Ghast wrote: gamar wrote: Ghast wrote: So when someone attacks me with low true health, do I retaliate against a team with full health or a team with "true health." Also, what about defense teams? Right now teams that you use to retreat or lose a match become your defensive team at full health. This change means that we still get to fight Lazy Thor/Lazy Daken/ Sentry every match because people can just take their 1 health point characters in for a quick retreat if that is the case. When did this happen again? For a long time now, you've had to actually win a battle for your team to be put in as the defensive team. At the exact time the greyouts began. Losses also now show up as retaliation nodes.
gamar wrote: Ghast wrote: So when someone attacks me with low true health, do I retaliate against a team with full health or a team with "true health." Also, what about defense teams? Right now teams that you use to retreat or lose a match become your defensive team at full health. This change means that we still get to fight Lazy Thor/Lazy Daken/ Sentry every match because people can just take their 1 health point characters in for a quick retreat if that is the case. When did this happen again? For a long time now, you've had to actually win a battle for your team to be put in as the defensive team.
Ghast wrote: So when someone attacks me with low true health, do I retaliate against a team with full health or a team with "true health." Also, what about defense teams? Right now teams that you use to retreat or lose a match become your defensive team at full health. This change means that we still get to fight Lazy Thor/Lazy Daken/ Sentry every match because people can just take their 1 health point characters in for a quick retreat if that is the case.
IceIX wrote: Absolutely not the case. I can definitely understand that the intent is that we're making this change to increase revenue through Health Packs. That's not the case. We do think that some players will buy a couple more Packs off the back of this change for a couple days after it. This is the case with any change, such as a buff to an ability for a character. Users then go out and spend some Hero Points on respeccing. But we don't buff or nerf an ability because we want it to bring in revenue. We do it because we believe it will be in the best long term benefit for the game and for the users.
OSU Buckeyes wrote: I know I'm probably in the minority but I welcome this change and see where they are coming from. I see this leading to more diverse matches and it rewards having a good team instead of 2 max characters.
RemusThirty wrote: There have been a lot of suggestions in this thread and others already for ways to improve healing as a mechanic, or reduce the need for it. I'd like to add another idea for how it could be tweaked to improve the player experience. With the constant barrage of PvP, PvE, Lightning Rounds, part of the issue is feeling like health is too precious of a commodity to spread thin. If the route of "fully healed characters after each battle unless downed" is out of the question (I hope it's not, I like that idea), a lesser idea would be to make characters' health Event(or sub-event)-dependent. Do not get the title of this thread wrong. They have clearly already decided how this would work based off of ice's responses.
Emeryt wrote:
pasa_ wrote: Emeryt wrote: So very true. Yet we DO it, as what sensible commander sends WOUNDED soldiers right to the next battle? Send his heroes to the front instead of the sick bay? Let them die -- or miss the battle? A *true* designer, when facing players do things that are not fun and tedious starts asking the WHY questions and figures out a fix for the root cause. Remove the necessity. Rather than just banning the the workarounds one after the other that somewhat keep his bucket of braindead ideas afloat.
IceIX wrote: Spoit wrote: Is there any plans to change any of the other systems to accommodate these? Or is the 8 hours of downtime for 3*s working as intended? We both plan to check in on the downtime for characters as you say and also monitor the healing values for the characters that offer Temporary Healing as well. The former would probably have changes made before the latter, and we actually have some temp values for healing timers that we've got in mind for play patterns. Whether that's rolled out with this change or not is a different matter.
Spoit wrote: Is there any plans to change any of the other systems to accommodate these? Or is the 8 hours of downtime for 3*s working as intended?
Ghast wrote: At a high enough level of competition, active players do not have time to prologue heal without dropping a shield. This change only affects us during the rare circumstances when we bring a healer into battle. That's never, ever Spider-Man anymore unless he is mandatory. She-Hulk might have been an option, but not anymore. First they deprive her of a classy pantsuit and now this.
wharrrgarbl wrote: Nobody wants them, but my 2 cents is that it'd be a lot simpler just to add a new rule/logic/code/whatever that "you can't have more health at the end of a fight than you did at the start." That takes out prologue healing, but leaves in in-battle healing. Unless, of course, the actual goal is not to remove prologue healing, but to make health packs the only (non character-specific) form of healing. [lying] But I'm not cynical enough to believe that's the impetus behind this change. [/lying] Also, the idea that this will make me bust out Cap/Moonstone/etc. for PvP is pretty funny. I'd rather run Bagman/Bagman/loaner. At least he's already got the "Kick Me" sign on him. The idea of having (and utilizing) a deep roster is good, but the defensive team mechanic is a complete anathema to that. No one's going to try to pick up a win or 2 with Bullseye if it means he ends up in someone else's crosshairs.