***** Ghost Rider (Robbie Reyes) ***** - Rebalance Details (10/26/21)
Comments
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At level 450 he had almost 58k. Awful.
Now he has 70k. Plus upgraded powers.
I can see the change there.
If he is running on gamora's store then to pull him isn't bad luck anymore.
So congratulations to the people having him champed.
I'd wish my only real classic champed could be suddenly playable like him someday.0 -
I like these changes.
My only negative comment is that the damage boosts on the passives is not very useful because those are going to be used in conjunction with Okoye or Apocalypse, who add much more damage.1 -
OzarkBoatswain said:I like these changes.
My only negative comment is that the damage boosts on the passives is not very useful because those are going to be used in conjunction with Okoye or Apocalypse, who add much more damage.
https://forums.d3go.com/discussion/79221/wakanda-forever-how-does-it-even-work/p1
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Robbie’s rebalance is live.
EDIT: tested out GRRR’s Green with Okoye. His bonus damage for Green/Black/Red tile destruction does not get boosted.6 -
Ok - Hell Ride does not appear to destroy friendly specials. You can cast it again and get several out if you're lucky pulling down green, and that does get out of hand pretty fast on damage every turn with board shake. As I expected, it does NOT benefit from Wakanda Forever. The tile is very vulnerable being unfortied. At these match damage levels, he should tank for Thor quite handily, even better than he would have done before, and Thor's green will help you get more Hell Rides out simultaneously. I would recommend either a character or a support who can fortifiy them for you if you have the option. The CD does regenerate on a new random, not necessarily adjacent tile as soon as it goes off. The new health and match damage are a very welcome addition to SCL10 play.0
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Not a fan of the new green, at all. It's not the worst green power but it certainly isnt high on the list.
It costs too much (should be 6 AP), its way way too random now, for 9 AP you could end up with a power doing absolutely nothing. Its also annoying to manage or rather, you can't manage it at all because it spawns randomly and on random colors, goodbye board control! The damage is also not even that good.
Red is superb now, black is great too. He's going 3/5/5 for me now, there are much better greens.3 -
This is again one of those weird buffs that MPQ does to its characters
This new version is better, specially because of the match damage and life, but I dont know why they removed the most interesting part of his kit, that green produced a lot of AP. His green was the only thing special about him, with so little good batteries in 5 land (Gambit was also nerfed :S). Of course the game is all about passives and damage boosting, so I guess batteries are not very useful right now
In any case, I think Devs should have made him better but also respected his best "most special" power. Now he is probably useful when boosted but I doubt anybody will use him ever in any other situation.
Imagine making him so good as a battery that we can use chars with expensive powers :O ( even though espensive powers are not better than some of the passives so I guess at this point I am just fooling myself :P )0 -
As @sinnerjfl said, his green it difficult to maintain. It’s all over the place and can get matched quite easily and there’s really no way to protect it because it respawns on the same turn it’s destroyed. That means, all the passives that fortify (hawkeye and GG) won’t because they only fortify at the START of the turn.His red improved the most just with the damage increase. His black always hit hard. The damage increase isn’t enough to make me use his black over Deadpool’s0
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I haven’t tried someone like Coulson or Flaptain who can passively advance that CD within the same turn by making regular matches to see if it is any good yet, but I’ll mess with it some.
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I ran him in pick-2 with C4rol and it worked well, I think I’ll add Knull in the mix on a pick-3 node and see how that feels too0
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Some green tweaks that should be seriously considered:
- keep it at 9 AP, make it spawn on a known color, and it respawns only 1 color (ideally not green because you removed quite a bit already trying to cast this).
OR
- drop it down to 6,7 AP, lower the bonus damage a bit.
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It's WAY too expensive for what it does, I definitely agree there.0
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I’ve taken him into simulator with a few teams, and he gets eaten alive by most of the better pick-3 teams so far.0
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@Neko This is the type of thing that’ll bring some of the vets back to playing again.
Criticism or praise aside, thanks to all the developers for bringing a rebalance to the game. It’s a step in the right direction.Hopefully you all will consider more moving on.9 -
Tiger_Wong said:As @sinnerjfl said, his green it difficult to maintain. It’s all over the place and can get matched quite easily and there’s really no way to protect it because it respawns on the same turn it’s destroyed. That means, all the passives that fortify (hawkeye and GG) won’t because they only fortify at the START of the turn.His red improved the most just with the damage increase. His black always hit hard. The damage increase isn’t enough to make me use his black over Deadpool’s0
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I tried a couple of experiments with RR. His green when it destroys a red green or black tile and you have Apocalypse Yellow on the board will not add Apocalypse extra damage. It is just giving GR green damage.
For GR red when Apoc has out his yellow and the targeted character makes a match you do get the extra damage from Apoc.
I also ran GR with Haekey and Coulson. It worked but it was still really slow. I don’t think I would really use him with Hawkey. I feel Hawkey, Gamora, Coulson is still the best Hawkey team which gives perms stun with insta kill capabilities which I only use in Challenge
his black is now cheaper and stronger which is great. I feel 3,5,5 is probably the best build. If Green generated AP it might be a different story for me0 -
The new green depicted as a picture:
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His power interactions with boosters is unchanged, red/black take advantage of them but not green. I like him with C4rol and a strike generator like Knull - I have my C4rol (lvl 348) set to 5/5/3, and Knull (lvl 455) at 3/5/5, with GRRR (lvl 456) set to 5/3/5. At these settings, every time Hell Ride procs, C4rol boosts 3 strikes by 744. I use Executive Decision to fire off Knull's CD usually, that way it does un-blockable team damage and further enhances the strikes. Not very good against Kitty, POlares, or Hulk based opponents, or Wanda for that matter with the team damage, but all those other non meta teams better watch out lol. It actually does pretty well on challenge nodes in PVE though.1
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ThaRoadWarrior said:His power interactions with boosters is unchanged, red/black take advantage of them but not green. I like him with C4rol and a strike generator like Knull - I have my C4rol (lvl 348) set to 5/5/3, and Knull (lvl 455) at 3/5/5, with GRRR (lvl 456) set to 5/3/5. At these settings, every time Hell Ride procs, C4rol boosts 3 strikes by 744. I use Executive Decision to fire off Knull's CD usually, that way it does un-blockable team damage and further enhances the strikes. Not very good against Kitty, POlares, or Hulk based opponents, or Wanda for that matter with the team damage, but all those other non meta teams better watch out lol. It actually does pretty well on challenge nodes in PVE though.
good team thanks0 -
Sure. I just have a single Ultron cover, so I don't know if he's any better than Knull here. I took it up against a Shang-Chi/Wanda/Sighclops team, and you can use his black 2x times to take Wanda out of the fight if you prioritize that. I'm wondering if flipping my C4rol build to maximize AP generation wouldn't be a stronger play though, since Green is the high color on this team at my relative levels.
I'm also wondering if there's not some Goblin based team that can work too, but you need C4rol for the CD based tile enhancement so it just becomes a completely different concept.0
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