*** Spider-Man (Classic) ***
Comments
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I suggest all of you start bringing Spider-Man into PVP immediately. Don't bother shielding, either.
Include a 1* as your third if you want to make things super-efficient for me.0 -
The only feasible way I could consider using Spiderman, is if the devs had some wacked out PvE node that featured a 'boss character'. One that hit like a ton of bricks and had a lot of HP's to chew through.
So, yeah ...0 -
Ghast wrote:I suggest all of you start bringing Spider-Man into PVP immediately. Don't bother shielding, either.
Include a 1* as your third if you want to make things super-efficient for me.
Way ahead of you man! Been doing that for months! Someone has to provide points in the 900-1000 point range.0 -
In light of the recent character and rules changes, I'm now referring to Spider-Man as, "Bagman II: Electric Boogaloo."0
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Neuromancer wrote:I'm now referring to Spider-Man as, "Bagman II: Electric Boogaloo."0
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Spidey is still better than Daredevil against all-goon teams...and that's about it.0
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Neuromancer wrote:In light of the recent character and rules changes, I'm now referring to Spider-Man as, "Bagman II: Electric Boogaloo."
Yep, two nerfs in a month !!!
So I was going to respec him to 5/3/5 but now, after they nerfed healing, I wonder if it would be better to leave him 3/5/5 or 4/4/5. I suppose I won't be using blue a lot, but at least there are some usage differences from 4 to 5 blue (and maybe after they nerf Magneto it would be more useful). Right now my Spidey is 4/4/5 but I have a blue cover that will expire in two days, so I have to make a decision soon
Any advice?0 -
However you look at it he's useless; spec however you like and it seems to me that 5/3/5 is still best because that stun can't be relied on at all.0
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I changed mine to 5/3/5, but I wish I'd stayed 3/5/5. Healing is now pretty much worthless -- at least with stuns they're situationally useful. So I'd say go with 3/5/5.0
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john1620b wrote:I changed mine to 5/3/5, but I wish I'd stayed 3/5/5. Healing is now pretty much worthless -- at least with stuns they're situationally useful. So I'd say go with 3/5/5.
Agreed. I kinda regretted it switching from 5 blue to 5 yellow (previously 4/5/4). Now I need another blue + purple.0 -
Considering the name of the game now seems to be damage prevention instead of healing, who has the best shield tiles when you consider easiest to obtain quickly? I'm assuming in volume of damage mitigated, Falcon would be among the highest, but 12ap takes a bit, even with boosting. With Spidey being passive, you can have a few on the board quickly. Mine isnt levelled, so I don't know how much they absorb though.
Thoughts?0 -
raek13 wrote:Considering the name of the game now seems to be damage prevention instead of healing, who has the best shield tiles when you consider easiest to obtain quickly? I'm assuming in volume of damage mitigated, Falcon would be among the highest, but 12ap takes a bit, even with boosting. With Spidey being passive, you can have a few on the board quickly. Mine isnt levelled, so I don't know how much they absorb though.
Thoughts?
Yeah I forget how the shild calculation goes, but base shield strength is 193 I beleive if maxed. One of the best defensive combos is spidey/falcon in terms of early shields. Match Purple, until you can fire off Falcon, then just match yellow, use spidey heal and you are pretty protected, albeit no dmg0 -
193 is decent. You're right, that team wouldn't get touched, and the pinks provide great defense synergy. But it would take about an hour to kill anyone, so not sure it's a great overall option.
*Edit* I'm an idiot, I found the list.0 -
Honestly, with the new healing changes, I wish they'd just get rid of all healing abilities and replace them with something else. By the time you can use them they're pretty much useless, and since there's only three abilities in the game (5 if you count Hot Dog Stand and the Lieutenant) it wouldn't be that much time. At least Spidey's yellow could be useful, then -- an offensive power would be nice.
(And then, make healing time for characters even shorter and increase health packs to make the game playable more often. But that's another [50-page] "discussion".)0 -
Simply change his additional web-tile healing to true-healing. This way he's more more useful than OBW and still viable as a secondary support.
Spider-Man webs makeshift slings, giving his team a burst of 142 health. If 3 or more Web tiles exist he converts them to bandages, true-healing his team for an additional 149.
Level Upgrades
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Level 2: Increases base burst healing to 199.
Level 3: Increases base burst healing to 256.
Level 4: Increases base burst healing to 312.
Level 5: Increases base burst healing to 369.
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Krow, that is an elegant and simple compromise that would go a small way to making Spidey slightly closer to the power level that he deserves. Easy to implement with existing healing architecture. I would just want to make sure that the "true" healing goes in under the "burst" healing. Great idea!0
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Since not many people look at the suggestions forums, I'm linking this here:
viewtopic.php?f=8&t=108640 -
Or replace his yellow with an offensive move. "Spider-Man swings into battle, doing X damage plus Y for every web tile. Web tiles are then destroyed, but do not generate AP."
Wouldn't that be more fun?
Note: I still think web tiles are a broken mechanic, I'm just offering something that matches his current systems.0 -
Suggested change for his Blue power.
Spider-Man picks a strategic spot for a web countdown tile. Opponent powers using the chosen color are unusable for 2 rounds. When the countdown is over, just the webbing remains.
Level Upgrades
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Level 2: Powers are unusable for three rounds.
Level 3: Countdown tiles powered by the chosen color are halted.
Level 4: Protect, Strike, and Attack tiles of the chosen color stop functioning.
Level 5: Interference lasts for 4 rounds.
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Nonce Equitaur 2 wrote:Suggested change for his Blue power.
Spider-Man picks a strategic spot for a web countdown tile. Opponent powers using the chosen color are unusable for 2 rounds. When the countdown is over, just the webbing remains.
Level Upgrades
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Level 2: Powers are unusable for three rounds.
Level 3: Countdown tiles powered by the chosen color are halted.
Level 4: Protect, Strike, and Attack tiles of the chosen color stop functioning.
Level 5: Interference lasts for 4 rounds.
I'd actually leave blue as is, and make this his yellow. Might be enough to make him useful again--and what on earth, canon-wise, does Spidey have to do with healing anyway?0
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