***** Kang (The Conqueror) *****
Comments
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Yeah it took that video for me to realize just HOW broken that is.
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Nice video.
But you obviously needed your supports to kick in for the extra yellow to be able to fire Iron Mans recharge on turn 1. What happens when you don't get lucky and only get +4 starting Yellow and don't have a Yellow match?
KGB
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Someone can work out the math to find the chance of an opening board having a single yellow match -- it's probably higher than you think. The probabilities are beyond me but should be relatively easy to figure out.
But I guess the answer is: retreat until you do?
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@Vhailorx said:
But you obviously needed your supports to kick in for the extra yellow to be able to fire Iron Mans recharge on turn 1. What happens when you don't get lucky and only get +4 starting Yellow and don't have a Yellow match?Luckily there are multiple supports that can start you out with plenty of yellow
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I mean the answer is it takes a couple more turns.
That's still faster than anything below 550 metas.0 -
The answer is to wait for dev to introduce shards for Supports and then u have 80% chance of getting +6 yellow aps.
The question is: who's going to get nerfed first? Kang or Chasm?
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Sorry, nerfs are universally disastrous, in literally every circumstance.
What we need now is a counter to Kang, and I guess they'll have to put him in every single PvE node?
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I'll take those pve nodes. He'll do nothing when AI...
...wait. They'll come up with new goons who generate 8 blue AP every round, aren't they.0 -
@entrailbucket said:
Sorry, nerfs are universally disastrous, in literally every circumstance.Well that's a bit of an overstatement
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I got another team slightly faster than 5* Hawkeye: ~3 seconds faster, or 27-28 seconds. Is this the fastest? One move easy nodes already take 13-15 seconds
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This is interesting, because once all 3 are away the match ends immediately.
So the interactions appear to not be acting consistently across different interactions.0 -
@dianetics said:
This is interesting, because once all 3 are away the match ends immediately.
So the interactions appear to not be acting consistently across different interactions.It's just the immortal bros who break everything with their revive.
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Any of you guys that monitor the reddits and discords, has their been any official word on if this is broke or is indeed working as intended?
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I mean, it's working as written, right? What would be bugged?
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@killahKlown said:
Any of you guys that monitor the reddits and discords, has their been any official word on if this is broke or is indeed working as intended?Still waiting for an answer from @IceIX regarding the developers perspective on how this specific AWAY status is supposed to interact with the game at large.
Right now we are just guessing.
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I agree with Entrailbucket, it seems to be working as intended.
Their passives are probably coded that as soon as as the character reaches 0 life, the passive checks for other alive team members and finds there to be some (away or not) and then does the revive part of the passive.
They'd literally have to rewrite their passive to do a special check to see if the only alive members were 'away' and the enemy team had a Kang who also happened to have 1+ covers in that passive and then declare victory instead of reviving them. That would be incredibly convoluted edge case code to write and maintain and possible update if another future character came along with a similar power etc.
KGB
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We don't know what away is though. When described previously in Wong's thread the away character is not on the field of play and cannot be targeted.
If that is the case then why does Apoc's red target an away character? If all characters are away why does the battle end immediately? How does iHulk revive?
2 of these questions presume the characters are still active, and 1 presumes the characters are not active.Really just looking for clarification and an actual definition from the dev's.
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Yeah, the character says if all the enemies are Away, you win. It does exactly what it says it does. Fire power 3 times, you win.
If you're asking "did they intend to create a team that's a 2-turn combo win against infinite-level enemies?" then I guess the answer is also yes, right? It took someone here a few minutes to come up with this combo, so it must've come up in testing.
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(PASSIVE) At the start of his turn, Kang’s team regains any AP lost from “Destroy” or “Steal” effects. If all of Kang’s opponents are Downed or Away, he wins the battle.
The win condition is a little ambiguous though since it is placed after the "At the start of his turn" condition. So is the win condition at the start of his turn or only is they are all downed or away?
If they are all downed or away, then iHulk should not be able to revive when Chasm is away. Since the moment when iHulk goes down that condition is filled.
If it is not the case, then once all opponents are away a match should be required to proc the beginning of the next turn.
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Oh you're asking a different question then. The immortal guys seem to play by a different set of rules than everyone else does. I don't know if the 2-turn combo kill works on them, but it does work on literally everyone else.
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