Demiurge_Will wrote: Thanks, Bill. I try not to announce changes to the game until I know we can deliver them soon. The way the development cycle and approval process work, it's usually quite a while before a suggestion makes it into the game, and often something that seems straightforward on paper has to change or be scrapped during development or testing. Frequently, too, something more urgent will come up that displaces planned improvements. It would be impractical to update the forums every time we adjusted our backlog or our designs - these things happen dozens of times a day. I'd be setting you up for disappointment and making promises I don't know I can keep if I told you what we were planning and when I think we can get it into the game in response to your suggestions. We read all of the suggestions on this forum and evaluate ones that aren't already addressed by our current plans in our weekly meetings where we determine what to work on next.
Nonce Equitaur 2 wrote: It would be useful to know Current high priority items. Suggestions that will not happen, and why. New characters being considered, but not coded yet. Characters that will never be in the game.
Demiurge_Will wrote: Looks like you've just hit a string of worse/better/different luck. No change to tile drop rates any time recently - it's completely random, with an equal chance of every tile type dropping (with the exception of a couple missions in the first chapter of the prologue, before all the tile types are introduced).
Nonce Equitaur 2 wrote: How hard would it be to lower a few costs for the Overpriced powers? Storm Modern's Mistress of the Elements went from a cost of 5 AP to a cost of 9 AP and then back to a cost of 5 AP within a couple of hours.
Demiurge_Will wrote: Thanks for this feedback. I'll give some thought to what we might be able to do in this direction without taking too much time away from development. The character rebalancing list was an attempt at this sort of thing, though it doesn't seem like that was particularly helpful. Bear in mind that the team behind League of Legends is 50-100 times as large as the team behind Marvel Puzzle Quest, and they are very different games with very different audiences (the majority of MPQ players aren't nearly as interested in how the competitive landscape will change with the introduction of a new character, for example). We won't realistically be able to come close to Riot's level of communication.
DayvBang wrote: Nonce Equitaur 2 wrote: How hard would it be to lower a few costs for the Overpriced powers? Storm Modern's Mistress of the Elements went from a cost of 5 AP to a cost of 9 AP and then back to a cost of 5 AP within a couple of hours. They said as soon as they were asked about it that the change in cost on that skill was a mistake, and rolled it back so quickly that I'm inclined to take them at their word.
Nonce Equitaur 2 wrote: I also believe them .... but it seems that if they can can change AP cost values this quickly, then then could give a huge boost to the credibility of their balancing arguments by lowering some of the overpriced power costs.
Bugpop wrote: That would make for an interesting buff. In simulator, for instance, they could adjust the AP cost of powers. This way they could do actual testing by thousands of players under conditions set in place by the developers.