***** Kang (The Conqueror) *****
Comments
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@Borstock said:
@entrailbucket said:
When people asked for a counter to Scarlet Witch, they didn't request an immortal guy who could absorb infinite damage and keep resurrecting forever.When people asked for a counter to Hulk, they didn't demand a character who also hard-countered cascades and attack tiles.
When you continually escalate the overall power level to counter each previous overpowered guy, you're going to hit auto-win status eventually. This is what happens when you refuse to fix your mistakes.
Ignoring the fact that this is a different dev team, I completely disagree with your conclusion. Take away the auto-win and Kang is basically perfect.
You think they can keep pushing the power level forever? How? You're going to run out of design space eventually.
Anyway, Chasm/Hulk is a mindless auto-win, SW/Colossus is a mindless auto-win, so why shouldn't all 3* players get their own mindless auto-win? Seems fair to me.
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I don't have time to fully read pages upon pages of players thoughts, but for players calling for a nerf in any way, I will completely disagree and I will be disappointed if the devs do any changes to either 3/5* version. This is why:
PvP: He's beatable. If I got hit a bunch of times by either version, so what? Easy rental wins/points! I'd rather get hit by Kang than team Immortal, which turns into a skip. Most would agree Polaris rules 4* land, but there's no reason to nerf her because she's beatable (outside of some cascade ****).
PvE: He provides the ability to make clears faster. PvE can be very time consuming, I'm happy to have a new way to reduce some time. If players are worried about losing placement, then use him! It's no different than when the Kitty/Grocket combo was making SCL7/8 faster.
Team Combinations: My favorite part about Kang is the number of different combos across all tiers! I posted on 3* Kang page at least 6 different teams in just 4* land. I love that we can pair him with more than just 1 or 2 characters. Due to this, you cannot say it's unfair that you don't have a specific partner (e.g., 5* HE) when there are many others you can utilize!
Overall, this is how the devs designed him. He's not overly complex like Chasm. Therefore, I'd like to think the devs knew what they were doing when they created and tested him. I've been playing on/off since 2014, some nerfs made sense (e.g., Gambit), while some didn't (e.g., OML), but all have pissed players off.
I look forward to his release store and when he enters LL.
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Kang will be a piece of cake on defense? I think many of you are only focusing on 9 blues and away.
But he's got a super cheap black hitting like a truck, and that AP can't be drained so the danger comes in black and blue.
Paired with SW, there would be pain.3 -
Has the dev said anything about nerfing Kang's blue in discord yet? Someone (Tony_Foot?) has verified that 5* Wasp rework won't counter Kang.
And you don't need 5* Hawkeye for this to work. The situations where it's difficult for Kang team to work is where there are Carbage, Kitty, Dr Strange, Kraven/Carnage and strong enemy attack tiles on the board.
And Kang Team still can't beat 672 Okoye or other boosted meta. I'm still getting booted out of T20 when all these metas are boosted.
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The only communication we've had is that they're "addressing" the interaction with the immortal guys as "high priority."
Edit: didn't mean to say I doubt their priorities or their addressing! What I meant was, they didn't say what specifically they'd be fixing or when.
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Update is out and and they have fixed the order of Chasm's ap destruction. Instead of his ap destruction taking place in between player's passive and countdownx of cd/repeater, it's happening before player's passive.
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@entrailbucket said:
@Borstock said:
@entrailbucket said:
When people asked for a counter to Scarlet Witch, they didn't request an immortal guy who could absorb infinite damage and keep resurrecting forever.When people asked for a counter to Hulk, they didn't demand a character who also hard-countered cascades and attack tiles.
When you continually escalate the overall power level to counter each previous overpowered guy, you're going to hit auto-win status eventually. This is what happens when you refuse to fix your mistakes.
Ignoring the fact that this is a different dev team, I completely disagree with your conclusion. Take away the auto-win and Kang is basically perfect.
You think they can keep pushing the power level forever? How? You're going to run out of design space eventually.
Anyway, Chasm/Hulk is a mindless auto-win, SW/Colossus is a mindless auto-win, so why shouldn't all 3* players get their own mindless auto-win? Seems fair to me.
You're not pushing power levels by having a counter that is also beatable by other teams. That's your narrative.
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@HoundofShadow said:
Update is out and and they have fixed the order of Chasm's ap destruction. Instead of his ap destruction taking place in between player's passive and countdownx of cd/repeater, it's happening before player's passive.I'm being a bit thick today - what does this mean exactly?
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Don't worry, I don't understand the difference either.
I also have no idea what this means in practical terms.0 -
It depends on your team composition. For example, you are using Arcade and 1/2 Thor is tanking red/green/yellow. You end the match with Arcade being in front. On your next turn and before this fix was available, 1/2 Thor destroys tiles and ends up tanking due to matching red/yellow/green. Next, Chasm will destroy aps and deal damage to Thor due to the order of interaction.
Assuming the same scenario above but with this fix out, Chasm will destroy aps and then deal damage to Arcade, followed by 1/2 Thor destroying tiles.
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So it just changes the order in which Chasm ruins the game for me?
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I mean it's not a rework, he just functions now like he's supposed to.
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I haven't tested the bugged away interaction between Kang and Chasm/iHulk yet. The dev said the fix will be out in the next release, which is supposed to be this release(?).
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Technically a rework to make him function predictably. It was noted in the bugs thread Chasm needed to be rebuilt, not a nerf or a buff but to make sure his ordering fit his description.
I will probably move this to the Chasm nerf thread when I have more time.
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I wonder if it fixes Crystal too - although I sort of like that she can keep healing the team even when she is missing.
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@entrailbucket I believe it is my divine right to easily take first place rewards and float for days with no shield
😆
We don’t really know how away is supposed to work or what the “fix” is other than killing iHulk when Chasm is away. That was the only word we got.
Kang in PvP will not be a problem from what I can see, unless he is partnered with 5witch. She will keep him alive long enough to throw out 1 or 2 blacks and maybe a blue.
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@DAZ0273 Now that you mentioned Crystal, she doesn't heal the team while she's away. I suppose Kang can be used to send Chasm away and then down IHulk to win the match.
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I got a mixture of losses in the current Kang PvP and it is sort of impossible to work out - some are from god boosted teams and some are from Shang Cheese teams and so I don't know if they cheesed me, Kang'ed me or God'ed me.
So it seems sort'a normal.
I am waiting until next PvP. Then if there is a steady queue of reds featuring under covered Kang or 3* Kang then he becomes potentially tedious already (although obviously not a huge retal problem)
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@Sekilicious said:
Technically a rework to make him function predictably. It was noted in the bugs thread Chasm needed to be rebuilt, not a nerf or a buff but to make sure his ordering fit his description.I will probably move this to the Chasm nerf thread when I have more time.
Even after they tried to rework him he was still broken. His kit was not happening at the end of his turn but at the beginning or your opponents turn. So SheThor would destruct tiles then damage from Chasm would resolve. When the additional damage should have resolved before SheThor had the chance to destruct tiles.
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