True Healing Discussion (Live 6/25)

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  • Bowgentle wrote:
    Running a diverse roster sounds nice but means you will be stopped at 700 when you run into all 3* teams who will eat you alive.

    Pretty much this. The only time I might change my team up a bit is during my initial climb if I come up against easier teams, I might throw in BP or Punisher for a change. When I hit the higher levels though, it's LT/Patch/cMags all the way.

    At the high level of PvP, all roster diversity would mean is that you potentially open yourself up to more attacks as you rotate between your roster, and all of a sudden your team looks like a tasty snack for someone running Sentry/Laken.
  • Edit: Added some reasoning from further in the thread
    process that doesn't involve actual strong gameplay.

    Apparently buying healthpacks is strong gameplay? I suppose it is **** gameplay on steroids.

    What we want players to do is to play with the breadth of their roster instead of using Spider-Man or Black Widow as necessary crutches and only building 3 other characters.

    THEN MAKE THOSE OTHER CHARACTERS WORTH PLAYING! IT AIN'T ROCKET SURGERY! This is like promoting public transport by slashing people's car tires.
  • over_clocked
    over_clocked Posts: 3,961
    edited June 2014
    IceIX wrote:
    We want you to keep playing on your own schedule. We want you to play with multiple characters.
    dragonsroc wrote:
    All this change will do is make people drop MNMags and CStorm from their roster to make 2 more OBWs.
    Implying multiple copies of Patch/Daken/Magneto and multiple copies of oBW/Ares for poor schmoes?

    And if the game truly wanted me to play on my own schedule, it would not have time-based rewards, so that was untrue right from the start.
    I'm not European but if I were I'd probably not bother with MPQ; depriving playerbase of their morning sleep is the most evil thing one can think of. Sure, no one makes them lose sleep over a highly addictive game, specifically designed to be addictive, but there could be elegant solutions... E.g. if you reach the top progression reward in an event, you're guaranteed top 10 rewards even if you miss the last day of the event and are pushed out of top 10.
    Edit: and you would be 'sandboxed' until the very end of the event the moment you hit the top progression and secure top 10 for yourself, so that rubberband would not be based on you and other players would still have to work on their scores.
    Derailing poster is derailing.
  • I am against this change, but if it is going to be implemented anyway, perhaps you can put this announcement in an in-game splash screen. Preferably, do it days or weeks before the actual implementation (heck, right now would be best), with a link to these forums to find out more; this way non-forumites will not be caught off-guard.
  • That said- as a middle ground why not just make it so you cant leave a fight with more HP than you went into it with?

    You don't get it. People were sniffing that this will be change to healing they are hearing. It makes sense, right? It cuts PROLOGUE healing, but you can still HEAL in actual battles. This change however kills ANY healing whatsoever in any mode. And you can bet it's not coincidence, it's just another PR spin, talk about cutting dull mechanic (tutorial healing) to hide that this is way broader nerf to recovering health in order to sell healthpacks.


    Now, I'm in 2* land, how do I work on my 'diversity'? 3/4 characters in that area are ****. Daken, Bullseye, Moonstone. Supposed to be support characters, but might as well be bag(man)s of health with no abilities so I can kill someone by matching tiles. I'll still be using only 'good' team of Ares/Widow, with difference to switching OBW to Thor once she feints. Because everyone loves fighting with/against 2 tanks right? And fun fact - OBW/Ares, on defense, are completely unhindered by change. It's still only team of heroes in 2* that have chance winning retaliation, it just you 'might' have to fight them with weaker chars, making it even riskier attempting to kill them. It's downright hilarious when people keep mentioning how it's OBW needed nerf (omg purple cascade im dead), while this changes nothing, zero, nada when fighting teams with it, just that taking damage from them will be so that more painful.

    Tweaking 2-skill heroes by giving them healing or ap steal/deny of some sort would actually create more viable teams. Or how about making medkits restore 100% hero health and 20% to all others, this would make bigger rosters considerably stronger? But that wouldn't sell you more healthpacks right? This change NOTHING in what you will see in this area of pvp apart from obvious playing way less and possibly not scoring rewards unless you, guessed it, pay.

    A Storm/Mag combo is only sensible way for second team, but you are looking at 200k Iso investment for about 2-3 extra matches per few hours, given that you will use all healthpacks to heal your main team anyway. And it's hardly even usuable once you get 400 or so in pvp since you just ask to be retaliated to hell.

    I can actually see their next change. 'Hearing our fans, we are adding more regenerating Healthpack slots. Feedback is important to us. First extra slot can be bough for 1000 hero points with each next costing 1000 more than previous.' Given that you need to spend literally hundreds of thousands of Iso to fully level a 3*, which essentially gives you one health pack per 8 hours or so, it's a steal!

    Now, I read as if people think that once you heal a character, the damage then will be taken from temporary health. Which I find overly optimistic to say at least. If you have bandaged enemy, do you try to tear down his mickey-mouse sticking plaster or do you continue to hit his guts? Have any of you played, say, Left for Dead? If a character have less than max health, they can use pills to gain temporary, ticking down health. Any new damage however still reduces permanent health, until 1 point remain, before it starts deducing from temporary. Why do you think it won't work same in this case?

    I swear, for every step forward this game goes (pvp rewards), it takes 2 steps back.
  • And so the exodus of players from the game continues. I really do wonder what goes on in their heads. I mean, if people continue to leave then where exactly do they think any money is going to come from?

    I'll stick around to see if I have got this totally wrong and it actually leads to a better game, but once again I was close to spending money (was hovering over the deal button last night) and they announce something and I just go "nope". Am sure I can't be the only one.
  • Tharos
    Tharos Posts: 129
    And so the exodus of players from the game continues. I really do wonder what goes on in their heads. I mean, if people continue to leave then where exactly do they think any money is going to come from?

    Figures tells something else. Eveything work as intended.
    Sadly, one more time, the little noise coming from the forum does not disturb the clamor of self-satisfaction.

    https://twitter.com/almnop/status/479773647804977152
  • KingDon
    KingDon Posts: 173 Tile Toppler
    A query to the dev's and some clarification (and sorry if this has already been posted)

    How exactly will this work??

    lets imagine this scenario (for ease I will be not using exact health amounts and not using any "true" healers)

    lets say I have a team that has 3000/4000/5000 hit points and contains a healer

    each member of the team takes 200 damage 2800/3800/4800

    I then use a healer to heal back to (now temp) max health 3000/4000/5000

    I then take another 100 damage dropping them down to 2900/3900/4900 and then complete the round (VICTORY!!)

    does this leave my team at 2700/3700/4700 or at 2900/3900/4900 ??
  • Tharos wrote:
    And so the exodus of players from the game continues. I really do wonder what goes on in their heads. I mean, if people continue to leave then where exactly do they think any money is going to come from?

    Figures tells something else. Eveything work as intended.
    Sadly, one more time, the little noise coming from the forum does not disturb the clamor of self-satisfaction.

    https://twitter.com/almnop/status/479773647804977152

    Pretty sure the number of Steam players is steadily declining, that's not "little noise". If that continues, there is less people physically playing the game, so therefore there is less people who have potential for paying.

    You can spin figures any way you want in business really. Pretty sure a steady decline in participants is a bad thing though.
  • KingDon wrote:
    lets say I have a team that has 3000/4000/5000 hit points and contains a healer

    each member of the team takes 200 damage 2800/3800/4800

    I then use a healer to heal back to (now temp) max health 3000/4000/5000

    I then take another 100 damage dropping them down to 2900/3900/4900 and then complete the round (VICTORY!!)

    does this leave my team at 2700/3700/4700 or at 2900/3900/4900 ??

    Best understanding leaves them at 2800/3800/4800, i.e at whatever lowest health any character had during the game.
  • Frailezim
    Frailezim Posts: 68
    Do you know what would be cool? Being able to sort posts in a thread by the number of upvotes. That way you can get the best points and memes up front. You can then decide if you want to read the next 4000 pages of totally understandable rage.
  • Pretty sure the number of Steam players is steadily declining, that's not "little noise". If that continues, there is less people physically playing the game, so therefore there is less people who have potential for paying.

    You can spin figures any way you want in business really. Pretty sure a steady decline in participants is a bad thing though.

    I had a revelation: they could not cope with sandboxing people so went with the Gerald Durrell aproach(*): they sandbox the game instead... This also addresses the server overload problems for good -- wonder how fast they notice that once all they have is the small core population of those willing to buy stuff by the minute those people put only against each other might lose their interest pretty fast.


    (*) instead of putting all the animals he put the baby in the cage so it was not bothered
  • zapzap wrote:
    IceIX wrote:
    One of the intentions with this change is to cut down on things like Prologue Healing, which prolongs play time through something that is pretty obviously just a time intensive process that doesn't involve actual strong gameplay. It's something people do because it's there, much like tanking. It's not something that's fun. It's not something that's enjoyable. It's something that exists and is taken advantage of because of pure efficiency.

    I don't know if it's been already said (just woke up, can't read those 15 pages icon_e_surprised.gif ), but if the main intention is to avoid prologue healing, why not just lock some characters in the prologue ?!?
    I said the same thing. Here is IceIX's response.
    viewtopic.php?f=7&t=10239&start=60#p171894
  • geez this healing change will turn this game into: burn my rooster, stop playing....
  • Linkster79
    Linkster79 Posts: 1,037 Chairperson of the Boards
    What was it Al posted in his blog? Oh yeah I remember now, "This too shall pass!"

    I have to agree it will because as soon as this goes live those last few who have over 200 days logged will up and leave, walking like somebody who has dropped the soap one too many times in a prison shower. This way it will only be newbies left who habe no idea that at some point this used to be a fun and enjoyable game.

    Accept it folks this is no discussion, it is happening weather you like it or not. By the head honchos own ethos D3P do not care about actual fun, just numbers, metrics and how much money is gathered. Remeber all those pie charts that show not a large percentage oh HP was spent on health packs? Those pie charts are about to be funbalanced.
  • Do iTunes and Google Play have similar charts like the Steam one? That would share more light at the MPQ' situation.
  • once again I was close to spending money (was hovering over the deal button last night) and they announce something and I just go "nope". Am sure I can't be the only one.

    Nope. I was in the same boat. Was tempted to drop my first ever lot of money on the game only last night so that I could improve my IM40 for the PVE tourney... then I read this and wonder if i'll be playing the game in a few weeks time.

    I really wish we had ways to customise characters and pay money for it (which I would totally do) instead of having to pay money just to have your characters alive (which I totally won't do).

    On a plus note it'll help with the MMR issue because we will all be dying a lot more... I guess dying forms part of their "strong gameplay" idea.
  • Nemek
    Nemek Posts: 1,511
    Emeryt wrote:
    Do iTunes and Google Play have similar charts like the Steam one? That would share more light at the MPQ' situation.

    IOS: http://thinkgaming.com/app-sales-data/4302/marvel-puzzle-quest-dark-reign/

    It just graphs the gross rank on iTunes, but it's a fairly decent indication of number of players.

    Like somebody mentioned about Al's tweet, they hit an all-time high with this last sale.

    Edit:
    Though I like AppAnnie a little bit better, here is the graph from Jan 1st to Jun 23rd for iPhone (you need to register to login, though):

    LeXmn33.jpg?2
  • This will be "bye-bye MPQ" change for me.
  • kensterr
    kensterr Posts: 1,277 Chairperson of the Boards
    @nemek can you post the stats for Google Play store as well? Thanks!
This discussion has been closed.