POLL: Team-Up Modifications (RESTARTED)
Comments
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So a well thought out poll that lays out many potential solutions to a hastily implemented patch.
Odds that this is considered by D3 - smaller than the odds that I come out of my next Team Up battle not needing a health pack.
Nonce, as always, well done. Thanks for tilting at windmills for us.0 -
I am guessing 15 means to have a boost to be able to use for team up AP like you can for every other AP?0
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wymtime wrote:I am guessing 15 means to have a boost to be able to use for team up AP like you can for every other AP?
Specific teams like
1. All Avengers
2. All X-men
3. All females
4. All rarely used0 -
Though a TUAP boost might not be a bad addition eventually0
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Maybe just stop giving every single ai a world rupture TU, stop giving us yelena TU from pve, and stop giving us loaner TU from pvp.0
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From Suggestions ...
Let Team-Up tiles be Basic tiles.
That would increase the utility of Deceptive Tactics (BWGS), Polarity Shift (MN Mags), Sentinel of Liberty, Star Spangled Avenger, and Peacemaker (the last two for those with less than 5 covers).
That should also allow White tiles to be Strike, Protect, Attack, or Countdown tiles. Allowing White Countdowns would buff World Rupture, unfortunately.0 -
why are there not more people voting for remember last power used. thats something that is really annoying about all this. having to re select powers before every match.0
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Voted
1 - seems the most obvious - right now I feel like all I'm doing with TUs is trying to get rid of them, not actually using them.
2, 3 & 4 - all linked in that seeing, them or controlling their level/number allows for planning prior to starting a match. I'm ok fighting an "easy" PVE with 60% health if I know the AI TUs are limited either by level or number.
6 - might be moot with the delete button
7 - has anyone done a count of how many TUs there are?
8 - seems a waste to totally get rid of environs - at least must be able to salvage something from them
9 - I'm so used to skipping the boosts thing, I've entered too many matches without TUs, essentially making 1 colour totally useless - at least environs occasionally gave you something useful
12 - see above - you NEED to have at least 1 or 2 TUs in play or else the TU tiles are next to useless, strike tiles can make any colour worth matching even if you don't have a power assigned, but it feels broken that these ones can have no power, and limited match 3 damage0 -
It blows my mind that having a countdown tile for these powers is dead last. That is one thing that would instantly bring balance to the power.0
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I don't want the white AP refunded. It might be cool if every teamup ability had a 2 turn countdown timer on white, signaling so-and-so is on their way. But no other countdown refunds AP if it gets destroyed why should these? Sure let someone keep the power and try again if it doesn't go off but no refunds.0
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Would you consider changing cost of TU abilities? I've found this suggested:Narkon wrote:From my limited experience with TUs, I think the fact they need only TU AP to be used breaks the game. They would be much more balanced if they needed 6-9 TU AP IN ADDITION to their actual cost. We will play most matches with 1 or no TU abilities against teams with an infinite supply of TU abilities. The ~100 damage from a TU match is fine, but most of the time you will want to focus on color AP and not TU. If you are unlucky to fight against a team with a high level Headbutt/Fireball TU then you essentially have to choose between matching TU tiles (to deny the damage from that TU ability that will be a danger for the entire match) for AP that is not useful for you, or matching color AP and lose a team member. Both options suck in a game that is already based almost entirely on luck and board setup.
Another solution could be to just use TU AP, but increase the cost to 10-15 for all abilities. I was thinking something like:
regular_cost / X + Y = TU_cost___________ regular cost _________ TU cost for X=2, Y=10 5 AP 12 AP 14 AP 17 AP for X=3, Y=10 5 AP 11 AP 14 AP 14 AP
Stealing should remain separate from TU AP, IMO. I like that you have to deny it only by matching it or using storm and matching even more yellow. Just please make it harder for AI to fire off free, cheap, game breaking TU abilities. As it is now, it is just too random.0 -
They should allow you to press and hold (or add an info button) to bring up an info tooltip for each teamup ability in the selection list. I've been playing for some time so I know the details of most of the abilities, but once in a while I come across a teamup ability for which I don't remember the exact effect or cost. I can't imagine how a new player feels when trying to select from a list of abilities that they've never even heard of.0
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Cryptobrancus wrote:I don't want the white AP refunded. It might be cool if every teamup ability had a 2 turn countdown timer on white, signaling so-and-so is on their way. But no other countdown refunds AP if it gets destroyed why should these? Sure let someone keep the power and try again if it doesn't go off but no refunds.
I agree that I would rather not have the AP refunded, but to have a method to potentially destroy these powers before they cripple your team would be immensely valuable, whether or not the AP is refunded, whether or not the power is kept.0 -
Just wanted to pop in and say thanks to Nonce for putting up this poll and for everyone participating in the discussion on our newest feature. We are most definitely listening and while we've already got some upgrades planned from inline development while we were getting R58 pushed, some of these QoL suggestions are *highly* useful for helping us calibrate exactly what people are looking for out of it. It's one thing to say that "People aren't using Team-Ups like they should" by looking at data, it's another thing to look at a thread like this and see exactly *why* that is.
So, thanks, and keep on keepin' on!0 -
IceIX wrote:Just wanted to pop in and day thanks to Nonce for putting up this poll and for everyone participating in the discussion on our newest feature. We are most definitely listening and while we've already got some upgrades planned from inline development while we were getting R58 pushed, some of these QoL suggestions are *highly* useful for helping us calibrate exactly what people are looking for out of it. It's one thing to say that "People aren't using Team-Ups like they should" by looking at data, it's another thing to look at a thread like this and see exactly *why* that is.
So, thanks, and keep on keepin' on!
HI Icex,
could you shine a little light on how you expected them to be used? I'm not being negative or sarcastic with this question.0 -
IceIX wrote:Just wanted to pop in and day thanks to Nonce for putting up this poll and for everyone participating in the discussion on our newest feature. We are most definitely listening and while we've already got some upgrades planned from inline development while we were getting R58 pushed, some of these QoL suggestions are *highly* useful for helping us calibrate exactly what people are looking for out of it. It's one thing to say that "People aren't using Team-Ups like they should" by looking at data, it's another thing to look at a thread like this and see exactly *why* that is.
So, thanks, and keep on keepin' on!
If you could, go into Team-up Powers list and delete all the ones that aren't Team-Up Powers. One thread mentions getting Redwing as a Team-Up power which did nothing and which was impossible to use or get rid of. It would be handy to have a semi-definitive list.
Some of the powers should have cost changes. A Team-Up cover might look like ...10AP ....................... (+3 AP) .............. image ............... 4 covers ............... 130 level
That could be for a power that normally costs 7 AP, but as a Team-Up power it costs 10AP.8AP ....................... (-10 AP) .............. image ............... 5 covers ............... 90 level
That could be for a power that normally costs 18 AP, but as a Team-Up power it costs 8AP.0 -
Nonce Equitaur 2 wrote:IceIX wrote:Just wanted to pop in and day thanks to Nonce for putting up this poll and for everyone participating in the discussion on our newest feature. We are most definitely listening and while we've already got some upgrades planned from inline development while we were getting R58 pushed, some of these QoL suggestions are *highly* useful for helping us calibrate exactly what people are looking for out of it. It's one thing to say that "People aren't using Team-Ups like they should" by looking at data, it's another thing to look at a thread like this and see exactly *why* that is.
So, thanks, and keep on keepin' on!
If you could, go into Team-up Powers list and delete all the ones that aren't Team-Up Powers. One thread mentions getting Redwing as a Team-Up power which did nothing and which was impossible to use or get rid of. It would be handy to have a semi-definitive list.0 -
TUs could be divided into tiers that cost FIXED ap (10/20/30?) depending on the strength of the ability.
Also, attack tiles are not applied to TU tile matches. Is this intended?0 -
Fangel wrote:TUs could be divided into tiers that cost FIXED ap (10/20/30?) depending on the strength of the ability.
Also, attack tiles are not applied to TU tile matches. Is this intended?0 -
One thing to do ....
Get all the environment powers, and assign TU AP costs to them.
Select some of the TU Powers to be Rare in AI teams.
When the powers are randomly selected, if it's Rare, make a percentage check. Pass, it goes in. Fail, the Environment power is swapped in instead.0
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