New Character - Sidewinder (Seth Voelker) 4*
Comments
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@WhiteBomber said:
I would wager it doesn't really change anything at all (it miiiight add an extra turn to a fight here or there).The napkin math (assuming the comment about 8 TU rather than 5 and nothing else changes):
- 1,525% / 5 = 305% per TU that it is currently
- 1,525% / 8 = 190.6% per TU after
- The 5 TU was already a given, you were basically getting that to set him off. So now, when you do, his buff will still be 953% (which is ludicrously higher than the norm). Start with a few TU and you will also be doing match ending damage and maxing it out on your first move.
Is the intent that this is only temporary while the full rebalance is being looked at? No one else in the game can come close to him... and he's a D List villain at best.
That said, I appreciate the hot off the press news, even if I don't understand it. Hopefully the next few characters block 98% of match damage, because that's what it's going to take to stop this guy.
Yeah this is barely anything lol
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What're the odds on 2* Daredevil having a passive Sonar ability that reduces all enemy match damage by 99%
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This isn't a character that has been out for a long time (chasm, mthor) where people will be upset at a nerf. Sidewinder is crazy and most people are WANTING a nerf. Moving from 5tu to 8tu but keeping the same gigantic boost is nothing.
If you're hell-bent on giving him a 1500% boost have it spread out over 30 AP. Or, better, cut the max boost from 1500 to something less insane, like 500%, but still have it spread out over AP.
Right now, if I start the match with 3-4 TU ap, a boosted 5 is doing over 100k easy. I think my boosted mthor hit for 225k turn 1 but that might've included a charged tile.
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@BlackBoltRocks said:
What're the odds on 2* Daredevil having a passive Sonar ability that reduces all enemy match damage by 99%They could make this insanely overpowered guy and he'd have ZERO impact on the Chasm/Sidewinder teams -- he's dead before his passive even turns on.
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@entrailbucket said:
@BlackBoltRocks said:
What're the odds on 2* Daredevil having a passive Sonar ability that reduces all enemy match damage by 99%They could make this insanely overpowered guy and he'd have ZERO impact on the Chasm/Sidewinder teams -- he's dead before his passive even turns on.
All the more reason to get players to get him up to lv550 asap.
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For a character with match damage reduction (like Juggernaut), how is that calculated? If he reduces 90% but Winder boosts 1500%, how does that work out?
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@TheXMan said:
For a character with match damage reduction (like Juggernaut), how is that calculated? If he reduces 90% but Winder boosts 1500%, how does that work out?If I were to guess it would be (Match Damage x 1500%)/90%. Still not great for Juggs, but he might survive a hit.
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That's how it works. It's actually pretty easy to kill him through his damage reduction!
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Yeah 8 TU to reach 1500% isn't much of an adjustment. As I mentioned a few posts back, it should take 30 TU to reach 1500%. Boosting 2 TU and making a match 3 with a villain on the team will get you to 7 right away on turn 1 which almost the max of 8 needed.
On the other hand I am excited to use him for a bit longer. At my levels of PvP he's still very easy to kill on defense because on turn 1 he uses up his 1 Blue away and then on turn 2 you can kill him (assuming he's not ascended and even then you may still manage it anyway).
KGB
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I guess it was inevitable that we would get our true champion:
I bet he has LOTS of spreadsheets.
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Real economists actually want to see the entire world prosper (so they and their descendants can too). They're kind of the opposite of slash and burn opportunists.
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@Timemachinego said:
Real economists actually want to see the entire world prosper (so they and their descendants can too). They're kind of the opposite of slash and burn opportunists.
I did say evil.
Because all kinds of people point to economists’ papers and opinions and justify their decisions based on them. No one ever argues with them except other economists.
So you can see the problem if one was evil.
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Nice hand wave. I'm still getting one-shot by SideChasm teams where Sidewinder isn't even champed.
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Just confirming that this nerf does absolutely nothing.
In 50 or so fights I didn't even notice a change, either using him on offense or fighting against him on defense.
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@entrailbucket said:
Just confirming that this nerf does absolutely nothing.In 50 or so fights I didn't even notice a change, either using him on offense or fighting against him on defense.
Looks like they are still looking into further nerfing...
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@BriMan2222 said:
@entrailbucket said:
Just confirming that this nerf does absolutely nothing.In 50 or so fights I didn't even notice a change, either using him on offense or fighting against him on defense.
Looks like they are still looking into further nerfing...
The change emphatically did not fix the zero turn wins.
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@entrailbucket said:
@BriMan2222 said:
@entrailbucket said:
Just confirming that this nerf does absolutely nothing.In 50 or so fights I didn't even notice a change, either using him on offense or fighting against him on defense.
Looks like they are still looking into further nerfing...
The change emphatically did not fix the zero turn wins.
Totally agree. I question again how much they actually know about playing the game. How on earth would they think that the "nerf" they put in would fix the zero turn wins?
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At this point I am starting to think that maybe they should just scrap + AP boosts which would help stop a lot of this nonsense. Remove from Supports too.
This would obviously be a popular choice!
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@LavaManLee said:
@entrailbucket said:
@BriMan2222 said:
@entrailbucket said:
Just confirming that this nerf does absolutely nothing.In 50 or so fights I didn't even notice a change, either using him on offense or fighting against him on defense.
Looks like they are still looking into further nerfing...
The change emphatically did not fix the zero turn wins.
Totally agree. I question again how much they actually know about playing the game. How on earth would they think that the "nerf" they put in would fix the zero turn wins?
I guess it's possible that boosted Chasm is a bunch of this, and maybe next week it'll be back to normal. After all, it's much easier to win turn 0 when all the enemies are stunned!
I think that team will remain a presence in high level PvP though, and there's a decent chance it's just better than anything else you can be doing, even with unboosted Chasm.
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