HawkeyeSucks wrote: As great as it is when enemy OBW pulls off Anti-Gravity Device and increases Colossus or Mystiques CD tiles, it is a bug and should be fixed.
HawkeyeSucks wrote: Why does the Redwing tile copy say "Destroy this tile.."? These are not right.
HawkeyeSucks wrote: Why would I want to increase Mystique or Colossus enemy CD?
GrumpySmurf1002 wrote: This is like saying strike tiles are a bug because Loki can turn them against you.
HailMary wrote: but why is that wrong? The Redwing tile does need to be destroyed in order to allow Redwing to proc again.
CrookedKnight wrote: By that logic it's a bug that Judgment and X-Force can destroy my own special tiles. Why would I want to blow those up?
HailMary wrote: HawkeyeSucks wrote: As great as it is when enemy OBW pulls off Anti-Gravity Device and increases Colossus or Mystiques CD tiles, it is a bug and should be fixed. This does strike me as weird, and seems to simply be a consequence of existing mechanics instead of an intended interaction. But, if I'm reading you correctly, you pretty much just don't like the intentional design of the Redwing mechanic?
Paintsville wrote: It is not a bug. It's a game mechanic where you actually have to think about the game. One of the few. Like someone else said, don't use AGD if the enemy Colossus is Immovable. If you might die, then it's time to weigh your options. What if you have Cap's Red at 1 turn left and Colossus Immovable at 1. You can cast Hood Black to get the shield black, but you will lose a turn of Immovable. What do you do? Does an enemy need to die right now? Can you wait a turn? These questions are pretty much the ONLY things that this game has that comes close to the strategy of true Puzzle Quest games. If only there were more things to actually think about in this game, the devs would be rich.
Justdangit wrote: Paintsville wrote: It is not a bug. It's a game mechanic where you actually have to think about the game. One of the few. Like someone else said, don't use AGD if the enemy Colossus is Immovable. If you might die, then it's time to weigh your options. What if you have Cap's Red at 1 turn left and Colossus Immovable at 1. You can cast Hood Black to get the shield black, but you will lose a turn of Immovable. What do you do? Does an enemy need to die right now? Can you wait a turn? These questions are pretty much the ONLY things that this game has that comes close to the strategy of true Puzzle Quest games. If only there were more things to actually think about in this game, the devs would be rich. Just NO! TinyPuppy NO please! The OP didnt said all the countdown was bugs. The OP problem was that not all countdown are of the same category so they should be treated differently. These countdown tiles are just definitely not working as intended. These countdown abilities are just lazy solution for new ability mechanic most of which does not work as intended or logically. I have been playing match 3 game for a very very long time. From puzzle fighter to bejeweled to hexic and even the original puzzle quest (all of these game required much more strategy, planing and thinking). In all of the game with countdown, the countdown are always a very bad thing that you want to stop at all cost. And when the countdown timer end there is usually some effect that come with it. Some ability may have positive effect such as snarky remark working on you own tile. So you can use it to increase shapeshift duration and so on. But when bagman was release, there was no ability that would benefit from a countdown increase. I am pretty sure the dev didnt plan 1 year a head a long the line: "we are going to release mystique in a year time and this skill will be a next level stratergy. If a new player coming from another game was to play this. If his first time playing against a Falcon and the enemy use Red Wing. Being a new player not knowing what redwing does he click on the Count Down and read the description and destroy it purposely. The next turn he lose another special tile. Now are you telling me this is logical? This is working as intended? That this involve some sort of strategy? Hell, Falcon can create more redwing tiles if you lock the redwing. Or 2 falcon endlessly converting each other redwing tile for absolutely no reason. This ability make absolutely no sense. If you play any other game, you would probably know something call cool-down ( a certain period of times after which a skill/ability can be use again). Hell, it's in puzzle quest so the dev should know about it. Redwing could have easily be a passive ability with a cooldown and it convert the special tiles into a basic tile, problem solve, no confusing countdown description, no **** endless conversion of redwing tiles between the two falcon. Fast ball special is going in the right direction, what do you think if fast ball special create a countdown tile instead of just have a 3 turn timer, tinykitty isn't it. There so many different way to implement new mechanic, it is just easier and a lot lazier to just make it a countdown tiles. The dev need to do better to satisfy my ODCness.