True Healing Discussion (Live 6/25)

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  • How is spidermans Web bandages not true healing? The name says bandages for tiny kitty sake.
  • GrumpySmurf1002
    GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
    How is spidermans Web bandages not true healing? The name says bandages for tiny kitty sake.

    They put an unnecessary name on it. Basically they're eliminating team healing, but individual regeneration is fine.
  • How is spidermans Web bandages not true healing? The name says bandages for tiny kitty sake.

    I think what they are saying that as bandages dont actually heal the wound in reality Spiderman's Web Bandages shouldnt heal in-game.

    It does make Spidey's 'heal' rather expensive though for what it now is.
  • MaxCavalera
    MaxCavalera Posts: 425 Mover and Shaker
    Puce Moose wrote:
    sup123 wrote:
    Vaggan wrote:
    Screw prologue, just don't take my hotdog stand.

    Actual question, is hot dog stand true healing or temporary healing?

    ....they might be nerfing hot dog stand

    In an unexpected undocumented feature of the impending update, Hot Dog Stand now heals all team members, both sides, to full health (true healing!), as all six combatants stand around enjoying a food of questionable origin and share a laugh and a companionable "Watcha gonna do?" eye roll in this wacky ol' world.

    I was just thinking is the hot dog stand true healing? These definitely need a buff why not? they could also scale them up a to the highest level character on your team or at least to the character with the high environ match who activates them. Everybody know frank knows where to get the best dogs in the city.
  • So let's see if I understood this changes:
    - With true healers we keep the health that we ended the match;
    - With temporarily healers we can heal characters in match but when it ends, characters' health if the difference between full health and damage taken in match.
    - Black widow's blue only works during the match and is useless to restore health of a damaged foe.

    Am I correct? If I am not can someone explain me?

    Thanks.
  • Ducky
    Ducky Posts: 2,255 Community Moderator
    Tonny4ever wrote:
    So let's see if I understood this changes:
    - With true healers we keep the health that we ended the match;
    - With temporarily healers we can heal characters in match but when it ends, characters' health if the difference between full health and damage taken in match.
    - Black widow's blue only works during the match and is useless to restore health of a damaged foe.

    Am I correct? If I am not can someone explain me?

    Thanks.

    You pretty much have the gist of things.
  • Unknown
    edited June 2014
    IceIX wrote:
    New feature: True Healing
    ~~snip~~
    Also: money.

    At least when he edited his post, he was honest. MONEY!

    EDIT: Apparently it was a hoax (an ex mod edited it in to Ice's OP. icon_lol.gif ).... A funny and very truthful hoax. But a hoax just the same.
  • DD-The-Mighty
    DD-The-Mighty Posts: 350 Mover and Shaker
    Tonny4ever wrote:
    So let's see if I understood this changes:
    - With true healers we keep the health that we ended the match;
    - With temporarily healers we can heal characters in match but when it ends, characters' health if the difference between full health and damage taken in match.
    - Black widow's blue only works during the match and is useless to restore health of a damaged foe.

    Am I correct? If I am not can someone explain me?

    Thanks.
    Regenerators like wolvie and clone wolvie are working as is.
    Ares yellow only gives back a fraction of the life he uses to do yellow. so he still loses life but not as much. so he stays as is.

    everyone else: healing in-match, does not carry over to out-of-match. So there is no point in healing in match anymore other than to stave off death.

    Welcome to Marvel Puzzle Quest.
  • The second city environment power will be changed to Shawarma and it will completely heal everyone not currently licensed by 20th Century Fox.
  • Droc76
    Droc76 Posts: 56
    Somebody in my alliance mentioned doubling up on characters you use the most to combat having to use health packs. Its more work but may be worth it in the long run. Most of my roster I never use anyway. This doesn't make me want to broaden my roster usage. It makes me want to focus it more on who I like to play with and build more of them since I can't heal them.
  • delita007
    delita007 Posts: 32 Just Dropped In
    I'm a pretty long time active player (211 days) but have never posted anything. I have a good roster, but not a crazy good one (I only joined a large active alliance mid season 2 so I am probably a few 3* covers behind). I have never one time used prologue healing as I have hobbies, a job, and other things I'd rather do than play an hour of worthless missions just to heal characters in other missions, but if people are willing to sink time doing that why should you guys care? These also seem like the people most likely to spend $20 for the 1250 HP needed to buy that last 3* cover or spend some money on iso to get those last few levels. In the 211 days I played I've bout 3 $20 hp packs to use for shielding and character packs. i enjoy the game so I feel obligated to spend money to support it. I feel the majority of players are like myself. You guys spent the time and money to produce a game I play an hour or two a day, if I enjoy I feel like it is my duty to support it so you can keep making it enjoyable. ENJOYABLE is the key word. If you're not making enough money just come in here and say it. You have a large enough player base where if you said we aren't selling enough hp and iso and we won't be able to keep the game running if we don't bring up our revenues I bet people would respond by buying hp and iso. Just because the game is free to download doesn't mean we expect it to be free to do everything. That's an unsustainable business model. However, if you make the game less ENJOYABLE in hopes to make more money you are kind of cutting off your nose to spite your face.

    As far as the stated goal of character diversity goes, no change to health regeneration is going to make anyone play daredevil or Ragnarok or Loki or Bagman or any of the cavalcade of other underpowered characters out there. Your best chance of actually promoting diversity is making underpowered characters properly powered (instead of always nerfing the strong characters) or fixing mmr so if I was willing to play with daredevil I wouldn't get immediately pounded by teams of 212,141,141 or even 85,85,85. Perhaps a solution is to put points modifiers on characters if you don't want to change abilities. For example all of the strong staples (Sentry, Patch, LDaken, LThor, Pun, (basically everyone in mischiefmakers top ten character rankings)) could have a multiplier of 1. This basically means what you see is what you get. If you enter a fight worth 25 points and you win you get 25 points. If that team loses on defense they lose whatever amount of points they would normally lose. The underpowered characters could all have a multiplier of 1.33. SO if you fought with a team of Rags, Loki, and Daredevil on a 25 point match you could win 50 points (3 33% multiplier characters + 100% multiplier) and then on defense these could be halved so each underpowered character could take 17% off the amount of points you lose up to a possible 50% deduction. So if your underpowered team was attacked and you would normally lose 26 points, you would only lose 13. The combined boost of winning more on offense and losing less on defense might actually make these characters attractive to play with again, especially if you're trying to make a fast climb in pvp (for instance the bonus points could really help in shield hopping situations, which means more shield hops, which means more hp, which means more money, but through a system rewarding players and not penalizing them). This would make players much more apt to try to fight with underpowered characters. Even if its not this exactly I have seen multiple suggestions in this thread that actually promote roster diversity, which nerfing healing does not.
  • kensterr
    kensterr Posts: 1,277 Chairperson of the Boards
    Time for MPQ to introduce REAL HEALERS like anyone of these: http://marvel.wikia.com/Category:Healers
  • I am sorry if this has been brought up already, but I only read through the first 8 pages before I skipped to the end.

    Doesn't this change incentivize people to keep their rosters artificially low as long as possible until they have enough covers/iso to push most of their characters up to the next tier? If you are going to be required to play as many characters as possible it is to your benefit to try to keep everyone at the same level so you aren't facing stronger teams that only a couple of your characters could defeat. Plus, lower tier characters and lower health characters will heal to full over time faster, making them more viable for grinding if they can play competitively. With the amount of time it takes to collect the necessary covers and iso for one 3* character, let alone enough to play sustainably without emptying your wallet into the health pack bin, players would be better off avoiding making the jump to 3* rosters.

    Playing a diverse roster is great when you actually have a diverse roster that is playable. I was thrilled to finally have a my third 141, which took me months to finish all three, to face all the 141 rosters I was being given in PVP. Now that roster will last maybe 5-6 battles before being useless for 8-12 hours while the rest of my roster would get steamrolled by that level of competition. Thus leaving me utterly unable to compete for the 3* rewards I would need to balance my roster. I am not sure how to progress at this point since I am not going to reward this developer decision making with more money.
    IceIX wrote:
    ...something that is pretty obviously just a time intensive process that doesn't involve actual strong gameplay...

    Great review for this game... unless that isn't what he was referring to.
  • Droc76
    Droc76 Posts: 56
    What about an option to unlock more health packs you can have. Like roster spots. This I might be cool with, but it would be another temporary cash grab and not the long term cash grab a 5 health pack roster would give you.
  • Droc76 wrote:
    What about an option to unlock more health packs you can have. Like roster spots. This I might be cool with, but it would be another temporary cash grab and not the long term cash grab a 5 health pack roster would give you.

    Because if they did this, then the game would be immediately pure P2W, as even a single health pack maximum increase would grant a huge advantage (6 health packs means 3 full wipes before waiting for more health packs, where as 5 health packs limits losses to 2 full wipes before waiting). That one extra retry without penalty can easily be the difference between a high placement and a mediocre placement.

    From a business perspective, 5 health packs as an odd number is likely intentional, as players would need to purchase a health pack to gain that third full retry in an event. Moving to 6 health packs as a base through a purchase would completely eliminate this revenue-generating opportunity for Demiurge.

    Therefore, from both a gameplay balance and business perspectives, increasing maximum health packs is a bad idea.
  • This is brilliant! I sent about 15,000 tickets in asking for this. Never thought they'd take me seriously.
  • AlexBatman wrote:
    This is brilliant! I sent about 15,000 tickets in asking for this. Never thought they'd take me seriously.

    This is why your rep is so bad. Thank you for your troll time.
  • MaxCavalera
    MaxCavalera Posts: 425 Mover and Shaker
    Lyrian wrote:
    Droc76 wrote:
    What about an option to unlock more health packs you can have. Like roster spots. This I might be cool with, but it would be another temporary cash grab and not the long term cash grab a 5 health pack roster would give you.

    Because if they did this, then the game would be immediately pure P2W, as even a single health pack maximum increase would grant a huge advantage (6 health packs means 3 full wipes before waiting for more health packs, where as 5 health packs limits losses to 2 full wipes before waiting). That one extra retry without penalty can easily be the difference between a high placement and a mediocre placement.

    From a business perspective, 5 health packs as an odd number is likely intentional, as players would need to purchase a health pack to gain that third full retry in an event. Moving to 6 health packs as a base through a purchase would completely eliminate this revenue-generating opportunity for Demiurge.

    Therefore, from both a gameplay balance and business perspectives, increasing maximum health packs is a bad idea.

    From the sounds of it "True Healing" is going be a bad idea. The should try to soften the blow on the back end some how. Many of which have all been brought up but this thread is so long why not bring them up again.
    1. 3* characters standard heal to full time, also shorter
    2. Slightly decrease health pack regen timer anything would seem like some kind of compromise.
    3. Add Health packs to random boost drop pool its not often but why not
    4. Add health packs to some of the 4 rewards pools in PvE
    5. Add a 50% heal health pack purchasable with ISO
  • IceX

    The problem with a change like this is it doesn't fix the system. At least for PVP.

    1)It doesn't address top level play
    2)It makes self-healers who already top chars even more valuable.

    All this does is essentially nurf the mid game for a lot of people. Top level play aren't even using these chars.

    If you want to actually promote diversification of chars used then you need to balance the game. Balancing chars can be hard but there are other ways you can add balance by changing the reward risk structure.

    For example.

    1)Boosts. These completely throw balance out the window. I would suggest changing point values of attacks based on boosts used.
    2)Character selection. Add bonus based on selected chars. If I beat you with bagman then you gain shame and I gain an extra bounty of points.

    This would really open up the variety of play imho. Sure you can use LDaken and Sentry with a bunch of boosts and do 4 quick wins in-between a shield hop but you aren't going to gain as many points as someone who uses no boosts and a different team combination.

    This would work both ways. Your attackers would drop your values less depending on who they use so players won’t feel slaughtered by people who are just soaking money into the game.

    This also allows you to make changes to the reward risk structures without actually changing the characters. If you see some teams not being used up their reward value. People don't have to worry about repsecing their chars ect.
  • acescracked
    acescracked Posts: 1,197 Chairperson of the Boards
    IceIX wrote:
    New feature: True Healing
    ~~snip~~
    Also: money.

    At least when he edited his post, he was honest. MONEY!

    That is too funny!! I just saw that also. Maybe someone hacked icex's account and added that. I can't believe they would actually admit it. I mean we all know one of the reasons is money, but to actually put that is really hilarious. icon_lol.gif
This discussion has been closed.