***** Kang (The Conqueror) *****
Comments
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An ability that removes enemy cd passively whenever enemy fires a power will help. His Away is tied to cd. Zero Away cdv= Zero Victory.
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@HoundofShadow said:
An ability that removes enemy cd passively whenever enemy fires a power will help. His Away is tied to cd. Zero Away cdv= Zero Victory.The opponent is sent away even if there's nowhere to put a countdown - get just return immediately. If they are the last one standing you still get the win.
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@HoundofShadow said:
An ability that removes enemy cd passively whenever enemy fires a power will help. His Away is tied to cd. Zero Away cdv= Zero Victory.Yes, let's put yet another reason in this game to run nothing but characters with strong passives or instant-damage abilities. CD based powers are already selected against in general.
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@HoundofShadow said:
An ability that removes enemy cd passively whenever enemy fires a power will help. His Away is tied to cd. Zero Away cdv= Zero Victory.I know PvE is already a joke but this would pretty much finish it off.
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@DrClever I didn't know about the countdown "bug" to send them away. I would expect an error message to pop up.
Stun is the universal antidote to most poisons in the game. So, one can always stun.
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@DAZ0273 said:
I'm not talking about from player perspective but Devs. If I was a programmer and my mini Boss is defeated without one move even needed then I would be embarrassed myself. Perhaps they don't care, I don't know but I would.
I understand your bigger picture point, but I don’t understand why you’re worried about the specific node in question. Even when I was punching up, every “boss node” was a joke. I would sometimes struggle with the CN or 5e, but never these mini-bosses. I never considered them to be a challenge - just free rewards for completing 1 complete circuit of the map. Your argument would hold more weight if you were concerned about how Kang is trivializing CN’s. I save several minutes of time using a Kang team on CN’s. I don’t even use Kang on the mini-boss because it doesn’t save me any time over my standard pick 3 PVE team.
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I have a feeling Kang will work on Kaecilius the first time he shows up. Gonna guess he'll work on puzzle gauntlet too.
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Is Kang a threat on pvp? If he manages to send away one of your characters, yes he is a threat for making you lose some turns. But no more than the chahulk team.
AI never will save 18 blues in order to win the player.
And boss events can be defeated even by 3* characters.
Before collecting 9 blues a boss event can be slaughtered by 5s.
CNs are not a "challenge" anymore, even more if it's a challenge of 3 characters buffed, or one 5* and 2 goons.
The whole PvE content needs a major overhaul on difficulty levels and on more characters diversity and on bigger numbers of pves, imo.3 -
@ArchusMonk said:
I understand your bigger picture point, but I don’t understand why you’re worried about the specific node in question. Even when I was punching up, every “boss node” was a joke. I would sometimes struggle with the CN or 5e, but never these mini-bosses. I never considered them to be a challenge - just free rewards for completing 1 complete circuit of the map. Your argument would hold more weight if you were concerned about how Kang is trivializing CN’s. I save several minutes of time using a Kang team on CN’s. I don’t even use Kang on the mini-boss because it doesn’t save me any time over my standard pick 3 PVE team.
That was just an example from yesterday's play tha jumped out at me - of course he makes CN pointless also. He trivialises everything. I also had my first 3* Kang appear in a red on PvP. So it isn't even just the 5 version.
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When the dev increases the difficulty levels, players are going to cry.
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@HoundofShadow said:
When the dev increases the difficulty levels, players are going to cry.Welcome back, dear Strawman.
We've missed you.4 -
Actually it seems to me that the obvious counter to Kang's away power (and airbourne/stun) is one of the choices in the new character fan favourite poll thingy. Multiple Man - send him away and he makes a duplicate that replaces his displaced self until the original returns. Actually I think the poll closed yesterday so we might find out the winner soon.
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@DAZ0273 said:
That was just an example from yesterday's play tha jumped out at me - of course he makes CN pointless also. He trivialises everything. I also had my first 3* Kang appear in a red on PvP. So it isn't even just the 5 version.
I use the 3* version in PvE because I've only got 2 blue covers for the 5* so far. CN competed 3 times in about 2 mins, including one retreat. HE died on the last run but had enough to win with just IM40 and 3Kang when the tiles expired. And I normally hate that CN.
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@Scofie said:
I use the 3* version in PvE because I've only got 2 blue covers for the 5* so far. CN competed 3 times in about 2 mins, including one retreat. HE died on the last run but had enough to win with just IM40 and 3Kang when the tiles expired. And I normally hate that CN.
Yup. The players are the winners so it is hard to really bang any drums or light any fires. Will the Devs remain content with this? No idea. They have let Winfinite teams (old Devs and new) exist although none are as fast as this (and getting faster in the Fun Team Thread!) Guess we wait and see. In the meantime might as well enjoy.
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@Tony_Foot said:
Is he wrong though? If the time to clear went up from 20 minutes to 40 because they added health and match damage to a rebalanced CL10 you can bet there would be a lot of rage.
I personally would welcome it, the current CL10 becoming 9 and 10 being harder with slightly better rewards for my time. But I’d also welcome one node on the last day that scaled infinitely so you had to use as much of your roster as possible and find ways to keep trying to clear it.
Or they could just make CL10 much harder and reduce the required clears by one. I think though people have played so long on auto pilot it wouldn’t be welcomed without a massive rewards increase.
I think you could even change the current CL10 to like CL7 and add three tiers.
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I mean the easiest way to make PVE harder is to finally run Simulator again.
I don't know why that was shelved, it was the only PVE with challenging nodes.0 -
We have the first run of EotS coming up which will need brand new Challenge and 5* nodes and a new Boss event, so I guess we can see if the Devs have any plans to shake things up. We don't even know what the reward structure is going to look like, so next week will be interesting.
Edit: Oh and it isn't beyond reason to suspect Kang may be the new Boss.
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@DAZ0273 said:
Edit: Oh and it isn't beyond reason to suspect Kang may be the new Boss.
As if it was a team of thanos galactus and abraxas. The final outcome will be another easy boss, annoying to the most.
They didn't repeat heroic again, because of the complaints and/or data tracked.
I've already played 2 gacha games (or freemium if it's easier to call them), running for many years and having plenty of options more for endgamers.1 -
@Tony_Foot said:
Or they could just make CL10 much harder and reduce the required clears by one. I think though people have played so long on auto pilot it wouldn’t be welcomed without a massive rewards increase.I am on board with making PvE harder but take less time. I disagree with Hound that most people would vent at the difficulty (though every thread about the puzzle gauntlet being unplayable proves that I am the one incorrect on this). Even with the dreaded immortal team it has been pointed out a few times it isn't about difficulty. It is the number of times we have to grind through difficult nodes to get rewards.
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@Tony_Foot said:
Is he wrong though? If the time to clear went up from 20 minutes to 40 because they added health and match damage to a rebalanced CL10 you can bet there would be a lot of rage.
I personally would welcome it, the current CL10 becoming 9 and 10 being harder with slightly better rewards for my time. But I’d also welcome one node on the last day that scaled infinitely so you had to use as much of your roster as possible and find ways to keep trying to clear it.
Or they could just make CL10 much harder and reduce the required clears by one. I think though people have played so long on auto pilot it wouldn’t be welcomed without a massive rewards increase.
The other thing they could do is give us an option. Create a CL10.5 that's way harder with fewer clears, with the same rewards as CL10. Let players choose which one they want, but make sure both options are equal.
Edit, 5 seconds after posting: the problem with this is that the power level has gotten to the point that they cannot make difficult fights. Think about it -- even before Kang, we have plenty of combos that can win 100% of the time against enemies of infinite level with minimal thought.
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