AI team's MEHulk Grand Entrance does not resolve at the start of the battle
If the Player is fielding Main Event Hulk, the Grand Entrance "start of the battle" passive also resolves at this time, i.e., at the start of the battle and before the Player's first turn.
However, if the AI team also has Main Event Hulk, the AI's Grand Entrance "start of the battle" passive does NOT resolve at the start of the battle. Instead, it resolves after the Player's first turn and prior to the AI team's first turn.
If the AI team's R4G's Strike tiles can be placed at the actual start of the battle before the Player's first turn, then the AI team's MEHulk's Grand Entrance "start of the battle" passive should also resolve at the actual start of the battle, prior to the Player's first turn, and not at the start of the AI team's first turn.
Comments
-
Thank you for putting MEHulk in Old Man Logan's 5E node in Ticket to Nowhere.
I turned on Character Animations and was able to confirm that the enemy MEHulk's "start of the battle" passive resolves at the start of the enemy's first turn, and NOT at the Start of the Battle, while the enemy MEHulk's "start of the turn" passive does NOT resolve at the start of their very first turn, but first resolves at the start of their second turn.
If the enemy R4G's strike tiles are placed at the actual start of the battle, prior to the player's first turn. then the enemy MEHulk's "start of the battle" passive should also resolve at the start of the battle, prior to the player's first turn.
While this may give the player a chance at a cascade as a result of an enemy passive, that's how it should be, because that's the start of the battle.
The start of the enemy team's very first turn is NOT the start of the battle.
0 -
I doubt you'll see the behaviour changed. At best, you might get them to change the wording of the power.
In part, ME Hulk's Grand Entrance was intended as a counter for Rocket & Groot. If an enemy Hulk's Grand Entrance activated during the player's turn, then you'd have a cascade whose damage is beefed up by the player's strike tiles. They might lose some of their strike tiles, but there's a potential to do a lot of free damage to the enemy team before even making a move.
The only way to move it forward and keep it fair would be to code in a new mode where one player's powers can manipulate the board during the other player's turn and also accrue AP/damage from the board settling. I don't see that happening unless they decide it is critical for a power of some new character they've dreamed up.
0
Categories
- All Categories
- 44.8K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.2K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.6K Magic: The Gathering - Puzzle Quest
- 503 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 421 MtGPQ Deck Strategy & Planeswalker Discussion
- 298 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.6K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements