Team-Up Feature Discussion

13468917

Comments

  • Observation: the team up skill you win SEEMS to come from whichever enemy you down first. At least, so far...

    (I realize that personal observation is a terribly small sample size so this may be entirely wrong)
  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    So far, I'm finding that it just gives the AI more options to hurt my team and thus causes me to end the match with even less health, which means I can play even less in one session than when True Healing was introduced.
    Bingo
  • over_clocked
    over_clocked Posts: 3,961
    Haven't read all of the thread yet. New mini-game to replace prologue healing! I already got rid of TWO Sniper Rifles, one Switcheroo and one Control Shift. Feel like a champ.

    Delete button plox.
  • dingao666
    dingao666 Posts: 74 Match Maker
    can i discard TU ?
  • DeNappa
    DeNappa Posts: 1,398 Chairperson of the Boards
    So far, I'm finding that it just gives the AI more options to hurt my team and thus causes me to end the match with even less health, which means I can play even less in one session than when True Healing was introduced.

    Apart from that it's actually an interesting feature, but the balance seems to have been poorly thought out. Makes matches feel even more random than they already were.
    I feel the same. Kinda like 'let's throw in 3 random powers to extra hurt you, ha ha'. The main problem is that while you deny the enemy team colored AP in a color they are strong in, you're likely to leave open team up tiles and vice versa. Also, you can't kill off team up powers, so the longer the match takes to finish the more chance for a powerful (and possibly dirt cheap) teamup power move to extra hurt you or even kill you off. And since your own strong team up powers expire after use your own advantage from them is limited.

    Another minor gripe, you have to do a lot of effort to check out the team up powers the enemy team has been dealt. At least if you're playing on iOS (open enemy character, tap a few times to see the first team up)
  • Unknown
    edited July 2014
    Well, I just spent 20-30 minutes in prologue fighting Ragnarok, burning useless TUs and loading up Thunderclaps and Godlikes. Now I can return to tanking and since the teams I will fight will be 2* I won't have to use the TUs I have. Additionally, since I am already 20/20 the game won't be able to add **** TUs to my inventory and if I face a high level team I will use one of the weaker TUs in order to replace it with something better. In other worlds, problem solved. On the other hand, those were the most boring 30 minutes of gaming I had for some time. icon_e_sad.gif

    Edit: I don't see them leaving the Prologue node with Ragnarok unchanged for long. They will probably use a "That node has been played 1 mil times in the last week and we don't want you to get bored. For this reason only we will remove it or change it in a way so it doesn't drop TUs 100% of the time" comment.
  • Unknown
    edited July 2014
    dingao666 wrote:
    can i discard TU ?

    Will said in an earlier post R59 or R60, so like a month or 2 out. Prolog healing 2.0 for everyone
  • That's exactly my problem with it. It makes the game far more random. I guess if you have a bunch of 1* guys and are a casual player the randomness might be interesting, but for most of us that read this board, I see no value in being consistently depleted of health in almost every match. I've had to health pack my 166 Patch more today than I have in the last 3 weeks combined... Please fix the TU tiles..
  • orionpeace
    orionpeace Posts: 344 Mover and Shaker
    orionpeace wrote:
    The effect of the Power as a TU isn't increased by how much Green you collect, but consumes it all.

    I'm seeing the Team-Up version of Onslaught deal damage based on how much Green AP you have. Are you seeing something different? Can you tell me more?

    I stand corrected. And apologize for propagating false information.

    Still goes on the midden heap for me as it takes two colors to power it. Consumes the necessary TU AP and all your Green AP.
  • Chrono_Tata
    Chrono_Tata Posts: 719 Critical Contributor
    GrimSkald wrote:
    When I saw that your opponents' teams were able to use the TUs on defense I thought this was going to be the case. I'm resisting upgrading for a while and reading the forums.

    Some randomness is a good thing. A lot of randomness sucks. Maybe they'll reduce it's use on defense (give the defensive team 1 or 2 TUs, maybe?) If not... I don't know. I really don't see the value in giving it to your opponent -- there's a certain "balance" to it, but since they always get three and you don't, it isn't really balanced. Kind of like if your opponent always got boosts...
    Limiting how many TUs the opponent has by default would help elevate the problem a bit, but the major problem balance-wise is that a lot of character power are balanced with respect to the character itself. For example, Classic Storm has a ridiculously powerful move, Wind Storm, which is balanced by the fact that she is made out of paper. With a Wind Storm TU, you are bringing in all the benefits of that move with zero of the risk of having C Storm in your team. It's just extremely random to find the opponent holding that kind of move without really much of a way for you to prevent it. It's hard enough to try to deny them colour matches, and now we have to worry about denying TU tiles as well if the AI happens to have a good TU.
  • darthmental
    darthmental Posts: 104
    DEVS,

    Please only allow the defensive team to use Team Up once per match. It's crazy that they can use it multiple times. I know you want us to be as damaged as possible but this is ludicrous.
  • Unknown
    edited July 2014
    Would it make sense to have a TU Cache like the Cover Cache we have and have expiration timers on the TUs (like 1 day expiration perhaps)? It would mean more screens to deal with and access but at least this way we could keep some in waiting while we use up the ones we have.

    I know Demiurge_Will said we'd be getting a delete feature in R59/R60 and we could still use that, but would have a TU Cache be helpful as well?

    *edit: Boosts could also benefit from this addition
  • IamTheDanger
    IamTheDanger Posts: 1,093 Chairperson of the Boards
    dearbluey wrote:
    Observation: the team up skill you win SEEMS to come from whichever enemy you down first. At least, so far...

    (I realize that personal observation is a terribly small sample size so this may be entirely wrong)

    For me, it is the last enemy I take down, yet some in my alliance say it's the first or second for them. I have been intentionally saving the best/ most powerful enemy for last. Maybe it gives me a drop from the lest one I beat BECAUSE I am saving best for last. I don't know what hecks going on with how it's chosen, but I think it's random.

    If someone figures this out, could they please post, as I would very much like to know
  • djpt05
    djpt05 Posts: 178
    So what's the number towards the left of the team up pic? I don't think it's the amount left (like with boosts). I used one 5 Blue Storm and it was gone after the match was over.

    I know it's not the level b/c that's to the right... any ideas?
  • mohio
    mohio Posts: 1,690 Chairperson of the Boards
    edited July 2014
    akboyce wrote:
    scottee wrote:
    Defensive team ups are random.

    Random from what? The entirety of characters levels and colors?

    Random from all of the possible Team-Up powers.

    The character level and power level of the Team-Ups are based on the characters on the defensive team.
    So how does this work with 1* and 2* powers on a team of 3x166s? Does Wind Storm scale up to 166? Level 166 Devour? Even a pretty weak AOE (molotov maybe?) will pack a pretty big punch when thrown at you by some level 300 DAs in PvE if they don't cap out at their normal maximum (50, 94, or 166).

    Also, does average level include the usual 50% boost to the featured character or it uses base level only?

    edit: teammate just confirmed powers cap at their usual maximum, but my second question still holds about boosted characters increasing your average level for defensive team ups
  • CNash
    CNash Posts: 952 Critical Contributor
    orionpeace wrote:
    orionpeace wrote:
    The effect of the Power as a TU isn't increased by how much Green you collect, but consumes it all.

    I'm seeing the Team-Up version of Onslaught deal damage based on how much Green AP you have. Are you seeing something different? Can you tell me more?

    I stand corrected. And apologize for propagating false information.

    Still goes on the midden heap for me as it takes two colors to power it. Consumes the necessary TU AP and all your Green AP.

    It's great as a last-resort if you find yourself with a ton of Green AP and nobody to use it.
  • If you don't use a Team-Up, it should remain in the list for the next fight. Adding multiple team ups every single fight is really annoying.
  • djpt05 wrote:
    So what's the number towards the left of the team up pic? I don't think it's the amount left (like with boosts). I used one 5 Blue Storm and it was gone after the match was over.

    I know it's not the level b/c that's to the right... any ideas?
    Are you talking about the number that ranges from 1-5? If that's the case, it's the number of covers the enemy had in that ability when you defeated him/her.
  • Phillipes
    Phillipes Posts: 431 Mover and Shaker
    GrimSkald wrote:
    When I saw that your opponents' teams were able to use the TUs on defense I thought this was going to be the case. I'm resisting upgrading for a while and reading the forums.

    Some randomness is a good thing. A lot of randomness sucks. Maybe they'll reduce it's use on defense (give the defensive team 1 or 2 TUs, maybe?) If not... I don't know. I really don't see the value in giving it to your opponent -- there's a certain "balance" to it, but since they always get three and you don't, it isn't really balanced. Kind of like if your opponent always got boosts...
    Limiting how many TUs the opponent has by default would help elevate the problem a bit, but the major problem balance-wise is that a lot of character power are balanced with respect to the character itself. For example, Classic Storm has a ridiculously powerful move, Wind Storm, which is balanced by the fact that she is made out of paper. With a Wind Storm TU, you are bringing in all the benefits of that move with zero of the risk of having C Storm in your team. It's just extremely random to find the opponent holding that kind of move without really much of a way for you to prevent it. It's hard enough to try to deny them colour matches, and now we have to worry about denying TU tiles as well if the AI happens to have a good TU.


    THIS. I was just hammered with WInd Storm Team-up - with team with NO Storm. I was denying TU tiles, but then - dang - enemy cascades, I went to menu and voila! 3 healtpacks needed. icon_e_sad.gif
  • Mondo wrote:
    Would it make sense to have a TU Cache like the Cover Cache we have and have expiration timers on the TUs (like 1 day expiration perhaps)? It would mean more screens to deal with and access but at least this way we could keep some in waiting while we use up the ones we have.

    I know Demiurge_Will said we'd be getting a delete feature in R59/R60 and we could still use that, but would have a TU Cache be helpful as well?

    *edit: Boosts could also benefit from this addition

    I image this would be be significantly more complicated to implement than a simple delete option, thus I wouldn't expect to see it. (at least no time soon)