Team-Up Feature Discussion
Comments
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Ludaa wrote:It may have been mentioned here already but I want to quote ZenMonkey from another thread,
"The team up concept could have been great if it was based on the team you selected and nothing else. You put Capt America and Falcon on a team you get a special power. This encourages mixing up the teams and using lesser chars."
That is what I think of when I hear TEAM UP! I'm pretty sure quite a few MPQ characters would refuse to work together as is....
What we got seems like a re-hash of content already in the game. Nothing new except for the tiles and boost box, right?
You mean something similar to this?
http://www.d3pforums.com/viewtopic.php?f=7&t=10353#p1732210 -
The AI is apparently capable of selecting Team Ups for members it has on it's team. Daken just used a Daken Chemical Reaction TU on me. I was surprised.0
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After playing with the Team-Ups for a bit, I've reached the following conclusions:
-- An inventory of 20 team ups is way too small. With 40+ characters in the game now, obtaining one color of one character as a team-up for even half the roster is impossible, let alone dupes of desirable characters.
-- I don't care for damaging abilities, as I can bring plenty of damage to a fight myself. What I want from my "deck" of Team-Ups are pure interrupts. Give me board shakes, tile overwrites, and for the love of tinykitties, Loki's Trickery (who is going to laugh at Loki's versus event now? )
Just a few examples...
Sentry cast Sacrifice? Use a CMags Magnetic Field to overwrite the strike tile.
Board really going south for you with strike tiles? Use Loki's Trickery (from his Versus event or Simulator)
You are on the wrong side of Loki's Trickery? Use Marvel's Photonic Blasts to clear all the enemy defense tiles that were just created (would have to farm 5-Red Marvel in the Simulator).
Nothing is really going to significantly stop opponent direct damage damage Team-Ups, so possessing the potential to override counterable opponent Team-Ups when possible becomes crucial. Holding the right "interrupts" is really going to be the game changer moving forward.0 -
stephen43084 wrote:Ludaa wrote:It may have been mentioned here already but I want to quote ZenMonkey from another thread,
"The team up concept could have been great if it was based on the team you selected and nothing else. You put Capt America and Falcon on a team you get a special power. This encourages mixing up the teams and using lesser chars."
That is what I think of when I hear TEAM UP! I'm pretty sure quite a few MPQ characters would refuse to work together as is....
What we got seems like a re-hash of content already in the game. Nothing new except for the tiles and boost box, right?
You mean something similar to this?
http://www.d3pforums.com/viewtopic.php?f=7&t=10353#p173221
Or this?
http://www.d3pforums.com/viewtopic.php?f=8&t=5787&p=1047790 -
Cryptobrancus wrote:stephen43084 wrote:Ludaa wrote:It may have been mentioned here already but I want to quote ZenMonkey from another thread,
"The team up concept could have been great if it was based on the team you selected and nothing else. You put Capt America and Falcon on a team you get a special power. This encourages mixing up the teams and using lesser chars."
That is what I think of when I hear TEAM UP! I'm pretty sure quite a few MPQ characters would refuse to work together as is....
What we got seems like a re-hash of content already in the game. Nothing new except for the tiles and boost box, right?
You mean something similar to this?
http://www.d3pforums.com/viewtopic.php?f=7&t=10353#p173221
Or this?
http://www.d3pforums.com/viewtopic.php?f=8&t=5787&p=104779
Maybe even this?
viewtopic.php?f=8&t=303&p=2122p21220 -
jojeda654 wrote:Maybe even this?
viewtopic.php?f=8&t=303&p=2122p2122
These would all be great ideas if the game was... oh, doesn't matter.
In summary, I don't actually think the game is developed / mature enough to implement this sort of concept just yet. Think a good idea in concept but it raises broader and explicit issues about balance and team compositions. In some respects, I think TU is actually a variation of that. If you were to have a tournament or something where this was active, I think it would be good and dare say such a thing is eventually coming.
They had something loosely similar in the old boosts, eg. bonus % damage to a certain group of character, but they are gone now.0 -
I'm making a minigame of using as many bad/ improbable team-ups as I can without killing myself. It's like a disarm race. Have a pretty good succes rate. Most of my tus are actually useful skillz now.0
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dr tinykittylove wrote:I'm making a minigame of using as many bad/ improbable team-ups as I can without killing myself. It's like a disarm race. Have a pretty good succes rate. Most of my tus are actually useful skillz now.0
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Curse you, parchday lightning round!!! Three low level IM40 Ballistic salvo encrusted in my Teamup folder ><
(Not that having high-lvl ones would make me happier...)0 -
I've lost to so many frankly embarrasing PVP teams since this feature was introduced
I dont particularly mind the change, but ultimately it's costing me more health per fight0 -
I've already said I think the TU is a good idea but I just need a chance to vent the following:
1 game I just played I got hit by TWO thunder storms. One normal and one TU. the entire board was covered Green by it and we all know how that match ended up in the next two rounds!!!
The next game I got hit by a full powered Juggernauts headbutt and noticed the AI didn't take any health damage because of it. Is this a bug because to me it seems that this is an unfair technique to have0 -
Played 2* Magneto/Storm combo vs the same. I think in months playing, I've never lost to it. Today, I lost to it twice.
Thanks Team Up, so glad that all that extra damage/wait time lets me play so much more. Many other teams that I used to be able to use twice or more if playing well/stratigically are very often unable to continue after one round. This has made PVP seem very grindy, in the same way that it did before True Healing. So grinding is fine, just as long as you are doing it the way the developers want you to.
Still not buying any health packs D3, despite that the longer I play with team ups the more it looks like that was the intention (again).0 -
In it's current form I hate team ups. Maybe a delete button will resolve it maybe not. But going into a match with high cast dark avenger tus I can't use but have to keep is just frustration. Also why does my boost screen now default to
Team ups. Having to click thru to boosts is just annoying.
I've rolled with most changes but this half assed attempt just pushes my play time way down. Taking more damage in fights. Taking more time between fights. Annoyance raising all the time.
I get the devs are excited about where tus are going but please stop pushing out half assed finished features. First impressions matter and these are a very bad impression.
I'd rather the boost screen go back to what it was and everyone just get 3 random tus per fight. No picking. No storing. No micromanagement.0 -
Thugpatrol wrote:And again, I fail to understand how this system works with countdown abilities. Enemy got off a TU Flame Jet. Next turn, down the front enemy (Iron Man, if it matters), Flame Jet poofs. Still two enemies left. Match continues. Someone help me understand what the rules are for this tinykitty show, because I'm at a loss. There doesn't seem to be any consistency.
................................What.0 -
I read where IceX said if I reached 20 team ups I wasn't playing or managing resources right. Lol. They implement TUs during a PVE where you keep fighting guys like Bullseye. Now I've got a ton of TUs that cost 19 for a power worse than any my characters bring to the table. They get rid of prologue healing and instead force prologue TU disposal. IceX should have said if you get to 20 TU we didn't design the game right.0
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It's ironic that instead of promoting roster diversity and strategy, TUs highlight the inferiority of certain powers. Perhaps it's time to stop beating around the bush and start putting some real effort into balancing heroes.0
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Leugenesmiff wrote:Now I've got a ton of TUs that cost 19 for a power worse than any my characters bring to the table.0
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I'm pretty much ignoring team-ups until we get a delete feature. I'm only occasionally equipping them at all, only in particularly tough or important matches, and usually not using them then. They're just a defensive hazard for me currently.0
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My list of teams up consists of mainly murderous aim and control shift. Both of which cost 17+ap to use and I'm not playing the game right? Heck I add 3 team ups every battle just so I can hope to use them and get some new ones but most of the time I am unable to collect enough TU tiles before the end of the match. Meanwhile the CPU now seems to be focused on nothing buy TU tiles. I rarely make it through a match now where the opponent doesn't use at least 1 team up.0
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