Poll : What's your opinion on Team Up ?
Comments
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2. Downgrades all 'finesse' characters (my faves) like The Hood & Black Widow, because there is no way to steal/reduce enemy TU AP0
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The purpose of this game is collecting chars. for there ability, but now, with this stupid nonsense, any friggin chars can use wathever is randomly put in.
The strategy element of picking a team to batlle does not exist anymore, it is strickly......WELL....WILL I BE LUCKY PUNK.....WELL WILL I.
NO
ps : screw them for trying, stop being nice, it`s a major pain in the .....0 -
Good concept awful execution. The randomness of enemy teams using them, the inability to delete, just feels like another method to get rid of your health faster, clearly the health packs still weren't selling enough. I 100% regret patching.0
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Not. A. Fan.0
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I thought this was a great addition until I realized that the enemy teams get 3 free random powers. Now I hate the hell out of it.0
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I don't know how random the AI gets their TUs. But so far all I see are world rupture, supernova, call of the storm, rage of the panther, wind storm. All the powerful AoE attacks in the game. And I had seen enough world rupture tonight, I am so sick of it. I am sure this is work as intended, sigh..0
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I have to go with Too Soon.
They seem like they have the potential to be really fun but they really need to be toned down a bit on defence. Bullseye launching Onslaught was a surprise - Moonstone dropping a high level World Rupture was just downright unfriendly.0 -
PvE is not random. I'm denying Ares + Jugg red and green, then the turn before I will win they cast Supernova and kill off two of my near full characters. Any time a team up is used in Oscorp its Supernova or World Rupture.
Also the computer using Team Ups is completely screwed. They're using same characters / exact same versions abilities. One team used Team Up OBW aggressive recon, got enough pink to cast her own next turn. Model 40 IM was using 35's yellow like crazy too.0 -
Too soon for me. I will say I haven't enjoyed the gameplay. BUt I can see why there might be a benefit....
The idea of using different powers is interesting. And I like that the powers 'found' are dependent on the defeated opposition team - add an element of "Yeah - I 'll play this team for the high level TU power" instead of hitting the instaskip.
However....
Not knowing what TU powers you are facing before a match is a huge oversight. I see the game as a 6v6 where you don't get to see half of the opposition team; And the amount of AoE powers being spammed at me is astounding.
I hate echoing the Health pack argument but I really can't avoid it. All tiles now do damage - there is no reprieve at all. And my experiences have shown that TU tiles lead to devastating attacks.
I just played three matches and got wiped three times by teams < lvl50. My teams consisted of OBW, AWolv, Thor, MMN, cStorm - All max 2* (plus a PU Patch). First time was a TU Wind Storm, then TU Panther, And then TU Sentry powers. 3.5 minutes and I was done.
I think D3 need to go all Garrus and get to their calibrations...0 -
I've come to a conclusion and decided to change how I view about every gameplay change the devs make in this game.
The conclusion is that people complain on the forums a lot about changes because most people are slow to adapt.
I am, therefore, going to love and praise every gameplay change that happens because those who are fast to adapt have an advantage in all the events until the rest of the majority catch up strategy-wise. While everyone else is confused and frustrated, I'll ride to top rankings in events.
Please, no one post strategies of how to deal with team-ups. Leave everyone wondering why they're losing so much health.
A few quick points:
-There's no such thing as a cash grab for health packs. Their stats have already shown no one ever pays HP for those. No change will make that happen.
-They said a delete button will be put in soon. Stop panicking.
-Defensive team-ups are not as powerful as everyone makes them out to be. If you're facing a level 89 team, the Supernova is level 89. I won't say more than that.
Good luck to everyone catching up. Thanks for the Hood blues. I needed two of them.0 -
I was neutral on this before but I'm liking this less and less as I play with it.
1) We really, REALLY need to be able to see what team ups our opponent has before we pick our own team ups or boosts and enter the match. Not being able to do this is just leaving every match up to chance and that is NOT fun. If we can at least see what we're up against then we can plan for and counter them.
2) Better still would be a limit on AI team ups matching what you bring to the match. You bring one, the AI gets one and so on.
Hoping the devs tweak this feature and quick because the more I play with it as it is now the less I want to play.0 -
I applaud them for a change, and it's indeed a fun concept. It is sorta like a free try ("hey, see how fun World Rapture, maybe you should get a sentry of your own".
I like the idea because it changes the way the game is played. In the past I just ignore the env tiles. Now, I can't do that anymore and I have to pay attention to them now. Do I match those tiles and deny the AI? Do I have a good enough TU ability to use it? Should I bring in a utility TU (AR) or an AOE (CoTS)? All these are important meta decisions.
While many may lament that the AI is getting stronger bec of the change, it is because they always prioritise those tiles. We have been playing with a handicap opp, and now that the AI have both hands free, they suddenly feel more difficult.
We also need to note that we are more likely to get defence wins now with the right TU in stash. Facing a COTS or a Rage of Panther is no joke. It wasn't too long ago that people complain about how stupid AI are in defence... Now that we got an improvement, we are still unhappy.
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 -
atomzed wrote:- 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.
Good post all around, but I wanted to highlight this part because it's definitely needed. This would also solve or lessen the problem with team up countdown tiles -- in other words, if World Rupture is linked to a specific character, you can still stun or kill the character before it goes off to save yourself, just as you can now with Sentry.0 -
mags1587 wrote:atomzed wrote:- 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.
Good post all around, but I wanted to highlight this part because it's definitely needed. This would also solve or lessen the problem with team up countdown tiles -- in other words, if World Rupture is linked to a specific character, you can still stun or kill the character before it goes off to save yourself, just as you can now with Sentry.
Actually that happened to my battle. The AI used a TU of World rupture. Before the countdown finished, I managed to kill off Ares... and the countdown tiles all disappeared!
Right now I don't know how the ability is linked. It would have been better if more resolution is given.0 -
atomzed wrote:
Actually that happened to my battle. The AI used a TU of World rupture. Before the countdown finished, I managed to kill off Ares... and the countdown tiles all disappeared!
Right now I don't know how the ability is linked. It would have been better if more resolution is given.
Hmm, this is super helpful insight. So it's possible to at least stop countdown abilities. The question is who does it link to. I'd guess it would either be:
-the hero in front when it's cast
-the hero with the highest TUAP rating
-the hero in the middle slot at the match up screen0 -
scottee wrote:atomzed wrote:
Actually that happened to my battle. The AI used a TU of World rupture. Before the countdown finished, I managed to kill off Ares... and the countdown tiles all disappeared!
Right now I don't know how the ability is linked. It would have been better if more resolution is given.
Hmm, this is super helpful insight. So it's possible to at least stop countdown abilities. The question is who does it link to. I'd guess it would either be:
-the hero in front when it's cast
-the hero with the highest TUAP rating
-the hero in the middle slot at the match up screen
I didn't keep track. It was one of those pve nodes with Ares involved. Can't remember during the haze of the grind....
Will be good if the community can help to decipher this0 -
atomzed wrote:scottee wrote:atomzed wrote:
Actually that happened to my battle. The AI used a TU of World rupture. Before the countdown finished, I managed to kill off Ares... and the countdown tiles all disappeared!
Right now I don't know how the ability is linked. It would have been better if more resolution is given.
Hmm, this is super helpful insight. So it's possible to at least stop countdown abilities. The question is who does it link to. I'd guess it would either be:
-the hero in front when it's cast
-the hero with the highest TUAP rating
-the hero in the middle slot at the match up screen
I didn't keep track. It was one of those pve nodes with Ares involved. Can't remember during the haze of the grind....
Will be good if the community can help to decipher this
I just checked and there's no Ares in a center position. So that can't be it unless you had killed some other characters before this happened.
He also seems to be tied with Daken in TUAP rating, so it still could be that, though dependent on who is in the higher priority slot, since it's a tie.0 -
scottee wrote:atomzed wrote:scottee wrote:atomzed wrote:
Actually that happened to my battle. The AI used a TU of World rupture. Before the countdown finished, I managed to kill off Ares... and the countdown tiles all disappeared!
Right now I don't know how the ability is linked. It would have been better if more resolution is given.
Hmm, this is super helpful insight. So it's possible to at least stop countdown abilities. The question is who does it link to. I'd guess it would either be:
-the hero in front when it's cast
-the hero with the highest TUAP rating
-the hero in the middle slot at the match up screen
I didn't keep track. It was one of those pve nodes with Ares involved. Can't remember during the haze of the grind....
Will be good if the community can help to decipher this
I just checked and there's no Ares in a center position. So that can't be it unless you had killed some other characters before this happened.
He also seems to be tied with Daken in TUAP rating, so it still could be that, though dependent on who is in the higher priority slot, since it's a tie.
I would say you might have it right, with the env tiles it was always tied to the char that had the highest rating, as are any of the matches really. we should make an effort to pay attention to this and see.0 -
I voted "I don't like it". Nice idea, but too randomly executed at the moment. Lessens strategic decisions and makes this pretty much just a button smashing (errr... swiping?) game. Why bother planning your battles when you don't even know what you're gonna face?
I'm okay if the enemy team has access to, say, World Rupture in the oncoming battle but as a player I would like to know about it beforehand. That's all.0 -
It seems interesting, but Irather like the environmental tiles. This really affects Storm in a way that I'm not sure I like. Time will tell, I guess.0
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