Team-Up Feature Discussion

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Comments

  • simonsez wrote:
    Solorized wrote:
    Personally I think the TU idea is brilliant.

    yes it can get a bit frustrating, I was using a AXM Wolverine and Bullseye combo one match and the AI pulled Loki's Trickery on me which screwed me over with about 5-6 protect and strike tiles on the board but then I was up against a 121 Lazy Thor and Punisher and was down to about 200 health when I got enough TU to use Rage of the Panther and win.
    Cool story if you plan on fighting one battle every 3 hours (or buy lots of health packs)

    Well that is a downside I will admit. Don't get me wrong I know my post was very Pro-TU but I do have one or two queries which I think have already been mentioned so I won't repeat.

    At the moment I can really only get a few games in every few hours anyway so it's not really affecting me too much
  • For those of us with limited playtime, this is likely to be a disaster, and in a heroic pve it's likely to be catastrophic. If they want to convince people that this isn't all being done to push health pack sales they need to go ahead and up our health pack reserves to ten.
  • Nearly veryone in my alliance hates the new TU as well icon_e_smile.gif But i dont. I do think the devs didnt test it enough and there should be some changes made. (and as a optimist i know they will change it for the better)
    I do like that it makes it MORE challenging to play. With a growing roster i was getting bored of cmag-patch/sentry-hood/daken and with TU it does bring some versatilily to the game.
    C`mon ppl give the devs a couple of days to balance the ridiculous AI advantage...
  • Another improvement to D3P's strategy game to 'level the playing field' (and attract new customers). I'm going to start a list:
    • Purchased covers can be nerfed at D3P's discretion without compensation.
    • Balance of Power matches - the characters you sold to level up your rare covers can now beat your rare covers.
    • Team-Ups - everyone gets Sentry powers on their team!
    My old strategy of improving a single character at a time for competitive advantage doesn't hold up in this brave new world. MPQ is quickly shifting from a strategy game to Marvel UNO - I'll keep playing, but not competing.

    At least this'll help me be a good dad... my kid has been drooling over my roster, and there's no reason not to let him play now.
  • Ben Grimm wrote:
    For those of us with limited playtime, this is likely to be a disaster, and in a heroic pve it's likely to be catastrophic. If they want to convince people that this isn't all being done to push health pack sales they need to go ahead and up our health pack reserves to ten.

    The health regen should be ditched entirely. The health pack idea is just plain stupid.

    _hiddles_ wrote:
    Nearly veryone in my alliance hates the new TU as well icon_e_smile.gif But i dont. I do think the devs didnt test it AT ALL and there should not be any changes made if it's fully tested and bug free. (and as a optimist i know they will change it for the better)

    I do like that it makes it MORE challenging to play. With a growing roster i was getting bored of cmag-patch/sentry-hood/daken and with TU it does bring some versatilily to the game.
    C`mon ppl give the devs a couple of days to rebalance the ridiculous AI advantage to be even more outrages...

    Fixed that for you. After this update, I've seen more AI crazy cascade than before. icon_cool.gif
  • Baltias wrote:
    Ben Grimm wrote:
    For those of us with limited playtime, this is likely to be a disaster, and in a heroic pve it's likely to be catastrophic. If they want to convince people that this isn't all being done to push health pack sales they need to go ahead and up our health pack reserves to ten.

    The health regen should be ditched entirely. The health pack idea is just plain stupid.

    _hiddles_ wrote:
    Nearly veryone in my alliance hates the new TU as well icon_e_smile.gif But i dont. I do think the devs didnt test it AT ALL and there should not be any changes made if it's fully tested and bug free. (and as a optimist i know they will change it for the better)

    I do like that it makes it MORE challenging to play. With a growing roster i was getting bored of cmag-patch/sentry-hood/daken and with TU it does bring some versatilily to the game.
    C`mon ppl give the devs a couple of days to rebalance the ridiculous AI advantage to be even more outrages...

    Fixed that for you. After this update, I've seen more AI crazy cascade than before. icon_cool.gif

    icon_e_biggrin.gif not an optimist yourself are you?
    We will just have to wait and see.
  • _hiddles_ wrote:
    Nearly veryone in my alliance hates the new TU as well icon_e_smile.gif But i dont. I do think the devs didnt test it enough and there should be some changes made. (and as a optimist i know they will change it for the better)
    I do like that it makes it MORE challenging to play. With a growing roster i was getting bored of cmag-patch/sentry-hood/daken and with TU it does bring some versatilily to the game.
    C`mon ppl give the devs a couple of days to balance the ridiculous AI advantage...

    Now that you mention the common combos of cmags/patch and sentry/hood/daken, one thing I hate about team-ups is that given a sufficiently high health enemy team, it is almost impossible not to eat a TU ability during a match. For example, when an enemy BP has 12 black, you have several options to deal with it: steal ap, stun BP, or kill him outright to prevent RotP. But with TU, if the enemy gets lucky to have RotP as a TU ability, and they get 12 TU ap, you are basically out of luck and have to eat the damage.
    There is basically one option left to prevent the enemy from using a powerful TU ability, and that is to kill the entire enemy team quickly. I can think of two popular team compositions to do that...
  • Punter1
    Punter1 Posts: 729 Critical Contributor
    Last night I had a World Rupture TU played against me. OBW was in front and I then killed her on the next move while there were still a few World Rupture 1 count countdown tiles on the board, they then disappeared like I'd killed the owner of the tile. Not sure if this was a bug or is the intent, at least this would provide a slight defensive option against the TUs with countdowns.

    Other issues - I seem to be stuck, thanks to the current PVE makeup, with lots of Control Shift. It`s painful as you not only need a lot of TU, but also need to be playing against countdown tiles so it`s got really limited use, ideally all TUs should be playable at all times. It also seems to be pretty bugged as I`ve had countdown tiles on the board but not been able to play CS, and even with a 5 cover TU I wasn`t able to play it (I think the wording on the 5 cover is that with no countdowns it stuns)
  • :-D not an optimist yourself are you?
    We will just have to wait and see.

    I'm a realist, not an illusionist. icon_e_biggrin.gif
  • GrimSkald
    GrimSkald Posts: 2,705 Chairperson of the Boards
    Baltias wrote:

    The health regen should be ditched entirely. The health pack idea is just plain stupid.

    This is actually not the most ridiculous thing I've ever heard. I've given this a lot of thought (probably too much.) The whole point in the damage carrying over is to limit play. Why do you want to limit play? Right now you can get seriously screwed by a bad cascade and if you were already hip-deep in PVP and down to a few health packs - that's it. You're done.

    I'd be happy if they doubled healing times again, though. Sure, increasing regen time before was good, but it's still damn long.
  • So the game update-**** me last night, while I was sleeping and I can speak to Team-Ups from experience now.

    This is death to the newer players - I played 6 PvP battles this morning and walked away with 4 health packs used and 6 crippled characters. That is 10 times out of 18 that a character went below 40% health during a battle.

    I am sensing a pattern here - before True Healing, I could run oBW-RGY for as many rounds as I wanted. Before Team-Ups, I could run 10-15 rounds depending on cascades. Now 6 rounds is the new norm. And I have 7 maxed 2 stars, pity the people with less.

    Played a lvl133 Black Panther and had to face Rage of the Panther on Black and White tiles - Ebony and Ivory, working together in harmony. **** ****. Game won't let me bring a power twice, why the bug on defense - not properly thought out and tested perhaps?

    Possible solutions

    1. Let the AP stealers take white tiles as well.
    2. Reduce the likelihood of white tiles to half the other colors.
    3. Put a 2 turn countdown tile whenever a Team Up is used, giving a chance to match it away before damage hits, since you cannot kill or stun the owner of it.
    4. Change health pack regeneration to max of 25, recharging every hour
  • GrimSkald wrote:
    Baltias wrote:

    The health regen should be ditched entirely. The health pack idea is just plain stupid.

    This is actually not the most ridiculous thing I've ever heard. I've given this a lot of thought (probably too much.) The whole point in the damage carrying over is to limit play. Why do you want to limit play? Right now you can get seriously screwed by a bad cascade and if you were already hip-deep in PVP and down to a few health packs - that's it. You're done.

    I'd be happy if they doubled healing times again, though. Sure, increasing regen time before was good, but it's still damn long.

    I agree, i have said loads of times that the whole between match health mechanic needs to be done away with.

    I have not had much of a chance to play the game with the new team-up feature and naively thought it sounded great. Having read through this entire post i am no longer as excited by it as i was icon_e_sad.gif
    Seems it will improve once they implement a delete function, but surely the facility to sell unwanted TeamUps like we sell unwanted covers would be the obvious thing to have implemented from the start.
    Other than that, the way TU works on defence clearly needs thinking about. Although of course each TU power only allows you to use it once, but with some of the powers that's all the AI is gonna need, and that is somewhat unfair.

    I am becoming far more of a grumpy old man than i would like, but this change (like True Healing before it) seems to be geared towards causing you to take extra damage and so need to use and then buy more Health Packs. I hope I am wrong and all these teething problems get sorted out but dont hold your breath, you'll be dead before a dev even acknowledges there is a problem icon_e_biggrin.gif
  • darthmental
    darthmental Posts: 104
    soooooo. do boosts still drop or is it only TU skills that drop now?
  • papa07 wrote:
    1. Let the AP stealers take white tiles as well.
    ...
    3. Put a 2 turn countdown tile whenever a Team Up is used, giving a chance to match it away before damage hits, since you cannot kill or stun the owner of it.
    I've thought that first point a few times now. It made sense for enviro tiles not to be stealable, they were sort of their own thing. But TU tiles fire off powers just like other colors, so there's no reason they should't be subject to AP stealing moves just like any other normal tile color.

    The idea of countdown tiles for TU powers is actually a really good idea, and would go a long way towards making them feel more in balance with the rest of the game. Right now they've moved to the top of the threat chart, and that's a little silly. They're supposed to be extra powers, not the focus of every match. Putting them on a countdown would work to make them more of a secondary bonus and put the focus back on the characters you select for your team. It makes sense from some kind of lore standpoint as well. You've picked your main team. Those TU characters aren't immediately there. You have to call them for backup, and it takes a couple turns to show up (during which they might be waylaid, i.e. their tile is matched away). I like this idea a lot.
  • over_clocked
    over_clocked Posts: 3,961
    edited July 2014
    Has anyone been able to pull a Best There Is TU? Or Magnetic Translocation? I pulled a vagon of Rages and Magnetic Fields, but no BTI/MT yet. I understand that BTI might be tricky for the mechanic (whose ownerhsip of tiles determines damage?) but MT should be safely in drops.
    Fought Batt1e_Ange1 in hopes for a maxed Wind Storm (Batt1e_Ange1 always fields a maxed classic Storm) but got a maxed Widow's Sting instead. Nifty. Want to loot some maxed Symbiote Snares, Illusions and level 3 oBW Aggressive Recons, too.
  • GrumpySmurf1002
    GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
    The PACman wrote:

    I am becoming far more of a grumpy old man than i would like, but this change (like True Healing before it) seems to be geared towards causing you to take extra damage and so need to use and then buy more Health Packs. I hope I am wrong and all these teething problems get sorted out but dont hold your breath, you'll be dead before a dev even acknowledges there is a problem icon_e_biggrin.gif

    I think they've been quite honest about their goals. It's not the health pack money they're after, it's roster diversity.

    That means if you don't have the characters leveled to where you need them, that you think about paying to get them there. That's where the cash grab would be, in theory.
  • yeah, I also HATE it!

    -AI is extremely more damaging, even without TUs, the rate of cascade and extra move has been significantly improved.

    -And even when you can counter that and have an advantage, there comes TUs to screw everything up! I seriously just lost a PvE of levels 130 / 115 / 120 against AI levels 62 because of a freaking supernova TU AND a lethal recon TU. **** THAT

    -Environmental titles shouldnt have been completely removed. I know hot dog stand and a few other sucked, but what about oasis, containment breach and thorned rose? They should just have corrected the bugs, not thrown everything away and replace it with a new and much worst feature. Btw, whats the point of having different cenarios / maps right now??

    -Chars that used to use environmental titles have been MAJORLY nerfed, just ask Storm!

    -You LOOSE a selected TU even if you DONT USE IT at all! ****!?

    -You cannot stock TUs like you could with boosts, and you can't delete the unwanted ones! For real?

    -There is no way to know before the fight what TU the other team selected, which makes everything completely random and "UN-STRATEGIC"!! Isn't this supposed to be a game of strategy? What strategy is there to "Forget about what you know of the other team, we can shove up to 3 abusive skills up to your **** that you have no idea of! maybe you should just focus on getting money for those health packs"

    -The game has become boring since the number of matches I can play have been drastically reduced, the game is now also unpredictable, money consuming, and kind of pointless, since you basically play a freaking lottery and team build ups are no longer relevant

    I could be whining much much more, but the bottom line is that for the first time ever since I started playing this game I am actually considering giving up playing it. It doesnt make sense anymore to be devoting hours into evolving in a game that any low level scum can **** me up because of an abusive and secret TU skill.

    I really really hope the Devs actually read what people are complaining about. Specially because the ONLY compliments are that this new feature COULD bring more dynamic to the game, still the same guys that are happy with the IDEA area also unhappy with the results.

    Seriously, worst patch ever!
  • The PACman wrote:

    I am becoming far more of a grumpy old man than i would like, but this change (like True Healing before it) seems to be geared towards causing you to take extra damage and so need to use and then buy more Health Packs. I hope I am wrong and all these teething problems get sorted out but dont hold your breath, you'll be dead before a dev even acknowledges there is a problem icon_e_biggrin.gif

    I think they've been quite honest about their goals. It's not the health pack money they're after, it's roster diversity.

    That means if you don't have the characters leveled to where you need them, that you think about paying to get them there. That's where the cash grab would be, in theory.

    That does kinda make sense. And I have to admit the few matches I have played have allowed me to experiment a bit. I can use Wind Storm without having Classic Storm on my team allowing me to bring a tougher character in her place for instance. However at the amount it would cost to buy Hero Points to level a 3* character they will be waiting a very long time before i do that lol

    Papa07
    I love both your ideas, I was going to mention that AP stealers should steal TUAP myself. It just makes sense. Your idea of a CD tile for TU powers is genius, it allows a chance to avoid getting hit by a power that you were completely unable to prepare for and also it kinda fits in with putting out a call for back-up and waiting a couple of turns for a hero to respond icon_e_biggrin.gif
  • Punter1 wrote:
    Last night I had a World Rupture TU played against me. OBW was in front and I then killed her on the next move while there were still a few World Rupture 1 count countdown tiles on the board, they then disappeared like I'd killed the owner of the tile. Not sure if this was a bug or is the intent, at least this would provide a slight defensive option against the TUs with countdowns.

    It is correct. Team-up damage is called in a similar fashion to how environment tiles were - someone on the team still has to match them. They're ranked based on character star level, I believe I read in a previous IceIX post. Thus, if AI Moonstone plays a world rupture, and you kill her before it goes off, the countdown tiles will disappear.
  • Moral
    Moral Posts: 512
    If it has not been mentioned:

    Power ups stay queued up from match to match. And you can easily burn through them needlessly if rushing.

    Team ups must be selected every single match, stay if not used and you forget them in a rush.

    The whole thing is just back assward.

    If not used, please just leave them up.