How do you like the NEW Team Up ?

So, with R59 available, there are new features to Team Ups.

You will be able to change your vote once you have discovered all the new features.

Like you have to pay HP to be able to use a character that is on Patrol...

Previous poll went to 61 % dislikes/hates.

Let's see how the new Team Up will do.
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Comments

  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    You need to add as a choice, "It's an improvement, but I still would prefer them to go away entirely"
  • Lol, agreed. Let me update accordingly.
  • Meto5000
    Meto5000 Posts: 583
    The biggest issue I have with team-ups is that you rarely use them during a match but you have to re-select them every time or else the one time you *would* have been able to use a team-up you can't because you forgot to spend 45 second picking and choosing the right set of team-ups again.

    Also, I don't see locking out your own roster by sending a measly 1 team up to an alliance mate. Why is this penalty in place? What purpose does it serve? Would it be game breaking if you could still play your character if you send the team-up somewhere else? It makes no sense! The penalty for helping your alliance is way too severe for the marginal "assistance" it gives.

    Furthermore, it's ridiculous that countdown tiles from a team-up can be stopped by killing the character who triggered it. Good luck figuring out "who done it" though.

    The RNG that team-ups bring to the game is yet another annoyance. This "flavorful" mechanic just means there's a good chance I'm going to get f'd in the a by some random supernova or aggressive recon. At least now I won't get triple teamed by Ares every match.

    I _despise_ team ups. I feel like D3 coded the ability to tack things on to Nick Fury and wanted to reuse it so they came up with this half-baked idea that was going to be _super fun_ for us. The problem is we ended up with a game play ability that is tedious to use and typically just means taking more damage in each fight than we used to.
  • babinro
    babinro Posts: 771 Critical Contributor
    Voted that I like it, it's fun.

    I think the current iteration of the feature turns it from something that actively detracts from the game to something that's fun. There's certainly more room for improvement...most notably:

    1) Let the game remember our selections like it does with boost. If a selection isn't viable next battle then remove it from the list. Seriously, the act of re-selecting TU boost every single battle is the greatest failure of this feature. It's become tedious enough that 90% of the time I'll just go into battle without any boosts.

    2) The TU powers should be harder to activate. Just getting 12 TU and casting something as devastating as Rage of the Panther feels a little unfair. In order to cast the TU Rage of the Panther you should require 12 TU AP and 12 black AP. The actual cost of the ability is still only 12 TU AP but you need the original AP cost to 'fuel' the power. This allows players to play matches more tactically and lessens the impact of RNG bad luck with enemy boosts.
  • This update should make things significantly better.

    Enemy teams only getting one team up really is a significant change. AI prioritizes TU and getting hit by a supernova and a world rupture from what should have been an easy yelena/venom/daken team was always super frustrating.

    Additionally, next update AI doesnt get to pick powers from the sentry list, which is nice.

    People hate team ups, and I feel like they are on their way to be being better. I also think most of the hate is just a resistance to change. Once unused team ups stay "equipped" I will be completely satisfied with the new system.

    Seriously, team ups are way better than the old enviro tiles, which most of the time were irrelevant and were occasionally way too powerful - going pseudo infinite with desert was really stupid.
  • saurus wrote:
    This update should make things significantly better.

    Enemy teams only getting one team up really is a significant change. AI prioritizes TU and getting hit by a supernova and a world rupture from what should have been an easy yelena/venom/daken team was always super frustrating.

    Additionally, next update AI doesnt get to pick powers from the sentry list, which is nice.

    People hate team ups, and I feel like they are on their way to be being better. I also think most of the hate is just a resistance to change. Once unused team ups stay "equipped" I will be completely satisfied with the new system.

    Seriously, team ups are way better than the old enviro tiles, which most of the time were irrelevant and were occasionally way too powerful - going pseudo infinite with desert was really stupid.
    I don't think the hate is just resistance to change. While TUs are indeed better than environment tiles, the improvement is marginal at best. People are just frustrated that they spent all this time and manpower developing a gimmick that doesn't address a lot of the major issues with the game.

    And it doesn't help that many no-brainer features such as the delete function came as an afterthought, suggesting that the designers don't actually play their own game / the testers don't know what they are testing.
  • I agree, not having the delete at the beginning and TU not sticking around like boosts was just a huge oversight and a great way to get some hate. If those options had been around at the start people would be much more in favor of TU's.

    Also, the sending TU to alliance members really is just stupid. Losing access to a character to give a friend a one time boost is really dumb, especially since if you want to send a usable team up its probably from a character you put a lot of iso into and wont have access to for 24hours... that was just a poor decision all around. Great use of your time, dev team, coding a brand new interface for something nobody will ever use!
  • Twysta
    Twysta Posts: 1,597 Chairperson of the Boards
    tumblr_m4n4ooi4Oc1qegw8v.gif
  • They still suck no matter how you put it. That is all
  • Nonce Equitaur 2
    Nonce Equitaur 2 Posts: 2,269 Chairperson of the Boards
    The developers seem stuck on making the game equivalent of the next Homer Simpson car. Ever since March, they've spent an incredible amount of time on features which don't add much. Team-ups are mostly a tedious exercise at this point.

    What are players asking for? Buffs on the characters that need buffs. Too many characters are too weak to be usable.
  • BearVenger
    BearVenger Posts: 455 Mover and Shaker
    edited August 2014
    gobstopper wrote:
    I don't think the hate is just resistance to change. While TUs are indeed better than environment tiles, the improvement is marginal at best.

    That's kinda strong, bordering on hyperbole.

    I like the TU concept and find it a more enjoyable alternative to environmental tiles, which had lost their balance with the game's progression to 3*s being the predominant characters.

    I like the "trophy" aspect of TUs, as well as the ability to set up my own loadout pre-match. I like that it makes Black Panther's yellow viable.

    The only environmental effects I really thought weren't broken was the Control Room and Forest (which I didn't find memorable). Jungle and Desert were gamebreakingly overpowered. City and Hot Latveria Nights were irrelevant. The second-level powers were so unreachable, I don't think I triggered one in four months.

    TUs are still not entirely what I want them to be, but it's in the "sandpaper," rather than "sledgehammer," stage, IMO.
  • orionpeace
    orionpeace Posts: 344 Mover and Shaker
    I see that as of this post, 3 people have voted that TUs are even worse than before.

    How could it be worse? You can delete unwanted TUs and the AI can never use more than one.

    I see that as an improvement. At worst, it seems it would be "about the same" if you just hate them in general.

    Any of those voters care to explain? I'm not saying you don't have the right to opinion. I just seek understanding. No judgement implied or stated here.

    For the record, I voted "Improvement but they still need to go away".
  • Twysta
    Twysta Posts: 1,597 Chairperson of the Boards
    It's worse because you don't send teamup's.
    You send your characters for HOURS... and they get one random teamup from their skills.
    And to get that character back you before the allotted time frame you have to pay HP.

    On top of that, you still have to reselect TU's every match, the sending feature is GIANT on top of alliance chat.
    The only way to see TU's is still through like 4th section of the fight screen.
    And I'm pretty sure that the AI will still be doubling up on teamups with characters already present.
    Therefore in my opinion nothing has improved. There's just the ability to send a receive TU's at the expense of getting characters locked out, who then clogged the front of your selection roster (instead of appearing at the end).
    Everything about the TU interface is clumsy and horrible to navigate.

    angry-meme.jpg
  • I want to put all my characters on patrol but 1. See if I can win PvP fight or prologue nodes with just one.
  • BearVenger wrote:
    gobstopper wrote:
    I don't think the hate is just resistance to change. While TUs are indeed better than environment tiles, the improvement is marginal at best.

    That's kinda strong, bordering on hyperbole.

    I like the TU concept and find it a more enjoyable alternative to environmental tiles, which had lost their balance with the game's progression to 3*s being the predominant characters.

    I like the "trophy" aspect of TUs, as well as the ability to set up my own loadout pre-match. I like that it makes Black Panther's yellow viable.

    TUs are still not entirely what I want them to be, but it's in the "sandpaper," rather than "sledgehammer," stage, IMO.
    Not hyperbole at all. 10 hours of design, implementation, and testing to balance environments, or hundreds of hours to introduce TUs? Not worth it; the opportunity cost is overbearing.

    Also, TUs didn't make Black Panther's yellow viable - the buff to his yellow made it viable. I wonder how many more characters could have been made viable if they spent the time on character balance instead of TUs.
  • Twysta
    Twysta Posts: 1,597 Chairperson of the Boards
    Spock_smash.gif
  • JamieMadrox
    JamieMadrox Posts: 1,798 Chairperson of the Boards
    I don't understand. All we asked for was to be able to delete Team Ups and we got that, but also all of these other terrible features that we didn't ask for and likely won't use. I sent my alliancemate some characters to test it out and i have to pay HP to recall them? What the **** kind of **** is that? Why couldn't they have just made them deletable and left it at that? It's bad enough that it's nearly impossible to get enough TU AP to fire off most of the abilities.
  • Punter1
    Punter1 Posts: 729 Critical Contributor
    Simply - I was rarely using TUps before, generally used them like boosts when fighting hard fights, not worth the time to select and use to then get a worse TUp back when fighting lower levels.

    Now - I'm using them, as much out of novelty, but without the fear of getting useless TUps. Oh and Combined Arms is naturally set up for more TUp thanks to Mstorm being one of the better 1* and she generates TUAP. So kinda an improvement

    What's still needed is a better UI to manage them and for them to stay populated between fights when I don't use.
  • orionpeace
    orionpeace Posts: 344 Mover and Shaker
    Twysta wrote:
    It's worse because you don't send teamup's.
    You send your characters for HOURS... and they get one random teamup from their skills.
    And to get that character back you before the allotted time frame you have to pay HP.

    On top of that, you still have to reselect TU's every match, the sending feature is GIANT on top of alliance chat.
    The only way to see TU's is still through like 4th section of the fight screen.
    And I'm pretty sure that the AI will still be doubling up on teamups with characters already present.
    Therefore in my opinion nothing has improved. There's just the ability to send a receive TU's at the expense of getting characters locked out, who then clogged the front of your selection roster (instead of appearing at the end).
    Everything about the TU interface is clumsy and horrible to navigate.

    I totally agree on clumsy, ad hoc addition to the game. The very definition of cobbled on.

    There really should be an interface outside of the step before combat.

    I didn't realize the request for Alliance TU's stayed at the top until it was fulfilled. That is just bad.

    Thank you for sharing!
  • saurus wrote:
    This update should make things significantly better.

    Enemy teams only getting one team up really is a significant change. AI prioritizes TU and getting hit by a supernova and a world rupture from what should have been an easy yelena/venom/daken team was always super frustrating.

    Additionally, next update AI doesnt get to pick powers from the sentry list, which is nice.

    People hate team ups, and I feel like they are on their way to be being better. I also think most of the hate is just a resistance to change. Once unused team ups stay "equipped" I will be completely satisfied with the new system.

    Seriously, team ups are way better than the old enviro tiles, which most of the time were irrelevant and were occasionally way too powerful - going pseudo infinite with desert was really stupid.

    I am resistant to change when the changes are half-****$$$ed!

    Some of those Enviornemental tiles were of huuuuuuuuuuuuuuuuge help:

    Pic 1: Thorned Rose gave 5 AP or if it was maxed, would spawn a bunch of Red tiles

    Pic 2: Dessert map spawned green tiles:
    MikeHock wrote:
    PmdRTuws.jpg

    3cGWsIDs.jpg


    I forgot the name of the mountain map, but you could turn all red tiles into blue tiles:
    MikeHock wrote:
    image.jpg


    AND THEY NERFED OUR BELOVED HOT DOG STAND, NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!