Anyone eaten his Black yet in R8? Curious how it hits now that it’s been improved by a massive amount.
Once players get him I can see Tinker support for 5 Black AP (there is another support that gives 3 more Black that I forget) and then boost 3 more and fire the AOE turn 1 with 4 cosmic tiles on the board for max damage. Especially with Iron May boosting the damage.
Hmm, strange that all you guys are reporting high level herald nodes. Mine have all stayed level 17 throughout the entire boss event and have been easy 1 shots, what’s up with that?
Has anyone else had this happen?
FYI, my top level characters are ~510
Edit- just checked and on Sunday in round 8 they’re all either lvl 23 or 25…
Have further edited the above post (screenshot added) by way of evidence, that something has indeed been screwed up with the event
I feel like I need to post a picture of any of the low level heralds alongside me holding up today’s newspaper, but that’s a bit too involved…
Don’t see it mentioned, but it I did find it possible to break past his Resilience Max damage prevention.
I couldn’t get it consistently, but I think it was related to hits to random enemies. I was able a few times to fire Beta Rays Skuttlebutt and all 4 hits were successful, which cumulatively was more than the max damage. There was something else firing extra damage on certain matches, wasn’t sure if it was charged tiles with Nova or something related to the cosmic tiles.
I wouldn’t write off Galactus just yet. The boss version is lvl500, the player version can go to lvl700.
Here’s how I’d use him: pair with Iron May and another Godlike and stick Omnipotence City on him. That should get his health over a million, and he’ll still have the damage cap passive at the normal rate. Assuming he doesn’t heal at all it’d take you 20+ turns to down him, no matter how much DPS you bring. 20 turns is a very long time, and a lot of opportunities for something to go wrong.
Unless they do something to them, you’ll still be able to win relatively quick with Kang etc, but you’ll be really vulnerable on defense.
A bit different than Chasm/Hulk but the same basic idea. At this point basically any player can DPS 50k per turn, the question is whether they can keep it up for 20 turns while eating whatever nonsense comes back from Galactus.
His AP drain power will shut down some of the current shenanigans but basically he’s going to be a giant bag of health that you have to chip down slowly.
I do wonder if the 6* tier will force them to take a look at some of the percentage-based buffers. Like if they ever make a 6* Thunderbolt, Moonstone is going to be everywhere.
One easy fix for the Galactus interaction would be to make it so that if you kill the buffer, they lose the buff. It currently works that way for everything but health, which is kind of weird but I guess I understand why they did it. Fixing that would fix the theoretical Galactus-health-wall team without breaking Iron May too much.
I think is damage cap is bugged or tied to some sources differently. I ran MThor with Omni City & SC with Fantasticar a few times & Galactus would eat a bunch of cascades from MThor’s passive on the 2nd or 3rd turn with ~50% health still, then I’d use SC purple & the crit would down him.
I know I saw Omni still do damage after the cap was hit, but this happens without MThor firing a power, so it should all just be match damage from SC.
Start of turn passives are counted separately apparently. I saw the same with Polaris passive damage at start of turn and that would hit him for the cap and then on my move I could hit him again for the cap. I suspect things on his turn (traps) could hit him again for the cap.
@Painmonger said:
I think is damage cap is bugged or tied to some sources differently. I ran MThor with Omni City & SC with Fantasticar a few times & Galactus would eat a bunch of cascades from MThor’s passive on the 2nd or 3rd turn with ~50% health still, then I’d use SC purple & the crit would down him.
I know I saw Omni still do damage after the cap was hit, but this happens without MThor firing a power, so it should all just be match damage from SC.
Start of turn passives are counted separately apparently. I saw the same with Polaris passive damage at start of turn and that would hit him for the cap and then on my move I could hit him again for the cap. I suspect things on his turn (traps) could hit him again for the cap.
This may or may not be a bug.
KGB
Yeah, I am guessing it’s unintentional but a consequence of how turn order is coded. Looks like it could be as many as 4 phases: Start of turn, Action phase, End of turn, and possibly a cleanup phase. If his damage cap resets for each it reduces that scarecrow factor a little bit.
This is still the baby 500 level, though, so maxed out could be a completely different story.
So dunno if this has been asked or cleared out before, but do 6* have champion levels? Or is it 13 Covers from 500 to 700 and finish? Collecting 113 covers for him surely would be a struggle? @IceIX@S0kun Can you give any Info on that?
@Chrynos1989 said:
So dunno if this has been asked or cleared out before, but do 6* have champion levels? Or is it 13 Covers from 500 to 700 and finish? Collecting 113 covers for him surely would be a struggle? @IceIX@S0kun Can you give any Info on that?
As far as we can tell, it’s just 13 and done. The (top play, ideal) rate of acquisition is being set to one~ cover a month, so we won’t even see fully covered versions in over a year, unless they get real aggressive with the buy offers.
There are and have been crazy %ages in game awhile now … Iron May, Hotpool with his strike buffing, Lucky Dog strike buffing, etc. Game shyed away from big a/o compounding percentages in its early days under Demi, but under BCS, not so much.
@Borstock said:
The new PvP “annoyance” scarecrow? I remember those.
A bit different than Chasm/Hulk but the same basic idea. At this point basically any player can DPS 50k per turn, the question is whether they can keep it up for 20 turns while eating whatever nonsense comes back from Galactus.
His AP drain power will shut down some of the current shenanigans but basically he’s going to be a giant bag of health that you have to chip down slowly.
Isn’t DPS “damage per second”? MPQ version would be DPT, “damage per turn”? So, “basically any player can do 50K DPT, …”?