Cryptobrancus wrote: ...those with healers could play indefinitely and those without were severely disadvantaged by this, and these changed were made to make the game more fair across all players for the long term health of the game.
Demiurge_Will wrote: Before the change, we heard a lot of folks say that they felt forced to play too many hours in a day to be competitive. The changes to Anti-Gravity Device and Web Bandages help to address that (alongside some other changes, like the recent rework of placement & progression rewards structures). The OP's mechanic would be an interesting way to extend play time, but that's moving the game in an opposite direction to lots of player feedback. (Bear in mind when evaluating that statement that folks who post on these forums are much more likely to be interested in playing for long periods of time in one sitting than most players (including a lot of serious, dedicated players) are.)
Nonce Equitaur 2 wrote: Hmmm ... do I use my moderator powers to change booched to botched?
Demiurge_Will wrote: I think we booched the explanation of this change, and I'm sorry we didn't do a better job of explaining our motivations and the benefits of it.
Demiurge_Will wrote: Nonce Equitaur 2 wrote: Hmmm ... do I use my moderator powers to change booched to botched? Nah, I just played too much Puzzle Pirates back in the day and never remember that it's not a real word.
wymtime wrote: So Will are there going to be anymore changes to the true healing or additions to allow players to play longer? a. more health packs b. increase regeneration on health packs c. another increase on everyone's regeneration time. d. more character tweeks to increase shields
Demiurge_Will wrote: we're actively watching the impact of the changes and talking about them, and that could change at any time
RockMonster wrote: Healing changes and health pack regeneration rates are biased towards players who play throughout the day, as opposed to those who will play in blocks. Since this was not addressed when True Healing rolled out and there's nothing to address it in the pipeline, I have to assume that it's by design, and you would prefer that we play in several short sessions, not one long one. So I have to ask - Why? What's the design reason for pushing players to spread out their playtime? How does it enhance the individual and overall player experience? Why is one method of play preferred by the design team to another?
- play changed too significantly when people got their hands on Black Widow (Original) & Spider-Man (Classic). When unlimited healing is available, the playing field shifts away from strategy and towards sheer number of matches finished. Before the change, we heard a lot of folks say that they felt forced to play too many hours in a day to be competitive. The changes to Anti-Gravity Device and Web Bandages help to address that (alongside some other changes, like the recent rework of placement & progression rewards structures).
Nonce Equitaur 2 wrote: 1. Can the AP costs of the most overpriced powers be lowered? 2. Can the worst fifth covers in the game get a modification?
Nonce Equitaur 2 wrote: 3. Can anything new be added to the sparse historical listing of all buffs? The game has had no major balancing buffs since 2013. 4. Will the long series of nerfs end any time soon?
T2theMoney wrote: On a side note, changing his yellow toa passive Spider Sense would be a good use of the lore around him. It could work something like a Hawkeye-Avoid / Falcon-Insipration combination, moving Spidey to the back and increasing a random strike/shield tile and/or taking time off of a random countdown timer, or some combination of all three.
jojeda654 wrote: T2theMoney wrote: On a side note, changing his yellow toa passive Spider Sense would be a good use of the lore around him. It could work something like a Hawkeye-Avoid / Falcon-Insipration combination, moving Spidey to the back and increasing a random strike/shield tile and/or taking time off of a random countdown timer, or some combination of all three. That sounds almost exactly like his old skill. viewtopic.php?f=13&t=650&p=5612 Spider-Man (Classic) - Spider-Sense Spider-Man's Purple ability has been updated to be more powerful overall with reduced Web tiles required to trigger. Spider-Sense - Purple Passive (PASSIVE) Spider-Man reacts to threats before they impact his team. Removes a random enemy Special tile every time Spider-Man is damaged for 10% of his max health with 5 or more Web tiles in play. Level Upgrades Level 2: Requires 4 or more Web tiles. Level 3: Requires 3 or more Web tiles. Level 4: Requires 2 or more Web tiles. Level 5: Requires 1 or more Web tiles.