Unannounced changes list

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Comments

  • HairyDave wrote:
    Thugpatrol wrote:
    I play on the Steam version, and there seem to be some odd delays in the game that weren't there before. Specifically I've noticed that trying to activate a power after the enemy turn is very slow, causing me to have to click the power a few times before it will actually work. Couldn't tell you whether it's intentional or not, but it's a little annoying when you're trying to play fast, as in LRs or shield hopping.
    Nice to know I'm not going mad.
    You might be. I might be a figment of your imagination and you're just agreeing with yourself. "Good call, Dave." "Thanks, Other Dave." icon_razz.gif

    Noticed a few more delays in this last LR since I was paying a little more attention. Trying to switch power tabs and changing enemy targets frequently requires a few clicks when moving quickly, usually after a match, after a power is used, or after enemy turns. The game just feels like it has some weird forced pauses in it now. And it's not engine lag or anything like that. There's no stutter, tiles fall crisply, animations display fine. It's just the inputs that don't want to register as quickly as they used to after other actions.

    And does anyone else think it's odd that they changed GSBW's match colors to correspond to her power colors but CMags still matches yellow instead of purple? You'd think if they were going to "fix" one they'd do them both.
  • LoreNYC wrote:
    Token stacks over 99 now display properly in sub groups but still show 99 on overall token tab

    Sadly, not displaying properly on my iOS account.
  • over_clocked
    over_clocked Posts: 3,961
    Thugpatrol wrote:
    And does anyone else think it's odd that they changed GSBW's match colors to correspond to her power colors but CMags still matches yellow instead of purple? You'd think if they were going to "fix" one they'd do them both.
    She is still not completely aligned, but so are many other characters: IM 40, Spider-Man, Daken, Venom, Dr. Doom, etc. I guess they will get to Magneto when they funbalance him.
  • Thugpatrol wrote:
    I play on the Steam version, and there seem to be some odd delays in the game that weren't there before. Specifically I've noticed that trying to activate a power after the enemy turn is very slow, causing me to have to click the power a few times before it will actually work. Couldn't tell you whether it's intentional or not, but it's a little annoying when you're trying to play fast, as in LRs or shield hopping.

    Thumbs up to not having the powers tab switch every time a passive kicks in. That was very aggravating, Hood I'm looking at you.

    The slowdown is intentional.

    The slowdown prevents the UI bug where the power screen is brought up by a player before the game is ready for the interaction, which resulted in players clicking/tapping through the interface to accidentally move the board underneath the power UI.

    Still, the slowdown is annoying.
  • Unknown
    edited August 2014
    locked wrote:
    Thugpatrol wrote:
    And does anyone else think it's odd that they changed GSBW's match colors to correspond to her power colors but CMags still matches yellow instead of purple? You'd think if they were going to "fix" one they'd do them both.
    She is still not completely aligned, but so are many other characters: IM 40, Spider-Man, Daken, Venom, Dr. Doom, etc. I guess they will get to Magneto when they funbalance him.
    Yes, there are a handful of characters whose match damage order doesn't correspond to the order of their powers and GSBW got to join the club. I hear she got a cool T-Shirt and everything. At least they match the right colors. But poor CMags still matches the wrong color completely. He has a purple power but doesn't match purple. He matches yellow, because...**** yeah, yellow?

    The only other character whose powers don't correspond to his match colors is Daken, and his colors are just goofy anyway and always have been. His healing power is black but has nothing to do with black tiles, and Pheromone Rage creates red strike tiles when you match green so obviously it's a purple power. Wait, what?!
  • Boosts. Since TUs it seems boosts are no longer handed out in LRs or pvp matches. Not sure if its a sign TUs are to fully replace boosts, but it will at this rate.

    I'm banking on that outcome.

    Unless a new player completes the Prologue, the standard power and stockpile boosts will never be unlocked for them to purchase with ISO. Ice has well said that most players never complete the prologue and jump straight to the PvE/PvP events, so I'm betting that most of these new players are not unlocking them.

    I'm thinking that once the Team-Up system has most of the kinks worked out of it (probably by R60), I would expect all non-HP consuming (rainbow) boosts to be retired. Team-Ups are the future, whether the player base wants them or not. As long as a more direct and elegant solution to team-ups exist (direct boosting), players will never openly adapt to Team-Ups. In the long-term, boosts are going to be P2W, while Team-Ups are for everyone else.

    Sentry hopping will be considerably more painful, once it costs HP for the shield, HP for the rainbow boost, and then the player risks time and ratings points trying to find the two green, yellow, and black matches needed to pull off a Hood/Sentry WR combo before something "bad" happens to them.
  • Thugpatrol wrote:
    The only other character whose powers don't correspond to his match colors is Daken, and his colors are just goofy anyway and always have been. His healing power is black but has nothing to do with black tiles, and Pheromone Rage creates red strike tiles when you match green so obviously it's a purple power. Wait, what?!

    That's what happens when you mess with Heat, kids. Stay in school. The more you know
  • Lyrian wrote:
    In the long-term, boosts are going to be P2W, while Team-Ups are for everyone else.

    Or the Boost tab will disappear
  • Lyrian wrote:
    Thugpatrol wrote:
    I play on the Steam version, and there seem to be some odd delays in the game that weren't there before. Specifically I've noticed that trying to activate a power after the enemy turn is very slow, causing me to have to click the power a few times before it will actually work. Couldn't tell you whether it's intentional or not, but it's a little annoying when you're trying to play fast, as in LRs or shield hopping.
    The slowdown is intentional. The slowdown prevents the UI bug where the power screen is brought up by a player before the game is ready for the interaction, which resulted in players clicking/tapping through the interface to accidentally move the board underneath the power UI. Still, the slowdown is annoying.
    You don't play on Steam do you? Because I don't think what you're talking about exists on the Steam interface. Either that or I'm not understanding what you're referring to and I'm pretty sure I've never experienced this bug in any case. There is no power screen to bring up on the Steam version, it just sits in the corner and minds its own business until I poke it and a power shoots out. So if this is a "fix" to a problem that didn't exist on this version of the game I say double **** you to it.
  • Houtro
    Houtro Posts: 464 Mover and Shaker
    Thugpatrol wrote:
    I play on the Steam version, and there seem to be some odd delays in the game that weren't there before. Specifically I've noticed that trying to activate a power after the enemy turn is very slow, causing me to have to click the power a few times before it will actually work. Couldn't tell you whether it's intentional or not, but it's a little annoying when you're trying to play fast, as in LRs or shield hopping.

    Thumbs up to not having the powers tab switch every time a passive kicks in. That was very aggravating, Hood I'm looking at you.

    The same here, I was thinking it was me who was in a rush!
  • For the boosts, I was offered the option to buy the heroic boosts for 500 HP for the Deadpool event, even though they don't drop in the game anywhere and certainly nobody ever has them unlocked from anywhere else, so I doubt the inability to get boosts will stop them from offering them for sale. I really doubt it's intended that boosts no longer drop anywhere though.
  • OnesOwnGrief
    OnesOwnGrief Posts: 1,387 Chairperson of the Boards
    Thugpatrol wrote:
    Lyrian wrote:
    Thugpatrol wrote:
    I play on the Steam version, and there seem to be some odd delays in the game that weren't there before. Specifically I've noticed that trying to activate a power after the enemy turn is very slow, causing me to have to click the power a few times before it will actually work. Couldn't tell you whether it's intentional or not, but it's a little annoying when you're trying to play fast, as in LRs or shield hopping.
    The slowdown is intentional. The slowdown prevents the UI bug where the power screen is brought up by a player before the game is ready for the interaction, which resulted in players clicking/tapping through the interface to accidentally move the board underneath the power UI. Still, the slowdown is annoying.
    You don't play on Steam do you? Because I don't think what you're talking about exists on the Steam interface. Either that or I'm not understanding what you're referring to and I'm pretty sure I've never experienced this bug in any case. There is no power screen to bring up on the Steam version, it just sits in the corner and minds its own business until I poke it and a power shoots out. So if this is a "fix" to a problem that didn't exist on this version of the game I say double tinykitty you to it.
    This still happen on the Android version. The game has even locked up on me a couple of times as well. Anyways, I have also not received any Boost outside of Team-Ups and I think it has something to do with the 100% drop rate on them.
  • OzarkBoatswain
    OzarkBoatswain Posts: 693 Critical Contributor
    Do Bag-man's locked tiles look different now? I thought they used to be circles. They are squares now.
  • OnesOwnGrief
    OnesOwnGrief Posts: 1,387 Chairperson of the Boards
    Do Bag-man's locked tiles look different now? I thought they used to be circles. They are squares now.
    Been squares.
  • over_clocked
    over_clocked Posts: 3,961
    edited August 2014
    Thugpatrol wrote:
    locked wrote:
    Thugpatrol wrote:
    And does anyone else think it's odd that they changed GSBW's match colors to correspond to her power colors but CMags still matches yellow instead of purple? You'd think if they were going to "fix" one they'd do them both.
    She is still not completely aligned, but so are many other characters: IM 40, Spider-Man, Daken, Venom, Dr. Doom, etc. I guess they will get to Magneto when they funbalance him.
    Yes, there are a handful of characters whose match damage order doesn't correspond to the order of their powers and GSBW got to join the club. I hear she got a cool T-Shirt and everything. At least they match the right colors. But poor CMags still matches the wrong color completely. He has a purple power but doesn't match purple. He matches yellow, because...tinykitty yeah, yellow?

    The only other character whose powers don't correspond to his match colors is Daken, and his colors are just goofy anyway and always have been. His healing power is black but has nothing to do with black tiles, and Pheromone Rage creates red strike tiles when you match green so obviously it's a purple power. Wait, what?!
    The colours tied to health and passive healing in MPQ are mostly yellow/black, but yellow is reserved for heroes (Wolverine, Spider-Man, Captain Marvel), while black is reserved for ambiguous characters and antiheroes (Hulk, Deadpool, Daken). And Daken probably cannot have same heroic red/yellow like his daddy so green/purple/(and blue) it is for him. And if you read the description for Pheromone Rage, it explicitly states that Daken mindscrews his enemies, so matching green (trying to get an advantage) into creating red strike tiles (anger) on a purple ability (manipulation, deception) is totally cool.
    cMags is just too awesome to have a yellow ability, come on. They must have forgotten to change his yellow strength when they gave him MT.
  • I've tested this one a bit, and feel confident in stating this as an unannounced change:

    -- Invulnerability abilities are no longer triggered by Area of Effect abilities, even if the invulnerable target is directly attacked by that power. These abilities are now only triggered by direct damage, single target power.

    *** Affected characters/skills are: Hawkeye (Modern) Avoid, Invisible Woman (Classic) Grant Invisibility, and Deadpool (It's Me, Deadpool) Life of the Party.

    I've tested against Hawkeye and Deadpool, and credit to Red Panda for reporting on Invisible Woman in her character thread.
  • Pwuz_
    Pwuz_ Posts: 1,214 Chairperson of the Boards
    scottee wrote:
    gobstopper wrote:
    noobprime wrote:
    Speed up for some animations. OBW for sure but I believe there were others too.
    Passives trigger without the pause after matching. On the other hand, there is an added pause after every active skill now. So abilities take 2x longer to go off. Great design :thumbs up:

    I'm guessing this was a stealth nerf aimed at World Rupture shield hopping.

    This just further encourages Sentry players though because it slows down your opponent when they are attacking you too! I can't believe how slow WR is now! My last fight of the night I got hit with two of them! If I was a shield hopper (which I'm not), the wasted time while each tile explodes would lead directly into being unshielded longer...solution skip all Sentry teams.

    I'm also a little confused since most of the time WR is in action, the tiles fall & cascade after each explosion. However earlier this evening they all exploded (one by one), but nothing fell till all the count down timers expired. ****? Can this move react consistently?
  • Colognoisseur
    Colognoisseur Posts: 807 Critical Contributor
    Pwuz_ wrote:
    I'm also a little confused since most of the time WR is in action, the tiles fall & cascade after each explosion. However earlier this evening they all exploded (one by one), but nothing fell till all the count down timers expired. ****? Can this move react consistently?


    The frozen countdown happens after Hood Intimidates the countdowns to go off. They freeze in place until they all go off then the board drops.