The ChaHulk meta
Comments
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I saw a lot of Chasm + iSHulk climbing to float at 5xx
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This boost list is actually pretty entertaining, but I haven't wandered over to PVP to see what the field looks like yet. Big Wheel + She-Hulk is a pretty good cascade team, and doesn't really require a lot of AP to big damage after a couple turns, so I expect it won't be too bad to run up against them.
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@revskip said:
The funny thing about nerf threads (and this one is no different) is that in the 26 pages here, there are a handful of very vocal folks asking for a nerf over and over ad nauseam and a handful of far less vocal who are fine with things as they are who have put in their .02 cents and then left it alone. I'm not seeing much Chasm/iHulk the past two weeks because they don't do well against the boosted lists from those two weeks. I imagine we'll see more this week because the boosted list benefits Chasm. If the meta is only the meta half the month is it really untenable? Group A will surely argue that it is. Group B will likely just go on with their business. Except Hound, he's been very vocal standing up for the no nerfs crowd.Well, you are entitled to your opinion.
Personally I think this thread has served to hit monkey looking to his release, you can see how much of a 02 cents is that.
One thing is for sure, actually your post didn't apport nothing of great value.-1 -
I don't think Hit-Monkey is going to impact Chasm/iHulk a lot because he's not shutting them down passively like Wanda did to iHulk, he needs to gather 7 red aps and he's a glass cannon: hits hard but has low hp and virtually no defense, except against Supernatural affiliation. I don't think there's much difference between fielding Hit-Monkey and my counter teams in pick-2 pvps as far not putting a target on your back is concerned.
However, it's going to make dealing with them much easier. I think I can see a 40 second reduction in playtime against iHulk Team in late January 2023.
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Hit monkey would atleast help people have a team which is straightforward if paired with Wanda to hit the barrage of low level chasm ihulk ;I mean the 450 to 470 leveller ones it does change things at high level pvp for people who can t try out and find puzzles like you hound .No offence but people want to keep things uncomplicated ,get 7 red AP and hit one reviver who could come under the 15 percent health insta downing
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But this is Marvel Puzzle Quest..
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Like I said before, to do a puzzle the fist time is challenging. To do the same puzzle a few times more is fun.
But to do it hundreds and hundreds of times more is just awful.
Let diversity come back.3 -
Let me put this in a very elementary way - this game functions best as a game of rock-paper-scissors. You have powers that are effective, then you introduce counters to those powers. For example, SW is a good counter for characters who do many hits (such as Apoc red and AoEs.) MThor is a good counter for those who rely on special tiles. Etc.
Chasm is an extremely effective counter for characters who rely on AP to fire their powers. That's almost everyone. You need some kind of extra AP generation to even make the slightest bit of headway against him, and even then you're not doing great unless your best powers are not your primary (and you're gaining primary AP,) and are particularly cheap. Have a 550 Apocalypse? Doesn't really matter - unless you can somehow scrape up 7 yellow AP and 7 Red ap (or worse, 7 yellow AP, 7 black, and a few turns for the protects to propagate,) you'll never down anything, and of course Chasm will just come back unless you take him out last, and iHulk makes the timing very hard.
Chasm is just too broad a counter. Even if they introduce a good specific counter to Chasm (someone who prevents AP drain, for example,) it doesn't matter because it doesn't effect literally the hundreds of other team combinations that people will want to bring.
Chasm's first turn stun is obnoxious (particularly since it's a good counter to characters who aren't really overpowered like BRB,) his resurrection mechanic is super annoying particularly when paired with iHulk, but it's his AP drain that makes him broken. I don't know what the Devs were thinking when they made him, really. Maybe that it wouldn't be a full 3 AP all the time? I dunno.
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@GrimSkald said:
Chasm's first turn stun is obnoxious (particularly since it's a good counter to characters who aren't really overpowered like BRB,) his resurrection mechanic is super annoying particularly when paired with iHulk, but it's his AP drain that makes him broken. I don't know what the Devs were thinking when they made him, really. Maybe that it wouldn't be a full 3 AP all the time? I dunno.
Yea. Without the targeted AP drain, he'd still be really good. But with it, there's no counter-play. I think even if you took his revive away and gave him more health, he'd still be good.
Just change the AP drain to be 3 random colors. Or tune down his passive to create only one abyss tile per match and max at two AP drained.
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Chasm (and his iHulk counterpart has taken over PvP) but they seem like it would be an easy character to RPS. I feel like all the RPS would need is (i) Prevents team damage & reduces match damage, (ii) Prevents AP theft from either team, (iii) Kills Regen abilities of everyone (both teams) (iv) is immune to stun, (v) Make him a big fat tank. Make them all passive abilities. By making them prevent AP theft by either team & Kills regen abilities on both sides, it would prevent people from using them with Chasm/ ihulk/ etc. & discourage people from using them all the time because they have no big nuke ability, thus increasing RPS play in SIM & PvP.
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@HoundofShadow said:
But this is Marvel Puzzle Quest..If I wanted puzzles, I'd go play the Puzzle Ops. Now those are puzzles.
Chasm isn't a puzzle, he's an absolute chore.
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@_TrashPanda said:
Chasm (and his iHulk counterpart has taken over PvP) but they seem like it would be an easy character to RPS. I feel like all the RPS would need is (i) Prevents team damage & reduces match damage, (ii) Prevents AP theft from either team, (iii) Kills Regen abilities of everyone (both teams) (iv) is immune to stun, (v) Make him a big fat tank. Make them all passive abilities. By making them prevent AP theft by either team & Kills regen abilities on both sides, it would prevent people from using them with Chasm/ ihulk/ etc. & discourage people from using them all the time because they have no big nuke ability, thus increasing RPS play in SIM & PvP.I know I am easily confused but I'm not sure what RPS means. I Googled it and still am not sure what it refers to in this context. Requests Per Second? Royal Photography Society? Relative Price Strength?
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Rock/Paper/Scissors, alternately known as a RowShamBow
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@ThaRoadWarrior said:
Rock/Paper/Scissors, alternately known as a RowShamBowThank you! Greatly appreciated.
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I thought with the release of Hit-Monkey, this thread would be put to rest.
Anyway, @BlackBoltRocks
Puzzle Ops aren't really puzzle because they fall into two extremes: they are either too easy or they are too RNG-based.This is a definition of puzzle I agree with:
"In a puzzle, the solver is expected to put pieces together (or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzle."
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@HoundofShadow said:
"In a puzzle, the solver is expected to put pieces together (or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzle."Chasm is the exact opposite of "fun".
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The monkey has one skill that kills zombie characters. That's all.
In any case he counters chasm, a character who counters all characters.
With a champed hit monkey and SW and equipping all AP boost it's possible to target them and to lose relative low health as SW and HM can provide red while chasm voids it.
But it's possible to down chasm, Ihulk, or Shulk as it's irrelevant which character the player wanted to take out.
Still the rock paper system doesn't apply to chasm until a character would be released blocking/compensating AP destroy, as I said many pages before.
Chasm is in the predator triangle peak still.1 -
Fun is subjective?
And why are players so fixated on his ap destruction. It destroys aps in a fixed order, instead of a random order.
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Chasm, for zero AP, does:
- collective stun
- 6 AP destroy EACH turn if the 2 characters have different colors (pretty usual)
- negates AP matched with his tiles
- continous healing
- infinite revive
And the monkey only prevents revive with a single skill.
A character FULLY countering him should have: collective stun prevent, preventing AP destroy, compensating AP matched on void tiles, erasing web tiles, downing characters forever with a passive.
So it can be seen how much of a no-countering-chasm characters the game has.1 -
It has been proven multiple times in the past few boost weeks that Chasm/iHulk isn't as intimidating as they seem because a large number of them have been hiding for a long time. Even the recent boost week with Big Wheel or She-Hulk have a large number of them hiding. As a matter of fact, all the boosted characters beginning as far back as JJ boost week could beat them easily. However, in certain circle, they might remain prevalent.
At the end of the day, it's down to players not wanting to think strategically to play against them. The above full-blown counter is a plug-and-play approach where new players could use to counter Chasm/iHulk without thinking, just like how using Polaris/R4G is as good as "turning off the brain", and this is a feedback I saw from players after using Polaris/R4G.
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