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.
CafeMaia wrote: So, I don't mean to be whining or anything, but here are my thoughts: 1. It makes no sense AT ALL that if you choose a Team Up skill for a battle and you NEVER use it, you still LOOSE that skill. It's not a boost, it's a skill and you should keep it if you never used it. 2. They shouldnt have completely removed environmental titles, it should be an option of each player: do I want to go this fight using Team Ups or Environmental Tiles? 3. What's the point of having different maps / backgrounds if there are no more environmental titles? I agree that some used to suck after a certain level, like the hot dog stand or battle plan. But thorned rose, desert and containment breach were really good, so yeah i'm kind of disappointed with the complete removal of environmental titles. 4. I guess I don't have to tell you all how they ruined chars like Storm with this update. 5. I agree with everyone else that if TU wont be capped or related to the chars on your own rooster, they should AT LEAST let us know the TU the enemy has chosen. Ok, im done crying now
CafeMaia wrote: 1. It makes no sense AT ALL that if you choose a Team Up skill for a battle and you NEVER use it, you still LOOSE that skill. It's not a boost, it's a skill and you should keep it if you never used it.
CafeMaia wrote: 2. They shouldnt have completely removed environmental titles, it should be an option of each player: do I want to go this fight using Team Ups or Environmental Tiles?
CafeMaia wrote: 3. What's the point of having different maps / backgrounds if there are no more environmental titles? I agree that some used to suck after a certain level, like the hot dog stand or battle plan. But thorned rose, desert and containment breach were really good, so yeah i'm kind of disappointed with the complete removal of environmental titles.
CafeMaia wrote: 4. I guess I don't have to tell you all how they ruined chars like Storm with this update.
CafeMaia wrote: 5. I agree with everyone else that if TU wont be capped or related to the chars on your own rooster, they should AT LEAST let us know the TU the enemy has chosen.
darthmental wrote: 2) you can see what TU the enemy has chosen.
Mondo wrote: These are good suggestions. Being able to know which character fires/fired off a TU is good to know. I lucked out in a match yesterday. Enemy used World Rupture and I was trying to mitigate the ensuing damage. I managed to kill off one of the enemy characters with the WR timers at 1 and they all disappeared. So if a TU has CDs, they can be removed if you kill off the right character. Good luck finding the right one.
EternalLurker wrote: I'd much prefer a team-up implementation that just gives each character one team-up ability you can earn, used at a level equal to your current team's average level. This would be much easier to balance, as the devs would pick (or create!) one signature ability for each new character they add and make that the team-up ability, rather than having to worry about how all the characters' actives would work as team-ups. It would also give more weight to what I see as the most interesting facet of team-ups: the ability to use single powers of characters whose overall kits are too weak to deserve a frontline slot, now that their team-ups will be at your team's average level. For example, 1-star Storm's team-up ability would be Rank 5 Lightning Strike (Mistress of the Elements is obviously a little silly as a team-up ability), always at a level equal to your team's average level. Then all "Storm team-ups" would be the same, making for better inventory management as you could just stack up to 5 of the same team-up and have a limit of 10 unique team-ups (presumably expandable with HPs). Eventually this could even allow for unique team-up abilities not quite the same as anything in the character's kit (Venom and Spider-Man would appreciate this since their abilities depend far too much on synergy or re-use), or team-up passives (oh Dark Avengers Daken, why can't you do anything).
atomzed wrote: Another idea that I have is to use a "crafting" system for TU. One problem I have is that the TU is too strong at times. That is because the level is taken straight off from the opponent. So 1 way to tweak is tat only 1 level is dropped for each game. And the TU covers can be stacked. Example, I got a COTS drop from opp. It only starts at level 1. If I got another COTS, it will automatically stack and go up to level 2. So if I accumulate 166 of them, it will reach it's full power. This has benefits as it allow ppl to decide what to farm, and also the more powerful version are few and far in between. So what happened if you use the TU in game? We can program it such that it will deduct a certain amount of covers from it. So at level 96 and below, each use will reduce it by 5 covers, and at level 97 to 166, each use will reduce it by 10 covers. The "cost" is the same in offence AND defence. That means that if your AI used a COTS on defence, the same amount will be deducted from the covers. This is good because it limits the amount of "hoarding of TU" covers for defence. Right now the TU is slanted forwards the defence because it does not get used up at all.
wymtime wrote: 4) White tiles should now act like all other tiles. We should be able to steal them, place CD/Attack tiles/Strike tiles on them. Treat them like anyothertile.