*** Doctor Doom (Classic) ***
Comments
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Dont quote me on this but I remember more than a couple times after Doom used 5 the auto-matches brough a lot of new tiles to the board and I didnt see any blue. Might be the case of the power affecting an amount of off-screen tiles.0
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It's just very rare to have more than 9 or even 8 blue tiles on the board because Technopathic Strike itself requires 3 blue matches. Unless you have a Doombot on your side you're not likely to have a board that's got enough blue tiles after you collected enough for Technopathic Strike to matter.0
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Just pulled Doom's new power from a standard token. It's only my second color for him, so I can only play around in low level prologue nodes.
But so far I think it will be a solid power. Not as good as mischief, but still useful. the trick will be balancing trap generation with harvesting 10 AP to detonate them. He also won't play well at all with other purple users.
I am not sure how intimidating it will be on defense. It definitely has the power to drop a player with each casting, but the ai will also use it less than optimally, firing it as soon as 10 ap are collected (I think the best way to use it is to collect the 10 ap, and then wait a few rounds to generate traps).
I look forward to trying it out with a few more covers/levels.0 -
Vhailorx wrote:Just pulled Doom's new power from a standard token. It's only my second color for him, so I can only play around in low level prologue nodes.
But so far I think it will be a solid power. Not as good as mischief, but still useful. the trick will be balancing trap generation with harvesting 10 AP to detonate them. He also won't play well at all with other purple users.
I am not sure how intimidating it will be on defense. It definitely has the power to drop a player with each casting, but the ai will also use it less than optimally, firing it as soon as 10 ap are collected (I think the best way to use it is to collect the 10 ap, and then wait a few rounds to generate traps).
I look forward to trying it out with a few more covers/levels.
I don't think there is balance in harvesting, you grab purple as you can, assuming it's a smart match, then sit on the purple until you need it or it's worth the investment.0 -
Pulled his new purple cover from an event token and confirmed that Patch's enemy strike
tiles do not overwrite Doom's trap.
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rossfoss wrote:Pulled his new purple cover from an event token and confirmed that Patch's enemy strike
tiles do not overwrite Doom's trap.0 -
locked wrote:rossfoss wrote:Pulled his new purple cover from an event token and confirmed that Patch's enemy strike
tiles do not overwrite Doom's trap.
Oh wow, that's a great buff to patch! Since it avoids giving them purple strike tiles!0 -
Ability is buggy, non-purple or once force bubbled trap tiles not getting cleared!
viewtopic.php?f=9&t=219270 -
No one has mentioned that the skill is really quite slow.
It just seems like an awkward mechanic, to have to match then wait for the traps to spawn for a viable pay-off.
Or you start to match away your traps and wait again.
They don't even do anything when they are matched.
It kinda equates to a much higher AP cost skill because of the waiting.
Not yet enamoured with this - it makes me think too hard.
Good ol' Thor doesn't make me think too hard! simple. get ap. use skill.
but I see D.Dooms virtue when used as a tile blocker. THAT, does seem useful.
edit: having had more experience with the purple - it's nice. Not as slow as I'd thought and good damage. I like.0 -
atomzed wrote:locked wrote:rossfoss wrote:Pulled his new purple cover from an event token and confirmed that Patch's enemy strike
tiles do not overwrite Doom's trap.
Oh wow, that's a great buff to patch! Since it avoids giving them purple strike tiles!0 -
locked wrote:Now that I think of it, Captain America can probably overwrite a friendly trap but why would you.
to foil his diabolical plot0 -
Chungachangas wrote:No one has mentioned that the skill is really quite slow.
It just seems like an awkward mechanic, to have to match then wait for the traps to spawn for a viable pay-off.
Or you start to match away your traps and wait again.
They don't even do anything when they are matched.
It kinda equates to a much higher AP cost skill because of the waiting.
The "conditional" requirement has been the trend for the past few characters. Look at mystique (shapeshift required for masterstroke), cage (12 black for full power), DP (red effectiveness reduced with opp HP).
Those which are low AP has it's power at a much lower level, like Gamora.
I actually such balancing as it gives more depth and *some* strategy to the character.
(And yes, I will say doom as a moderate speed character.0 -
FYI - Traps bug with color generation abilities. 2* Thor doesn't disarm traps with color change ability similar to how DD traps work BUT the trap doesn't go off with a doom purple detonation and doesn't count for damage. Sorry I didn't get the detonation image but it ended the match when I used it. Have shot of non-disarm with color change.
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His new skill isn't bad, but it's not great either. Dr. Dooms is just a slow tanky charater that is now at least playable, he's not going to win you top level PvP's but he is solid PvE now. I don't recomend rushing out and buying covers for him, but it does give players another viable active purple that can hurt.0
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Chungachangas wrote:No one has mentioned that the skill is really quite slow.
It just seems like an awkward mechanic, to have to match then wait for the traps to spawn for a viable pay-off.
Or you start to match away your traps and wait again.
They don't even do anything when they are matched.
It kinda equates to a much higher AP cost skill because of the waiting.
Not yet enamoured with this - it makes me think too hard.
Good ol' Thor doesn't make me think too hard! simple. get ap. use skill.
but I see D.Dooms virtue when used as a tile blocker. THAT, does seem useful.
SLOW is key. And he would benefit from Luke Cage and Patch, due to the passive yellow and reds. Further, he would be a great black generator for jab jab cross. That passive defense tile would go a long way towards keeping Doom alive long enough to land his diabolical plot.
Now that I think of it, they are actually a VERY sound group.0 -
ronin-san wrote:SLOW is key. And he would benefit from Luke Cage and Patch, due to the passive yellow and reds. Further, he would be a great black generator for jab jab cross. That passive defense tile would go a long way towards keeping Doom alive long enough to land his diabolical plot.
Now that I think of it, they are actually a VERY sound group.0 -
The main benefit to Doom now is that he's a black generator for XForce without being a complete liability (and if XForce gets killed, Demons isn't too bad). Purple is hella-slow but pretty meaty when it 'goes off'. I think it would have worked better with slightly lower power and AP cost because it simply isn't worth working towards on it's own.0
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Preliminary Impressions of a 5/5/3 lvl 166 Doom
The short version is the purple is not the game changer it might seem. Dropping the blue to 3 might not be as effective. Black is still good after the slight nerf. Doom is not as much of an improvement as Loki was. The long version follows.
I decided after I got my two purple covers to only add a third one before maxing doom to 166. My reasoning was I wasn't convinced that purple was a real game changing power as much of the discussion above centered around. I felt by playing with this build I would be able to assess two things; how many purple traps would be around by the time I got to 10 purple AP. When I used blue how many blue tiles were on the board to see whether lvl 3 of eight or lvl 4 of nine would have done the same job.
I played two teams for most of the day today in both PvP in the Simulator and the DP PvE. One was Doom/Patch/Loki and the other was Doom/Patch/Luke Cage.
My observations after playing about thirty matches today.
1. By the time I was ready to play purple there were three or four traps on the board; only once were there a lot. I think you can most probably expect 3-5 traps most of the time. Considering that at lvl 5 it is about 1K per trap you will have to decide if a purple power of that variable damage, 3-5k, is worth it.
2. The trick of using the traps to occupy purple so you can use Patch Berserker Rage works very well. But since level three and level five Doom purple still put out the same amount of traps. This can be used no matter what level you have it at. In the matches with Loki I used Rage after the ai had done a four match on purple and the traps occupied the others for completely clean cast with no downside. It happened four times over the matches i played with that team. When Cage was in for Loki it was never completely clean and there were one or two purple strikes after casting Rage. I think it is still an effective combo and it could be good especially for clearing mid-range PvE opponents as another team to put into rotation for a clearing run. It is definitely going to see use in my PvE rotation.
3. I think if people reduce the blue down to level 4 or level 3 they will notice a big difference. Out of 28 casts of the ability there were more than 8 tiles 20 times and more than 9 tiles 16 times, there were more than 10 11 times. The cascade ability of turning all of the blue black should not be underestimated. If the wrong one or two blues don't convert you can be left without a great position. The black generated from a lvl 5 blue turned around match after match especially with Cage as I could go right into a jab jab punch and there was enough black to make a match and hit it again. Lvl 5 blue is a superior generator of black and cascades. I didn't try with x-force but it should also be a great companion.
4. With Loki and Cage in both teams I often wanted to use their powers over summon demons. After awhile i realized it was six of one half-a-dozen of another. If you need to get rid of a character with or near a charged up power I would use cage black. If the board situation is in a stable position you are better using summon demons. It did more total damage over the time the attack tiles survived. Follow it up with Zerker Rage and it gets over real quick. Yeah summon demons doesn't hit as hard but Doom has more health and can stick around long enough to cast it so the balance is about right i think.
For now I'm keeping my Doom at 5/5/3 because the blue is much faster and has more opportunity to propel my team towards match ending moves. Summon Demons is better at five as back-up to other black moves I would probably bring along in any team I used Doom with. Higher purple doesn't make him any better of a partner with Patch.0
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