Patch R59 Discussion - Live 8/18
Comments
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Tavanh wrote:Nonce Equitaur 2 wrote:Tavanh wrote:Nonce Equitaur 2 wrote:Bagman would finally be useful. Switcheroo is a useful power in many circumstances, but few would miss Bagman in their roster.
When you get a team-up this way, it's a 1 time use. Loaned characters cannot be used for 16 hours.
One time use during matches or... within that time frame you can only use that loaned character once after it was sent to you?
You don't get to use the character. You get a single random team-up from that character, usable once.
Never again will I use the patrol feature, waste of time for me to send one character for 24 hours for a one time use. If they're on patrol, that teammate should be able to use it once every match.
It's funny - just like Team Up, many seem to follow the pattern:
"Wow, let's try this! Interesting! New!"
Play a bit with new feature
"Nevermind, it wasn't that interesting after all"
Rarely play with that feature again.0 -
Good timing on the update at least. Between seasons for major changes, no featured characters overhauled. Good job D3, have a cookie.
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I can see this getting some use from odd utility abilities that don't rely heavily on level, on characters that no one uses in their normal day to day.
Abilities like:
Trickery
Deceptive Tactics
Photonic Blasts
Illusions
Widow's sting
Aggresive Recon (1* version?)
Technopathic strike
Any daredevil trap
All tied up
lightning strike
retribution?
Mawkeye arrows
switcheroo
take aim
arrow stab
unstoppable crash
devour/symbiote snare
all of these are on slightly to highly underused characters and have some situational usefulness. If you and a alliancemate work together to give each other a trickery teamup once a day then you can do the loki patch combo without loki once a day. May not be worth the hassle, but there is potential there for those willing to mine it.0 -
We might need a mod to break this token discussion out from this thread, but anyhow...
My suggestion for cutting down on the dilution problem and at the same time helping with transitioning people is to just season brand EVERYTHING (i.e. season 5 heroic token, season 5 event token, etc. doesn't mean every tournament counts towards season points), and limit all the token drops + rewards (maybe leave standard tokens as-is, they're a humongous **** shoot anyway) to the 12 featured characters during that season. This would be a little awkward early on in the season since 2 or 3 new characters would not be released yet. So you'd be limited to just 9 or 10 if you opened them early on, but it would also help get those new characters into tokens immediately after they were released. It helps with transitioning because you'd be focusing all your token pulls on a smaller subset of characters that you're also winning covers for in tournaments. Obvious downsides would be that maybe 12 is not a very large number once we start having 3x or more that many 3* in the game. So then you'd have 2 or maybe even 3 seasons where it was impossible to get any covers for character x or y (imagine this with Hulk, he hasn't been in a featured PvP in forever). Anyway, it's not a perfect solution, but with a few small tweaks (maybe create a "core" group as someone else suggested that will always appear in tokens in addition to the 12 featured ones? - or feature some different chars in PvEs and include them in tokens too?) it could be a good next step.0 -
If you make a Team-Up match after making another match, it still only awards 2 TUAP instead of 3. Thought this was going to be fixed in this update, but perhaps not.0
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I'm not very happy with the way they do these patches. If you don't read the boards you'd have no idea what's going on. I don't want to have to figure out how to use new features (I still haven't figured out how to "send characters out on patrol") It seems like the Devs are embarrassed by the patches they put out? because of subpar features that already on day 1 people say they aren't going to use. Or maybe it's because they don't care about the players? Here, new stuff, you guys figure it out.....
Excuse the terrible sentence structure please, I've been awake over 24hrs now.0 -
Question about TUs. I have a level 440 Hulk thunder clap, and a 295 thunder clap I collected in the previous Hulk PvE. Both with 5 covers. I selected them both in my TU slots and when I looked at them, they both do the same damage amount. Its like 3 or 400 I think. But in my roster I have a level 92 Hulk with 5 covers and his clap damage is much higher.
Is some kind of bug, ninja update, or have the damage amounts between a 440 hulk clap TU with 5 covers and a level 40 hulk clap with 5 covers always been the same? It's like it counts the number of covers, but not the level. I just noticed this, so I'm not sure if its always been this way or not.
JJ
EDIT;... I did this in the proloque, not the combined arms event. So no characters were buffed.0 -
Would have been nice if AP stealers were in this patch as they were mentioned in the TU discussion thread by ICEX. Hood stealing TU ap coupled with some key loaners once a day i could see this being used more often. In the current event with 1* storm buffed i can use TU quite often w/o her i doubt i would use them much.0
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Wow did I misunderstand what this was going to be like. I thought we were going to be sending alliance members actual team-ups that we've collected, not rendering our actual characters useless to send them a team up that may or may not be useful. and oh my god you need to fix that request spam screen. that is really terrible.0
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JCTthe3rd81 wrote:Question about TUs. I have a level 440 Hulk thunder clap, and a 295 thunder clap I collected in the previous Hulk PvE. Both with 5 covers. I selected them both in my TU slots and when I looked at them, they both do the same damage amount. Its like 3 or 400 I think. But in my roster I have a level 92 Hulk with 5 covers and his clap damage is much higher.
Is some kind of bug, ninja update, or have the damage amounts between a 440 hulk clap TU with 5 covers and a level 40 hulk clap with 5 covers always been the same? It's like it counts the number of covers, but not the level. I just noticed this, so I'm not sure if its always been this way or not.
JJ
EDIT;... I did this in the proloque, not the combined arms event. So no characters were buffed.
As stated earlier, if a character is buffed, the TU will be buffed, if the character is not buffed, it will revert to original. So you basically got two maxed out Thunderclaps regardless of one being 440 and the other 295. If you use it in the current PvP it should be lvl 266. If you use it in Prolog it will be lvl 166. It's a max damage TU and will always be what a maxed level Hulk can do.0 -
Phaserhawk wrote:JCTthe3rd81 wrote:Question about TUs. I have a level 440 Hulk thunder clap, and a 295 thunder clap I collected in the previous Hulk PvE. Both with 5 covers. I selected them both in my TU slots and when I looked at them, they both do the same damage amount. Its like 3 or 400 I think. But in my roster I have a level 92 Hulk with 5 covers and his clap damage is much higher.
Is some kind of bug, ninja update, or have the damage amounts between a 440 hulk clap TU with 5 covers and a level 40 hulk clap with 5 covers always been the same? It's like it counts the number of covers, but not the level. I just noticed this, so I'm not sure if its always been this way or not.
JJ
EDIT;... I did this in the proloque, not the combined arms event. So no characters were buffed.
As stated earlier, if a character is buffed, the TU will be buffed, if the character is not buffed, it will revert to original. So you basically got two maxed out Thunderclaps regardless of one being 440 and the other 295. If you use it in the current PvP it should be lvl 266. If you use it in Prolog it will be lvl 166. It's a max damage TU and will always be what a maxed level Hulk can do.
I have a couple IM35 reds from the TaT PvE still and they were from a base level 156 IM35 now they are boosted by 100 levels to 256.0 -
how about allowing you to level a character to max regardless of how many covers they have?
Wouldn't this ease the transition from 2* to 3*0 -
TheHueyFreeman wrote:I got a high and low leveled fury TU. Both guys lost their fury for 36 hours. Just be sure you dont plan to use him.
Let's ignore the level. What about the cover level. Team ups have a level and a number indicating the covers.
Amount of covers of the team up might affect return time.0 -
Players can request five team ups every half hour.
An individual player can fulfill 60% of one of those requests once every four hours, minimum. Longer if they're sending good ones.
Requests stay at the top of the chat window until filled, apparently.
Either someone at D3 is very bad at math, or they just hate the chat feature and never want you to see it again.0 -
- Characters sent to Alliance members will be "On Patrol" and unavailable for the sender to use for a short time after being sent off
I don't know, but my idea of short time seems to differ from developers, around 16h for 3* TU is not short time it's 1/3 of tournament duration, let's not even talk about 4*. Also even when the person who got them uses them they still stay on patrol, that's a real bonus. So he kicked someone and just stayed there drinking coffee or whatever... Where is the fix to problem that TU tiles bypass defense tiles, seems it's more important that we suffer even more damage since they added the bonus that TU tiles are now affected by strike tiles. They fix one thing and make 2 more new problems.0 -
With all the quirks and problems that TU brought to the game, how did adding TU sharing to the feature become so important that they added it without testing the UI at all?
edit: I'm usually far less negative than this, but seriously, COME ON.0 -
Duplicate post, but this update got me on the edge of rage. WHAT THE TINYKITTY ARE YOU DOING, DEMIURGE?
Tinykitty half baked update to a half baked feature:
- takes valuable chat area space
- doesn't disappear when I can't send anymore heroes 'cause I reached the limit
- requests stack: if all 20 members send requests, your chat window is tinykittied; was it so hard to assign her own tab for this feature?
- you can't cancel your request
- the drawback is tinykitty severe - I lose my hero for a day, while my teammate gets a random (?) team up instead of the whole hero
Well done Demiurge, keep going. You'll end up ruining this game eventually, you just have to be persistent.
Just keep working on features nobody asked for, while ignoring stuff everybody asks for. And no, you're not Steve Jobs, so don't go "people don't know what they want until they experience it" on me.0 -
Damage numbers are off in multiple areas of the game. No way a 166 Steve Rogers is going to be doing 1270 damage at 5 red. Though they work as normal during an actual match.0
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This on patrol thing was such a huge negative, this team up idea overall seems like it was some high ups brilliant idea that is being forced through despite the obvious lack of actual strategic or fun added to the game. The fact that this patrol feature only succeeds in ruining tiny kitting up one of the only useful alliance features in the game is just a joke. They couldn't add the ability to have friends lists or in game private messages or player search outide of knowing their alliance, instead they waste time ruining the already severely limited alliance chat window? I know I'm not alone when I say I don't use team up at all and don't plan on ever using it simply because it's not worth the 10 seconds it adds to each match time. I'm already annoyed at the extra time it takes me to add boosts when I'm trying to do a hop so adding the ability to send team ups to my alliance members is as useful as if they gave me the ability to delete roster slots.
Team ups have a siingle benefit for d3, and it's he same as the removal of true healing. It makes ai teams deal you more damage so you have to use more health packs. it used to be nice the way the ai prioritized enviro tiles in latvaria type stages, it could mean the difference between a match win, but now no matter what stupid match the ai makes it will deal damage and eventually lead to damaging you. The fact that you don't get to make any defensive decisions about the team ups your team uses just shows how they are nothing more than random damage dealers.0 -
Demiurge_Will wrote:A buff for one character/ability/mechanic/strategy is a nerf for everything else in the game, and vice versa. Any change can be interpreted as a buff or a nerf.
By fixing Team Ups (buff) they had to release On Patrol (nerf) to keep the balance in the game.0
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