*** Doctor Doom (Classic) ***
Comments
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Yeah this is a really "clunky" notification.
It goes off at least once a turn, sometimes twice/three/too many - when you match a purple.
I'd rather it was just turned off/replaced with a REALLY short little animation. Like 0.25 seconds. Shorter than Kamilla's "Bring out the Best" if it has to go off EVERY turn.
Thank you.0 -
Just played the Big Enchilada today, and for a moment I thought Doom used his power while stunned. Not quite. Instead, the AI had a doom teamup, as well as Doom as part of his team. Is that supposed to happen?0
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Spiritclaw wrote:Just played the Big Enchilada today, and for a moment I thought Doom used his power while stunned. Not quite. Instead, the AI had a doom teamup, as well as Doom as part of his team. Is that supposed to happen?
I have seen this before, but only in the final round. The team up limitation seems to be only the characters in round 2 cannot be used.0 -
not entirely sure if this is a bug, it comes up only when you're facing an opposing doom with your own(mostly LR's basically) but sometimes their purple trap tiles overwrite mine if there's not enough purple on the board to work with.0
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Pretty sure it's just part of how trap tiles work. Since they're invisible to the opponent, you're allowed to override them, so they can stay "hidden".0
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qkumbredood wrote:Pretty sure it's just part of how trap tiles work. Since they're invisible to the opponent, you're allowed to override them, so they can stay "hidden".
Plus it is a good way to see where the opposing doom's trap tiles are so that you can match them away before he fires his ability.0 -
I was using Loki's Illusions as a team up skill. After the shuffle, there was a green Diabolical Plot trap on the board.
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Most likely the trap tile was already green before the shuffle. The tile icon indicates you have Hulk on your team; his Anger can convert the color of trap tiles to green.0
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Vynyv wrote:Most likely the trap tile was already green before the shuffle. The tile icon indicates you have Hulk on your team; his Anger can convert the color of trap tiles to green.
My experience is, such friendly powers usually don't recolor trap tiles, so it was more likely the opponents color-changing move.0 -
turul wrote:Vynyv wrote:Most likely the trap tile was already green before the shuffle. The tile icon indicates you have Hulk on your team; his Anger can convert the color of trap tiles to green.
My experience is, such friendly powers usually don't recolor trap tiles, so it was more likely the opponents color-changing move.
I have had Thunderstrike color his tiles green as well. They are traps, so the abilities treat them like they are not there, part of the "unseen" mechanic.0 -
Put me in camp 3/5/5.
His attack tiles don't really excite me. I like using his blue to remove all blue from the board if there is Daken or Ragnarok(PVE obvioulsy) around. His black is kinda meh to me, it is good but I'm fine with it at 3.
Pair with SW to accelerate that purple and have some fun!0 -
I used Doom a lot in the Hulk PvP paired with X-force and She-Hulk. Three different board shake moves (X-force, Surgical Strike, Power of Attorney) meant there was never any shortage of blue tiles to transform. Knowing every blue would turn black definitely helped me plan the best opportunity to use Technopathic strike.0
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Is it completely wrong to go 4/4/5?
I just feel terrible about dropping demons down to 3.0 -
Ruinate wrote:Is it completely wrong to go 4/4/5?
I just feel terrible about dropping demons down to 3.
with his blue its either rank 3 or max, because going from 3 to 4 only gives you 1 more tile changed which with the way the ability functions isn't really worth the drop in black damage.
pretty much 5/3/5 if you want him to be a more independent damage dealer or 3/5/5 if you want him to be a black feeder for someone while retaining the ability to drop some strike tiles if your main black user goes down. I personally prefer 5/3/5 because of how scary his damage is when he's boosted in LRs.0 -
I'm finding his demons less and less useful as more characters gain useful reds at the top end.
Yeah black battery with a purple attack...
- Unreall0 -
hi there, i notice something about Doctor Doom during the lightning round.
when ennemy trigger his purple passive, 1 of mine tend to disapear
so : if my trap and ennemy trap are set on the same tile, the first one is cancelled or it's just a bug?
otherwise why can't make able 2 traps (mine an ennemy one) on 1 tile?0 -
So I've seen the argument for both 3/5/5 (clears the board of for cascade dreams with basic demon rain damage) and 5/3/5 (changes 8 (a lot) with massive demon damage).
Can I get your thoughts on lowering the ? Should it even be considered? Going 5/5/3 could be devastating on a per turn basis while the doing only half (but still crazy powerful) damage.0 -
Niq6 wrote:So I've seen the argument for both 3/5/5 (clears the board of for cascade dreams with basic demon rain damage) and 5/3/5 (changes 8 (a lot) with massive demon damage).
Can I get your thoughts on lowering the ? Should it even be considered? Going 5/5/3 could be devastating on a per turn basis while the doing only half (but still crazy powerful) damage.
so if you live in some alternate universe where you're not using Doom's purple, you don't have to max it.0 -
linkounet wrote:hi there, i notice something about Doctor Doom during the lightning round.
when ennemy trigger his purple passive, 1 of mine tend to disapear
so : if my trap and ennemy trap are set on the same tile, the first one is cancelled or it's just a bug?
otherwise why can't make able 2 traps (mine an ennemy one) on 1 tile?
Tiles can only be of 1 type (basic / strike / attack / protect / web / bomb / trap / invis). Traps are unknown to the enemy and thus can be overwritten by special tile creation (why Elektra + DD sucks vs. Blade/Daken and red goons), in this case your trap is being overwritten by the enemy.Niq6 wrote:So I've seen the argument for both 3/5/5 (clears the board of for cascade dreams with basic demon rain damage) and 5/3/5 (changes 8 (a lot) with massive demon damage).
Can I get your thoughts on lowering the ? Should it even be considered? Going 5/5/3 could be devastating on a per turn basis while the doing only half (but still crazy powerful) damage.
5 cover purple is 2262 damage minimum, frequently around 4524 and when the enemy team isn't matching purple its really easy to hit 8k+ if you let the board brew. Buffed he gets over 50% more damage, I frequently 1 shot characters like Hukbuster with it in LRs0 -
Mine is currently 3/5/5 and I've got 2 black covers which I'm considering using. From memory it seems nearly every time I use blue there are around 8 of them on the board, I really hope his LR comes around again before my covers disappear so I can actually check the % of when its useful to convert more.
The main teams I use him on are LThor/Hood (where black is "somewhat" useful as that's the only use of blue/black AP other than trying to generate cascades for other colors) and Fistbuster (where its usually Doom blue into Fist purple for crazy cascades). With LThor/Hood 5 black would be more useful and with Hulkbuster sometimes I end up using HB's blue if green is more likely to make red cascades than Doom blue into black cascades.0
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