Addition to team selection screen
squirrel1120
Posts: 492
So, we have this fabulous function in game where the character who takes credit for making the match has his emblem embossed over that particular color. Excellent, as at a glance, anyone who looks at the board quickly can see easily if classic storm's lightning bolt is on a color, or if it is her more beefy hitpoint pool partner Marvel Now Magneto.
How about we add a sample panel in the character selection screen containing one of each tile color, embossed with the correct icon before a match is ever entered. The exception of course would be the teamup tile, but as most people dislike it anyway (from what I've seen to date), perhaps it could just be changed to a plain white tile anyway. Alternatively, perhaps an example of the tile could be placed underneath the portrait of the character who would be taking point on that color. Then, at a glance it would be easier to figure out who works well with each other as we level multiple characters, especially during buffed events where tile damages change dramatically, without all the screen flip flopping to see what the damage rating are on a certain color for a certain character during a certain event.
In either example, the tiles and icons would change dynamically as characters were shuffled around until the player was satisfied and moved into the next screen.
How about we add a sample panel in the character selection screen containing one of each tile color, embossed with the correct icon before a match is ever entered. The exception of course would be the teamup tile, but as most people dislike it anyway (from what I've seen to date), perhaps it could just be changed to a plain white tile anyway. Alternatively, perhaps an example of the tile could be placed underneath the portrait of the character who would be taking point on that color. Then, at a glance it would be easier to figure out who works well with each other as we level multiple characters, especially during buffed events where tile damages change dramatically, without all the screen flip flopping to see what the damage rating are on a certain color for a certain character during a certain event.
In either example, the tiles and icons would change dynamically as characters were shuffled around until the player was satisfied and moved into the next screen.
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