Team-Up Feature Discussion
Comments
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My biggest problem with TU is that you never know the enemy teams' TU will be. An easy fight before the TU has unexpected difficulties, causing you to loose more HP than you desired. TU and Boosts should not be something that is relied on to fight battles. They should only be used to win fights were your enemy is leveled the same or higher than your team. Now I am bleeding health packs and D3 thinks that I will buy more, They are WRONG. I will not be spending anymore $$$ on this game if this continues and may delete this app. I have already invested >$200 on this app and now I am PO'd for wasting that cash on an app that is money hungry and forces you to buy more and more.
I Do Not Like Being Forced Into Paying For This App!!!
I guess for the players that play the app without spending $$$ are now through as there is no way they can rank or grow their roster with the app's unscrupulous changes to the game.0 -
necrosis14 wrote:My biggest problem with TU is that you never know the enemy teams' TU will be.
Try playing on Android. You can't see it even in the match. I have put this in the bugs forum. Gods it's just become impossible.0 -
Moon Roach wrote:necrosis14 wrote:My biggest problem with TU is that you never know the enemy teams' TU will be.
Try playing on Android. You can't see it even in the match. I have put this in the bugs forum. Gods it's just become impossible.
Yes, you can on Android/iOS.
-- Tap on the front-row character of the opposing roster to bring up that character's stat sheet.
-- Scroll right to cycle through the opponent's roster.
-- After cycling past the third opponent's stat sheet, the fourth page and beyond will show each one of the team-up powers the AI has loaded.
Yes, this is highly cumbersome to find. But, it is possible to see the AI Team-Ups in-game on a mobile device.0 -
Saw some odd patch notes on the Google Play Store about Daredevil's Radar Sense, so I thought I'd test him out...
Sadly disappointed, as the outcome did not match what was listed on the patch notes, but:
-- Radar Sense will now randomly deploy on ANY color, including White (TUAP).
-- However, Radar Sense does NOT steal White (TU) AP, when it "steals all colors".
So, it is a somewhat useful ability now, but still very slow to deploy at 11 Purple AP and still has the limitations of being a trap.0 -
Not sure if it's been mentioned, but it seems Captain America's TU is fairly good value.
Faced an opponent with Cap Red TU; since I couldn't stun/kill Cap there was no way to stop the countdown, and the other team got 10 Red AP out of it at the end. I can see this being a fairly popular Team Up.
Same general principle with Human Torch's Flame Jet. That countdown is going to sit there until it's destroyed or matched.
I'm also thinking that any powers that deal damage and generate AP will probably also be useful - HT Red, MNMags Red?, Hood Yellow. These sorts of powers as Team Ups become significantly stronger net gains in AP.
As it stands, I'll probably be using 3* Cap (rank 5 in red & blue) and Hood (rank 5 yellow) against LR seed teams and in the SHIELD simulator. If you see me in either, feel free to farm for Team Ups.
Edit: Oh, just faced a defensive team that featured Punisher and had a Punisher TeamUp. So that's cool.0 -
Lyrian wrote:Moon Roach wrote:necrosis14 wrote:My biggest problem with TU is that you never know the enemy teams' TU will be.
Try playing on Android. You can't see it even in the match. I have put this in the bugs forum. Gods it's just become impossible.
Yes, you can on Android/iOS.
-- Tap on the front-row character of the opposing roster to bring up that character's stat sheet.
-- Scroll right to cycle through the opponent's roster.
-- After cycling past the third opponent's stat sheet, the fourth page and beyond will show each one of the team-up powers the AI has loaded.
Yes, this is highly cumbersome to find. But, it is possible to see the AI Team-Ups in-game on a mobile device.
How the heck did you find that? Never mind, have a +1 informative for being helpful.
I need to try again a little later. With my aged memory I'll probably have to go hunting at the beginning of the match to write down what the team ups are and what points they need. And then keep checking the number of white blobs that the AI has. This was much easier when I was playing on Steam this morning.0 -
Coming soon... taking boosts and team-up's to the next level... "Team-Up Boosts".
*
Had a few rounds. I guess it's an interesting game play change, a bit of fun and you have to now watch the enemy even more closely but it feels a little.... tacked on. Almost like another layer of complication to consider, partly annoying but not the worst thing ever. The enemy has 2 or 3 of them at all times, so it almost feels like you HAVE to use them, in a way. Not thrilled about that but hardly shattering.
No more environment tiles. Will be interesting to see how that plays out but their removal is not a terrible thing in most instances.
Also not really sure what I think yet about characters who now have explicit use of them in their abilities. eg. say you take ModStorm into a match and you don't have or want to equip team-ups, then you are at an instant disadvantage before you start. Another layer of complexity. Are we going to see other characters have ability changes with their addition?
Though once again, really just covering over the larger issue of having a roster of 30+ characters that are all equally viable and fun. This is what I find increasingly more and more apparent (and frustrating) with each of these game "enhancements". If you had properly done characters (all of them) then you could sort of have a single team-up / boost addition addon system that could work well. I would actually make it more (an expanded) boost focus, than essentially a set of 1 - 3 1/3 one-shot characters.0 -
It seems like a bit of a consensus forming that AI teams getting 3 random team-ups for every battle AND being able to use powerful teamups that are normally balanced by being attached to a low HP character (Aggressive Recon, Wind Storm) and turning Team-Up tiles into an extra colour that has to be denied is all just a bit too much and that Team-Ups are adding more on defence than on offense.
Suggestions: AI only getting one random team-up per battle. Cost of team-up abilities increased by 2AP from their cost in regular coloured AP (both defensively and offensively).0 -
I absolutely hate the TU changes. I guess some guys like it but I hate it with a vengeance. Ever since I scaled back my playing from the season start, I have been playing casually while watching TV or in transit. The new TU does not allow me to play casually because now I have to check every single fight to see what kind of TU powers I gonna fight after I start the fight. Total randomness also does not allow me to play strategically. I have been hit with Supernova, Aggressive Recon more than I can count.
I have never been this pissed about a change. Not the healing thingy, not any character nerf, etc. I guess this is good, because I am now walk away for good.
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nadarath wrote:They really need to implement some way to remove the **** team ups. Otherwise it will just end in long grinding on prologue to get rid of tinykitty ones.
or they could you know, balance all the heroes so no TU is dump-worthy. but of course, i'm wasting my breath saying this. let's not spend the few days it'd take to adjust numbers to make 15 more heroes playable and instead focus on artwork of deadpool-inspired narwhals instead...0 -
Zhirrzh wrote:It seems like a bit of a consensus forming that AI teams getting 3 random team-ups for every battle AND being able to use powerful teamups that are normally balanced by being attached to a low HP character (Aggressive Recon, Wind Storm) and turning Team-Up tiles into an extra colour that has to be denied is all just a bit too much and that Team-Ups are adding more on defence than on offense.
Suggestions: AI only getting one random team-up per battle. Cost of team-up abilities increased by 2AP from their cost in regular coloured AP (both defensively and offensively).
I'd be a fan of the AI only getting one ability - I think that would help with some of the randomness, at least.0 -
skydivearcher wrote:Well at least I won't have to worry about accidently ever getting some bagman teamups!!
I got one in Simulator. Now I'll have to go play some goons in PVE to ditch that Snarky Remark token.0 -
Not sure if this has been mention, but I killed the enemy character out front the turn after they'd used the TU ability World Rupture, before the countdowns had gone off, and the countdowns disappeared as if I'd killed Sentry. The same character I'd killed had been out front when they'd used WR, and he wasn't their teams highest damage in TU tile damage, so I'm guessing that maybe killing off the one in front when used will kill these types of abilities before they go off.0
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I think the way team ups are now working, a defensive team of all beefy hp characters (preferably on the stronger side too) will be great, since people will fear the random support/utility team ups like aggressive recon. This won't matter for shield hopping, of course.0
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Playing LR now with Patch and he gets Bezerker Rage TU, is that right?
Edit - to which I just lost to a seed team because they pulled off all 3 of their abilities, which were all high damage ones. That was not fun.0 -
I'm hoping that they'll give us a way to delete the ones we don't want, otherwise I'll end up with 20 bullseye team-ups.0
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This is the stupidest idea imaginable. The Devs have basically eliminated any semblance of strategy from the game. What is the point of matching my team to a particular opponent, planning on how I will counter his powers when he will pull out of the hat a completely different set of unknown powers? Ha, you thought you were fighting Thor/Black Panther/Magneto. How about a little Berzerker's Rage on top of that? Goons in PVE? Here's a little of Ares' Onslaught.
And then, to top it off, I have to go to the prologue to try to burn off the useless TUs that I can't delete and don't want to waste space that I need in PVE and PVP battles.
I'm sure newbies love this because it means they get to use all those powers they don't have. Great for them. Meanwhile, I'm wondering why I've been slogging my way through every PVP and PVE for months to build a roster. I could have just waited.
Did anyone seriously think this through before it was implemented? This is a game-changing addition, yet there was no discussion about it at all.
This may be the straw that breaks the camel's back for me. I've stuck through ridiculous PVE scaling, MMR changes, the Spidey nerf, true healing, and all of the efforts to increase monetization. But with this, the entire game is just broken.0 -
reckless442 wrote:This is the stupidest idea imaginable... Did anyone seriously think this through before it was implemented?
I've already voiced my disapproval for this "feature" in other places and I'm too lazy to restate it here. So just count me as a +1. Extreme failure of execution on a half baked idea. It's not going to make me quit in and of itself, but it's another in a long line of things that makes me care less and less. When I stop caring entirely, I'll be done.0 -
Suggestions I have which was posted in another threadatomzed wrote:
Things that can be improved:
- It does seems to be a bit OP when a lvl 166 CoTS is fired off by a 2* teams. What I propose is to cap the strength of TU. Maybe it can only have a max of 4 covers, or 96 levels. There should be some reduction of power.
- delete button for the TU. That's a given.
- allows us to see the TU the opp is equipping before entering battle. This creates more strategy as I can select the right TU to counter his TU.if he has COTS as TU, I can bring in a low cost TU so that I can use more ability.
- My last but I think the most important suggestion. Link the TU to a specific character. TU 1 is linked to character on left and so on and so forth.
This creates more depth for the game. You can assigned the COTS to Falcon (usually the last person I want to kill). So when I see falcon has one use of COTS, I have to decide killing him first or killing him last and risk getting the COTS fire off.
This also allows ppl to have a sense of control, as they can target the character with the most risky COTS. It also create more combination of defence teams.
If we want it to be thematic, we can only specific characters to be link to TU. Say Ares will never be linked to Cpt marvel, and storm can be link to BP. While this limit the possible combination, it gives a greater sense of control, so ppl know what to expect. Now it's a little top random.
All in all, I think it's a neat idea, but tweaks can be done to improve it.0
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