to feed black for Vulture so they get exploded on a lot. They must think Vulture and Nightcrawler are the worst teammates ever.2 -
Know what's unfair, the enemy has unlimited health packs, we don't.5
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New hazards drop protects, then flips them. These can be used to your benefit more than the last ones.
Not sure how the next ones work, but overall I am a fan. They change the game more than I thought they would. The hazards in the GOTG2 event were barely noticeable, but these force you to change your strategy.
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No - those Good ol' boys belong in jailJesus Jones said:Know what's unfair, the enemy has unlimited health packs, we don't.4
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I love me some Hazard - Eden Hazard, Hazard, Kentucky, etc.GUYS. BREAKING NEWS. I've confirmed that Snarky Remark will extend the life of environmental countdowns. #MakeBagmanGreatAgain2
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No - those Good ol' boys belong in jailbroll said:Jesus Jones said:Know what's unfair, the enemy has unlimited health packs, we don't.
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No - those Good ol' boys belong in jailThaRoadWarrior said:GUYS. BREAKING NEWS. I've confirmed that Snarky Remark will extend the life of environmental countdowns. #MakeBagmanGreatAgain0
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I love me some Hazard - Eden Hazard, Hazard, Kentucky, etc.GUYS. DOUBLE BREAKING NEWS: To Love and Fear does NOT remove these hazard tiles0
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I never actually noticed they were there in previous eventsStill on the first sub - I noticed that the enemy Moonstone was moving the Hazards with her Gravity Warp which is supposed to target "enemy special tiles."
I posted it in the Bugs and Technical issues thread. Just wondering if anyone else had noticed this or others that are treating 'neutral' tiles as 'enemy'.
Confirmed the 4* Thor's yellow (at 5 covers, so it should target countdowns) does not work.0 -
What would be fun and a little more fair would be to have the hazard tiles only damage the opposing team when they expired.0
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