Poll : What's your opinion on Team Up ?

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Comments

  • Considering that the Envionmental tiles were either useless or OP, and also didn't make any sense in context, this is a big improvement.

    NEEDS a function to delete garbage TUs from your inventory.
  • Team Ups are great in theory.

    In practice, there are a TON of major issues with them. They're much too powerful for defending teams, since they don't have to worry about the drawback of them being used up after the battle. And a lot of the Team-Up power costs are much too low, given that it's hard to deny the ordinary colors AND white AP, and the fact that AP stealing abilities do not work on Team Ups.
  • TheVulture
    TheVulture Posts: 439 Mover and Shaker
    Don't like to rush to snap judgements, but first impression (for a day 1 poll): "I hate it" icon_neutral.gif

    One sentence
    A middling-but-interesting idea for play enhancement, seemingly doomed to be an ongoing chore or simply abandoned (I certainly won't bother with all the clicking each & every fight once my inventory is full of 17-19 AP chaff) - while at the same time super-charging enemy teams with random unmitigatable offense that makes brick teams exponentially more dangerous.

    Negatives
    1a. Lessens tactical play, because you cannot negate big hits by prioritizing targets - damage sponges like Hulk & goons can still fire off best moves in game on their own.
    1b. Lessens tactical play, because stuns cannot counter TU aside from whole-party single turn stuns or the opposing team being down to 1 character.
    2. Downgrades all 'finesse' characters (my faves) like The Hood & Black Widow, because there is no way to steal/reduce enemy TU AP - if the fight goes long enough or they get 1 lucky cascade, nothing you can do about it.
    3. Did not take long to expose that inventories are fated to clog with the worst, most expensive powers in the game (Bullseye, Moonstone & Yelena being main culprits) unless you slog through slow tedious prologue fights with low level characters. But of course 90%+ of supervillain PvE fights are going to include 1 of that trio, so no end to their inventory pollution...

    Positives
    1. An interesting idea - devs trying something new.
    2. Not monetarized.
  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    The really funny thing. I thought this was the first change that no one would be able to find a reason to complain
    I'll make a deal with you. Tell me why I should be happy to face lv 70 **'s who throw a World Rupture at me, and I'll stop complaining.

    Sorry, but I stand by what I said. Yes, we get more variety in gameplay... the cost is that we'll be taking more damage in battles. That's not a tradeoff I'm interested in making.

    I'm eagerly looking forward to an update to the game that actually lets us play more, rather than adding further constraints by sapping health.
  • I've yet to try it but I was really excited about the depth and strategy it would bring. Based on the reactions so far, i would say it's hard to strategize around random.
  • the fact that the AI has a full load of them every single match is kind of cheap. Maybe this will feel different someday when we all have a big stockpile of them that we can blow through like toilet paper, instead of just the small handful we have today that many of us are probably feeling hesitant to use up already...we'll see.
  • I don't care for it. The idea of it seems good but a)mine pretty much never goes off and b)I've got a backlog of rather stinky ones at the moment that are borderline useless. I would have much rather they did some sort of combo for these tiles. Of course that would take more time but it would also look cooler and play more to the theme of "teaming up" than have random character show up to one shot the AI.
  • Edelkin
    Edelkin Posts: 46 Just Dropped In
    I chose "I don't like it". It is an interesting idea, but poorly implemented and possibly not appropriate for the environment of play set up already.

    Negatives:
    1. More randomness. As if cascades weren't already bad enough, now we have this to deal with.
    2. World Rupture and Super Nova. I have play 20 ish fights now since the change (all but one in PVE) and only two fights didn't inluce one of the two powers mentioned. At least 5 of them included BOTH powers.
    3. No denial of resources for TUAP. Equals World Rupture and Super Nova WILL go off almost every fight sapping an already limited pool of health and further restricting my window of play time.
    4. Game is not balanced for the addition of these powers without the color restrictions that building a team requires.
    5. Attempts at strategy are thwarted by the random nature of the resource being strategized (TU powers). You can't choose which ones you get, and trying to get the ones you might want is like digging for gold in a silver mine.

    Positives
    1. They are trying.
    2. Interesting idea with possible promise down the line. But it exacerbates an already restrictive environment where I cannont play when I want to for the time I have set aside.
    3. Looking forward to the revisions when they have to change it.
  • I don't hate the idea per se. It's fitting for a comic property, and it makes formerly worthless environmental tiles worth collecting.

    The increased randomness in a competitive game is not so great though. It slightly favors defending teams, and increases the average damage you'll take winning a match. Teamups would perhaps be an interesting and exciting addition if they didn't exist in a game with health packs and long healing times.
  • OnesOwnGrief
    OnesOwnGrief Posts: 1,387 Chairperson of the Boards
    I'm fine with it. Lets me try out a few more different strategies with characters like Daredevil and Psylocke.
  • mags1587
    mags1587 Posts: 1,020 Chairperson of the Boards
    You need to be able to see the opponent's Team Up abilities before entering a PvP fight. It'll take some adjusting to, but on the whole I'm fine with it. Just needs a few tweaks.
  • I could have sworn I did an aggressive recon and stole TUAP. I will try again and pay more attention.
  • rixmith
    rixmith Posts: 707 Critical Contributor
    Too soon to tell, but I'm cautiously optimistic.

    What I like:

    Very good change where going after harder opponents now gives a better reward
    Env tiles were either overpowered or worthless. Removing them is addition by subtraction for me
    I like the strategy of deciding which TU's to bring and how to trade them off against each other. With colored AP my team construction pretty much dictated how each color was to be used. With the TU's there more thought about whether I should spend the 6 now for the Godlike power board shakeup or keep saving for the Rage of the Panther.
    Has potential for making team building more thematic. I've noticed DA teams only get DA Team Ups. Maybe at some point in the future you'll only have X-Men team ups available if you build an all X-Men team (yes, reduces flexibility, but I'm thematically offended by building and facing teams of characters that all hate each other).

    What I dislike:

    No way to delete the trash TU's
    I agree it does move the game toward much more randomness. I've already lost several PvE battles that I easily crushed every time before the patch, where I heavily outclassed the defending team.
    I agree it removes significant strategy elements since your only recourse against enemy TU's is to prioritize white matches.

    Undecided:

    Like others I am taking substantially more damage now. Partly from the abilities, partly from the AI now gaining substantial benefit from white matches (probably the best tile now) instead of getting useless env tiles (usually the worst tile). We may need another healing time boost to offset some this. But definitely favors people with expanded rosters.
    Every fight is now tense and dangerous. That's probably a good thing, but it makes the game a lot less casual than when you know you're going to win 90% of your fights.

    I'll be interested to see how opinions gel over the next few days.
  • Spoit
    Spoit Posts: 3,441 Chairperson of the Boards
    They're fun

    BUT

    prologue team up dropping is about 10 times more tedious than prologue healing ever was. It takes half an hour to get rid of 10 minutes of LR team ups, and that's with getting them from real opponents and not seeds
  • SnowcaTT
    SnowcaTT Posts: 3,487 Chairperson of the Boards
    PriceCzech wrote:
    I'm not a fan of playing PvE nodes and having a Sentry Team-Up come wipe out my team when I would otherwise take out the other team without much damage.

    This. It seems like not enough health packs were being sold (still, after trying with True Healing).

    True healing removed strategy by forcing you to use abilities soon rather than efficiently, this removes strategy by not allowing you denial opportunities. I barely recognize this match game as a puzzle quest after this.

    Diversity be darned, you will use the team that kills the opponent as FAST as you can, or you will be in danger from their TU tile matches.
  • OnesOwnGrief
    OnesOwnGrief Posts: 1,387 Chairperson of the Boards
    SnowcaTT wrote:
    PriceCzech wrote:
    I'm not a fan of playing PvE nodes and having a Sentry Team-Up come wipe out my team when I would otherwise take out the other team without much damage.

    This. It seems like not enough health packs were being sold (still, after trying with True Healing).

    True healing removed strategy by forcing you to use abilities soon rather than efficiently, this removes strategy by not allowing you denial opportunities. I barely recognize this match game as a puzzle quest after this.

    Diversity be darned, you will use the team that kills the opponent as FAST as you can, or you will be in danger from their TU tile matches.
    Protect tile TU's or abilities counter Sentry TU's. If you are fighting Daken, you take him out asap to stop the damage that comes later. Since the enemy doesn't generate TU AP every turn, you just have to prevent 7 TU AP.
  • First,="simonsez"]
    The really funny thing. I thought this was the first change that no one would be able to find a reason to complain
    I'll make a deal with you. Tell me why I should be happy to face lv 70 **'s who throw a World Rupture at me, and I'll stop complaining.

    Sorry, but I stand by what I said. Yes, we get more variety in gameplay... the cost is that we'll be taking more damage in battles. That's not a tradeoff I'm interested in making.

    I'm eagerly looking forward to an update to the game that actually lets us play more, rather than adding further constraints by sapping health.[/quote]

    First, that's the exception not the rule. I have played close to 50 matches and have not come across one wr yet. The two supernovas I faced, I denied the Tup's from the CPU.

    Second, because now you can throw wr's at people too, and just as importantly when a normally higher level opponent fights you, they have to face wr's.

    Third, if i had opponent with that, depending on circumstance, i might deny tu tiles, just like i would deny sentry green.

    Fourth, and probably the only one your really intetested in, this the first day tu went live. I would not be surprised to see many tweaks (they already announced 2) I also wouldn't be surprised if they adjust it depending on the team you use and/or the team you face.

    One note as far as denying tu, m and mo storm can help with that.
  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    Nothing you said addresses my point: this change is a health suck, pure and simple. There may be exceptions, but the overwhelming majority of people are confirming that they are losing way more health in battles now than they were before. No "tweak" they've announced will counter that. Until I see some rebalancing, especially on the PvE side, I'm assuming that this is exactly the intention of this new feature.
  • rednailz
    rednailz Posts: 559
    I love that developers thought of something radical, different and dynamic. To counter the post that yeah, it throws away that useless AI turn where they match an environmental tile,the results when you are playing will still be the same; which is? Random death from these tiles, from matches that you'd otherwise win. I like more of a challenge, but you only hold 5 health packs at a time. Direct result of this is that I will be playing less, and less likely to spend real money (which I barely do anyway).

    This game needs a lot of balancing out more than radical shifts. Although they are pretty good at balancing it, and it's a very ending battle this is just one more strike against it in my books. I may have more fun since it's sorta kinda neat....but that will quickly wilt and then bloom into constant rage.
  • pmorcs
    pmorcs Posts: 126 Tile Toppler
    I think the thing I like the most about it is that it lets me bring some cool abilities to a fight that belong to some mediocre characters that I'll never actually use. So I do still get to use some of those powers now without gimping my team.

    The opposing teams have always been too weak; thus, level 395s in pve. I'm not worried about that. The AI should know about Ls and Ts too.

    And as for the randomness, it's not like it isn't appropriate for the genre. You're always having random superheroes drop out of the sky to pitch in and change the course of a tough battle! C'mon. People will complain about anything. I think it's a great change so far and as soon as they add a delete button I'm pretty happy.