Nellyson wrote: So is this update going to go live anytime soon? We have brand new events right now, so this would be a great time to implement it! You know, start the event with the update rather than wait till the middle or end of it. That'd be great!
IceIX wrote: PLEASE NOTE: We are planning on making R60 a required update immediately after release so that all players are utilizing the same updated character roster. The current ETA for the patch is unknown until it is approved by first parties, but we are anticipating the patch to go Live no later than 9/5.
DuffManOhYeah wrote: IceIX wrote: PLEASE NOTE: We are planning on making R60 a required update immediately after release so that all players are utilizing the same updated character roster. The current ETA for the patch is unknown until it is approved by first parties, but we are anticipating the patch to go Live no later than 9/5. It's almost 9/5. Does that mean that the forced update will be released during the MIDDLE of a major pvp/pve event? Lots of people will not be happy. Early starters will be exploiting the Patchneto teams in pvp/pve while the late starters won't be able to.
Thanos wrote: DuffManOhYeah wrote: IceIX wrote: PLEASE NOTE: We are planning on making R60 a required update immediately after release so that all players are utilizing the same updated character roster. The current ETA for the patch is unknown until it is approved by first parties, but we are anticipating the patch to go Live no later than 9/5. It's almost 9/5. Does that mean that the forced update will be released during the MIDDLE of a major pvp/pve event? Lots of people will not be happy. Early starters will be exploiting the Patchneto teams in pvp/pve while the late starters won't be able to. It would make sense for them to deploy the update after the lightning rounds end tomorrow in which Cmags is a featured character....
rabscutle wrote: Thanos wrote: DuffManOhYeah wrote: IceIX wrote: PLEASE NOTE: We are planning on making R60 a required update immediately after release so that all players are utilizing the same updated character roster. The current ETA for the patch is unknown until it is approved by first parties, but we are anticipating the patch to go Live no later than 9/5. It's almost 9/5. Does that mean that the forced update will be released during the MIDDLE of a major pvp/pve event? Lots of people will not be happy. Early starters will be exploiting the Patchneto teams in pvp/pve while the late starters won't be able to. It would make sense for them to deploy the update after the lightning rounds end tomorrow in which Cmags is a featured character.... Why not before? The ensuing chaos would be amazing.
Oldboy wrote: "- Countdown tiles placed by Team-Up abilities will no longer be cleared when a character is downed" Ummm while most ppl are focused on the character changes, i'd just like to comment that Countdown tiles for Team Up abilities SHOULD disappear if one of the characters go down. This applies to normal CD abilities when the character that has the CD ability (eg Mod Hawkeye, MNMag) goes down and should apply to CD Team Up abilities as well. It should be tagged to the opponent character that the player is facing at the point of use/appearance. When normal opponent Countdown tiles appear, we can deactivate it by either matching it or taking down the opponent character that activated it. Dont see why it should be different for TU CD abilities.
Demiurge_Will wrote: Good questions, Oldboy. We felt it should be different because it doesn't make intuitive sense that downing Storm would get rid of a Team-Up Hawkeye's Countdown tile. It might be tactically interesting, but it's hard to learn and understand and doesn't tell a Marvel story.
blackholexan wrote: - Are 2* Daken blue covers going be added to story mode as rewards instead of some of the black/purple ones?
blackholexan wrote: - Are 2* Daken blue covers going be added to Shield training rewards instead of some of the black/purple ones?
blackholexan wrote: - Are 2* Daken blue covers going be added to basic/heroic tokens as soon as R60 patch is released?
blackholexan wrote: - Is a level shift going to happen to already maxed out 2* Daken?
Nonce Equitaur 2 wrote: Demiurge_Will wrote: Good questions, Oldboy. We felt it should be different because it doesn't make intuitive sense that downing Storm would get rid of a Team-Up Hawkeye's Countdown tile. It might be tactically interesting, but it's hard to learn and understand and doesn't tell a Marvel story. Sentry starting a World Rupture and then leaving isn't a good story. Captain Rogers flinging his shield and leaving without it isn't a good story. Human Torch putting down a Flame Jet and leaving isn't a good story. (And it's more powerful than HT's ability since it doesn't cost Green AP) Psylocke starting a psychic ability and leaving before it resolves makes no sense. Magneto MN building up a magnetic attack and leaving before it resolves doesn't make sense. On the other hand.... A Molotov Cocktail that doesn't care if Punisher is alive does make sense Hawkeye's arrows blowing up without him does make sense Daredevil or Nick Fury putting down a trap and then leaving does make sense, but isn't a good story.
Demiurge_Will wrote: Oldboy wrote: "- Countdown tiles placed by Team-Up abilities will no longer be cleared when a character is downed" Ummm while most ppl are focused on the character changes, i'd just like to comment that Countdown tiles for Team Up abilities SHOULD disappear if one of the characters go down. This applies to normal CD abilities when the character that has the CD ability (eg Mod Hawkeye, MNMag) goes down and should apply to CD Team Up abilities as well. It should be tagged to the opponent character that the player is facing at the point of use/appearance. When normal opponent Countdown tiles appear, we can deactivate it by either matching it or taking down the opponent character that activated it. Dont see why it should be different for TU CD abilities. Good questions, Oldboy. We felt it should be different because it doesn't make intuitive sense that downing Storm would get rid of a Team-Up Hawkeye's Countdown tile. It might be tactically interesting, but it's hard to learn and understand and doesn't tell a Marvel story.
Demiurge_Will wrote: Nonce Equitaur 2 wrote: Demiurge_Will wrote: Good questions, Oldboy. We felt it should be different because it doesn't make intuitive sense that downing Storm would get rid of a Team-Up Hawkeye's Countdown tile. It might be tactically interesting, but it's hard to learn and understand and doesn't tell a Marvel story. Sentry starting a World Rupture and then leaving isn't a good story. Captain Rogers flinging his shield and leaving without it isn't a good story. Human Torch putting down a Flame Jet and leaving isn't a good story. (And it's more powerful than HT's ability since it doesn't cost Green AP) Psylocke starting a psychic ability and leaving before it resolves makes no sense. Magneto MN building up a magnetic attack and leaving before it resolves doesn't make sense. On the other hand.... A Molotov Cocktail that doesn't care if Punisher is alive does make sense Hawkeye's arrows blowing up without him does make sense Daredevil or Nick Fury putting down a trap and then leaving does make sense, but isn't a good story. In your first batch of examples, I'd always pictured the Team-Up character getting ready behind the front lines, coming in and doing their thing when the Countdown tile goes off, and then leaving. But yeah, the stories of what a Countdown tile means (is it pulling back a bow? concentrating? preparing? the time it takes for something to fly through the air? fire spreading?) are varied, and there's a tradeoff between respecting the ways those stories differ and wanting mechanical consistency & predictability. While making things feel as true to the comics as possible is something we consider in every decision about game mechanics, and I think this solution is the most Marvel, the potential for confusion (when your Countdown from a Team-Up goes away due to an apparently random character being downed) is the bigger factor in this particular decision.
Spoit wrote: So anyone taking odds on the time the patch if forced through? 1 hour before the subs end? 3 hours before the pvp ends? Both at the same time through some quantum superposition!?
Spoit wrote: I thought sentry was already removed from TUs
DuffManOhYeah wrote: It's almost 9/5. Does that mean that the forced update will be released during the MIDDLE of a major pvp/pve event? Lots of people will not be happy. Early starters will be exploiting the Patchneto teams in pvp/pve while the late starters won't be able to.