what if boosts are disabled for a heroic event
Comments
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hex706f726368 wrote:Ugh, please don't reinforce the company propaganda as truth. Boosts are the health conserving/speed match method, while team-ups are the health eating alternative. Nothing fair or cheaty about either method since we are all playing by the same rules.
Well if you can get the infinite free boosts bug going they really are a bit cheaty - My account gave me quite a few free ones by increasing +G/B and +R/Y to 30. If you really want to be paranoid they added the bug themselves to they can say we do not have a quick fix for this and we going to disable boosts for a while just to see how it goes.
I will boost the last refresh of the PvE as it saves on Health packs allows me to start later and hence sleep more when I clear all nodes twice and the essentials 3 times.0 -
Phantron wrote:MikeHock wrote:How much are the +1 AP boosts and the 20% mactch damage boosts? Are they ISO or HP?
Seems like they're trying to replace boosts with team ups, maybe because people are complaining about sentry + boosts = super quick win.
200 iso for 5 of the boosts that aren't all color/all AP I think though I haven't bought new match damage ones in a long time (not worth it).
They're clearly trying to replace it since the boosts stopped dropping on the patch that added the teamups instead, and they've been saying teamup feels fair while boosts feels 'cheaty'. I agree with that assessment but as long as you can buy boosts with only iso I'll definitely go with the 'cheaty' method. Even if you could have any base max level teamupX3 for free every fight, they'd still not be as useful as the doing 2X AP+3 for 2 colors, or even just one, since even if you have very good teamups you sure don't have any reliable way to get them to activate quickly while the AP boosts will always do what you expect them to do. Of course getting useful teamups themselves is far from trivial.
Stacks of 5 +10% match damage to two colors cost 100 ISO. Rainbow +20% match boosts cost HP to purchase.0 -
For all this talk about how everything being a health pack conspiracy, and that boosts literally stopping dropping the same patch as teamups are introduced without any announcement, apparently people don't think eliminating boosts from the game wouldn't be part of the greater health pack conspiracy. The future of boosts is literally doomed if you believe everything is a trick to get you to buy more health packs. Even a more sensible approach would suggest the writing is on the wall since boosts stop dropping and replaced by teamups is obviously not some kind of freak accident. I suspect it's taking a while because maybe they're still thinking the iso 8 drains on boosts would lead to more Mother Lode type sales, but this part is rather hard to figure out. I'm sure it's easy to model what it'd take to get people to buy a Stark Salary but the Mother Lode scenario is far less well understood. Given all the iso 8 deals are pretty bad it's not clear to me what it'd take for people to buy them, and maybe D3 is still trying to figure that out too which is why they're not touching the iso 8 boosts.
At least for PvE, boosts tends to get canceled out by community scaling. I know everyone thinks they're the only person who figured out that boosting at the end of PvE but in reality everyone knows that too. With the recent 'extra weak rubberband' you should just boost every fight because all the points you accumulate is unlikely to ever be caught up by another guy and you might as well try to get your points in while they're easy and also drive up the community scaling for everyone else so it's harder for them to get points later. I play PvE to try to gain iso 8 so I don't really boost unless there's something really important on the line, but if there is I'd definitely do iso 8 boost on every hard fight because it's helping you while screwing other people up via community scaling.0 -
Not sure how much, if any, of that is in response to me. But, I certainly don't claim to have invented using boosts at the end of an event. Interesting thought about attempting to drive up scaling early, wonder how many have to do that for it to work. Also I don't subscribe to the health pack sales theory. There might be a slight bump, but I suspect most just play less.0
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hex706f726368 wrote:Not sure how much, if any, of that is in response to me. But, I certainly don't claim to have invented using boosts at the end of an event. Interesting thought about attempting to drive up scaling early, wonder how many have to do that for it to work. Also I don't subscribe to the health pack sales theory. There might be a slight bump, but I suspect most just play less.
I'm just saying if you're a believer of the health pack conspiracy (and a lot people are) then there's literally no reason for them to not get rid of boosts but whenever on this topic even the biggest believer of the health pack conspiracy believes we'll keep them even if everything else is a plot to increase health pack sales.
It's always been a good strategy to grind as hard as early as possible to drive other people out of competition as soon as the scaling settled on something reasonable. This strategy only fails if you somehow grinded yourself to 395 without getting anyone else there, which used to happen but was fixed relatively quickly. Any event where levels spontaneously go up significantly without you even playing is dominated by community scaling and even if rubberband is strong, at worst you wasted your time earlier if the community scaling turns out to be weak. With Magneto removed from the picture there's no such thing as weak community scaling now. It's always going to get to a point where it'd be painful for anyone no matter who they have and whatever lead you can grab early on is going to be quite hard to overcome when everyone's facing the level 200+ stuff. Of course this assumes you got nothing better to do than grinding all day.0
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