4 star character oversight?

Unknown
edited September 2014 in MPQ Tips and Guides
Ok, I'm thinking about going all in on my 1st 4 star character, however I've noticed something that doesn't quite add up...

Here are some very crude maths to illustrate my point using Wolverine as an example.

2 Star Wolverine
3920 HP
55/49/43 (G/R/Y)

3 Star Wolverine
6800 HP 73% increase
79/70/61 (G/R/Y) 43.6% increase

4 Star Wolverine
10960 HP 61% increase
82/73/64 (G/B/Y) 3.8% increase

Anyone see where I'm going with this?

The jump in tile match damage doesn't increase in line with the level of the character between 3 star and 4 star. What's that about?

You're looking at a 43.6% increase in tile damage from 2 star to 3 star, but then only a 3.8% increase from 3 star to 4 star. Doesn't seem right to me.

If I'm going to invest what is around 400k ISO into a 4 star character to take them to level 270, they should be in another league on all accounts compared to the 3 star characters, but this negligible increase is not representative of this. I don't have a level 270 4 star character yet, but if I did, I would want them to hit a lot harder on simple matches than their 3 star counterparts.

If you take the 43.6% increase as an example then you would expect your 4 star character to hit 113/100/87 on their strongest tile matches.

Hi-Fi/IceIX, can you explain this odd decision to us please?

Comments

  • NorthernPolarity
    NorthernPolarity Posts: 3,531 Chairperson of the Boards
    BIGTOE wrote:
    Ok, I'm thinking about going all in on my 1st 4 star character, however I've noticed something that doesn't quite add up...

    Here are some very crude maths to illustrate my point using Wolverine as an example.

    2 Star Wolverine
    3920 HP
    55/49/43 (G/R/Y)

    3 Star Wolverine
    6800 HP 73% increase
    79/70/61 (G/R/Y) 43.6% increase

    4 Star Wolverine
    10960 HP 61% increase
    82/73/64 (G/B/Y) 3.8% increase

    Anyone see where I'm going with this?

    The jump in tile match damage doesn't increase in line with the level of the character between 3 star and 4 star. What's that about?

    You're looking at a 43.6% increase in tile damage from 2 star to 3 star, but then only a 3.8% increase from 3 star to 4 star. Doesn't seem right to me.

    If I'm going to invest what is around 400k ISO into a 4 star character to take them to level 270, they should be in another league on all accounts compared to the 3 star characters, but this negligible increase is not representative of this. I don't have a level 270 4 star character yet, but if I did, I would want them to hit a lot harder on simple matches than their 3 star counterparts.

    If you take the 43.6% increase as an example then you would expect your 4 star character to hit 113/100/87 on their strongest tile matches.

    Hi-Fi/IceIX, can you explain this odd decision to us please?

    This appears to be done so that 4* characters are only slightly better than 3* characters. If the jump from 2* to 3* was as big as the jump from 3* to 4*, then 4*s would obsolete the other 96% of characters in the game, which is clearly not desirable. It's a good thing, because otherwise we would hear people crying about how the 4*s are too OP and this entire game is p2w.
  • I see your point NorthernPolarity, but it still doesn't feel right to me. With MMR, 2 star players theoretically shouldn't be matched against 4 star opponents, but as we know, this isn't always the case. However, I do feel there is an injustice with such an trivial increase between 3 and 4 star land. If I play a 4 star character, I expect to be hit harder, and I expect a harder fight. That is the point of the 4 star class.
  • NorthernPolarity
    NorthernPolarity Posts: 3,531 Chairperson of the Boards
    BIGTOE wrote:
    I see your point NorthernPolarity, but it still doesn't feel right to me. With MMR, 2 star players theoretically shouldn't be matched against 4 star opponents, but as we know, this isn't always the case. However, I do feel there is an injustice with such an trivial increase between 3 and 4 star land. If I play a 4 star character, I expect to be hit harder, and I expect a harder fight. That is the point of the 4 star class.

    Edit: whoops, misread your posts. I would say that the match damage isn't really at all that important considering that abilities will do the majority of damage anyways. It might actually be a bonus that the 4*s have relatively low match damage, cause then you get interesting interactions like Daken being able to tank black for X-Force. Perhaps they did this so that 4*s wouldn't just outright tank all the colors for a 3* which would make them better or something, but you'd need a dev to answer that.
  • Maybe I'm just being greedy, but I would really like to wipe out that level 3 Doctor Doom in the prologue with one fell swoop!
  • BIGTOE wrote:
    Maybe I'm just being greedy, but I would really like to wipe out that level 3 Doctor Doom in the prologue with one fell swoop!

    I don't have anyone over 150 and I can do that.
  • MarcusGraves
    MarcusGraves Posts: 495 Mover and Shaker
    BIGTOE wrote:
    I see your point NorthernPolarity, but it still doesn't feel right to me. With MMR, 2 star players theoretically shouldn't be matched against 4 star opponents, but as we know, this isn't always the case. However, I do feel there is an injustice with such an trivial increase between 3 and 4 star land. If I play a 4 star character, I expect to be hit harder, and I expect a harder fight. That is the point of the 4 star class.

    4 stars as far as wolv and fury go are 4 stars mainly because of how powerful their abilities are and their HP amounts. the problem you start to run into when you keep increasing the match damage amount for 4 stars is they start to really blow away lower level players through match damage alone and not the use of powers which really isn't too fair especially if they happen to hit a crit tile and do around like 1k damage or get a bunch of cascades.
  • IceIX
    IceIX ADMINISTRATORS Posts: 4,328 Site Admin
    BIGTOE wrote:
    I see your point NorthernPolarity, but it still doesn't feel right to me. With MMR, 2 star players theoretically shouldn't be matched against 4 star opponents, but as we know, this isn't always the case. However, I do feel there is an injustice with such an trivial increase between 3 and 4 star land. If I play a 4 star character, I expect to be hit harder, and I expect a harder fight. That is the point of the 4 star class.

    Edit: whoops, misread your posts. I would say that the match damage isn't really at all that important considering that abilities will do the majority of damage anyways. It might actually be a bonus that the 4*s have relatively low match damage, cause then you get interesting interactions like Daken being able to tank black for X-Force. Perhaps they did this so that 4*s wouldn't just outright tank all the colors for a 3* which would make them better or something, but you'd need a dev to answer that.
    In answer to that: Yep, what NorthernPolarity said. Precisely the reasoning.
  • Sandmaker
    Sandmaker Posts: 208 Tile Toppler
    I'd love to see this kind of reasoning applied to character classes as well (i.e. caster/support characters have lower tile damage). It's just so counter-intuitive right now to keep certain characters under leveled so that more sturdy guys can tank for them. Not to mention once you've leveled them there's no going back.
  • Thanks for the response Ice, however I can't hide my disappointment... I guess I just crave more power.
  • Sandmaker wrote:
    I'd love to see this kind of reasoning applied to character classes as well (i.e. caster/support characters have lower tile damage). It's just so counter-intuitive right now to keep certain characters under leveled so that more sturdy guys can tank for them. Not to mention once you've leveled them there's no going back.

    Agreed Sandmaker. It bothers me too that I can't take certain characters above a certain level for fear of them getting the **** kicked out of them. There probably should be more variety with the tile damage, rather than the same damage format for all characters based on the character's abilities.
  • Sandmaker wrote:
    I'd love to see this kind of reasoning applied to character classes as well (i.e. caster/support characters have lower tile damage). It's just so counter-intuitive right now to keep certain characters under leveled so that more sturdy guys can tank for them. Not to mention once you've leveled them there's no going back.

    Yup, I've just hit the question how high I could level my Xforce to still use Hulk as a tank : ) (currently: 212 X-Force (77 green) and 166 Hulk (79 green) )