Least/Most favorite change made in MPQ?

PuceMoose
Posts: 1,445 Chairperson of the Boards
MPQ has evolved quite a bit from its initial release, often for the better, sometimes for the worse. Of the changes that have personally affected you and your playstyle/time, what have been your favorite changes and your least favorite changes?
Favorite Change:
The addition of
or 
rewards as random drops from PvP. It's a great help for early transition and also helps to greatly diversify match rewards. I've had a nice chuckle seeing Bagman after completing a particularly grueling fight. Plus, it's always worth a grin to send a FB friend a Yelena ^.^
Least Favorite Change:
Elimination of first-time-PvE-node-completion rewards. Being a casual PvE player (I usually just clear each node once to get the relevant story/dialog tidbits), these treats were a nice bonus and an excellent incentive to finish all the nodes, even the ones that looked too irritating to even attempt.
Favorite Change:

The addition of



Least Favorite Change:

Elimination of first-time-PvE-node-completion rewards. Being a casual PvE player (I usually just clear each node once to get the relevant story/dialog tidbits), these treats were a nice bonus and an excellent incentive to finish all the nodes, even the ones that looked too irritating to even attempt.
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Comments
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Favorite: Probably the level shift that made 3*'s usable much earlier. This happened with the True Healing, which also ended up being a good thing, or else I'd probably still be using Ares + OBW, ending every match at full or else Prologue Healing.
Least favorite: All the nerfs that happened right after I got enough covers to take advantage of an exploit. cMags was nerfed within a week of me getting my 5th red cover, for example.0 -
Not the last one, but the one before that.
The most recent one.
I'll let you decide which is which.0 -
least favourate true healing, cause it simply removed the value of any team healing within a match, pretty much any ability on any hero which heals is kinda a waste of an ability.
best change is time slots for events.0 -
Favorite: CMags's changes. Still a great character and better on defense than before. They did a good job.
Least favorite was the 3-hour refresh on nodes. Glad they changed it. Now make it 24 hours.0 -
Favorite Change:
PvP reward progression decrease.
This might be because it's new and fresh but it blows me away how generous D3 was with this reduction. I fully expected a 100 point drop. I was crossing my fingers that we might be lucky enough for a 200 point drop. 300 point drop didn't even enter my mind as a possibility. So yeah, this was legitimately shocking to me in the best way possible.
I think the most important change has been the time slices in events but I was among the fortunate few who was happy with the default times.
So while the change was far greater for the game as a whole it was mostly meaningless to me.
Least Favorite:
Complete removal of environmental tiles for TU system.
Don't get me wrong, I think TU's have come a LONG way and improved quite a bit. But given the option, I'd still go back. At this point I'd love to see players get a default TU environmental abilities as placeholders if they leave one or more boost slots empty.0 -
favorite: probably 8 hour pve refreshes upcoming
least favorite: vaulting, vaulting, vaulting, vaulting. unnecessary and stupid and aggravating as kitty. forces players to buy roster slots to keep good characters that they have no chance of improving for months.0 -
Favorite:
PVP progression rewards adjustment
Like babinro said, it was incredible that they dropped the top progression reward by 300. I was expecting peanuts, and they delivered well beyond my expectations.
Least Favorite:
Shards in PVP.
I still may be in the minority on this, and I say this knowing that I've adjusted and can make it work for me now, but I still hate that they put shards in PVP.
Everyone's issues with shards was PVEs where you could go to sleep with 12 hours to go and wake up having dropped 100 places.
PVP didn't really have this problem. Scoring was gated by roster, not time available. So putting shards in PVP made no sense.
And besides, they didn't even help people with end times for the most part. Every competitive player I know won't touch shards 2 and 3 with a 10 foot pole because everyone knows (or thinks, depending on your viewpoint) that you can really only get 800 points at most in shards 2 and 3.
Pre-cooldown, you could get 1100 in shard 1 but if you wanted 1300, you had to enter shard 4 or 5, where the big dogs lay, in order to get enough high point matches to reach 1300.
Pre shards, every high scoring player was in the same player pool, so you were never going to run out of high point matches as long as you were lower than the highest players. With shards, you had to hope enough high point players entered the same shard as you in order for you to get to the progression rewards that you wanted.
Now, obviously, with the new progressions rewards, it won't have as much of an impact. But it was still pretty frustrating knowing shard 2 or 3 would work better for me in regards to end time, but I couldn't enter either of them because I wanted to go for 1300. Shard 5 ends at 4am for me. Not ideal. But I need to enter it in order to get the highest number of points I can.
Overall, shards didn't have nearly the impact D3 thought it would. All it did was significantly cut down the number of people you could face and it made you choose sub optimally in order to get the amount of points you needed.0 -
Least favorite: True healing. It made the game - which already punished risk-taking pretty badly - into something with absolute no room for risk-taking. The only way to play now is safely, and it made the game a little more dull. Worst change by far, and I think it's been terrible for the game long-term.
Favorite: I'd say time slices, but they haven't been implemented especially well; there is no good slice for my schedule for PVE. All-in-all, probably the introduction of respec.0 -
Least favorite change:
is a combination of vaulting and increased speed of character releases without mitigation of impact on transitioning player based
Most favorite change:
PVP rewarding top 100 with 3* cover0 -
Well, I can't say "true healing" is my least favorite anymore, since 8hr refreshes and shield cooldowns means you can't play that much anymore anyway. And since I'm not happy with not being able to play that much anymore, I'll vote for both of those as my least favorite. Most favorite would have to be the PvP progression rollback.0
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My least favorite is the top 50 alliance requirement for 4* characters in PvE. My previous alliance fell apart because of the grind.
My favorite is the 8-hour PvE refresh time. It will be nice to work when I'm supposed to, instead of secretly playing a game on my phone...0 -
Most favorite: True Healing - actually gave a slight diversity to the game so I didn't have to suffer through fighting OBW EVERY match, and forced players to use differnt players and strategies other than zombieing thier way through the game. And for those who say temp healing means nothing obviouisly haven't been hit with OBW or spidey heal from AI on deffence right as you thought you were going to finish some one off. I would also love to have more web bandages TU around, just in case.
Least Favorite: You know, I'm not a fan of the way some things work (frequent charecter releases on 7 day grinds with 3 hour refresh) and there's been some real gaffes on changes and nerfs but I think overral there are bugs to be worked out here and there. Everyone rips on D3 all the time, but they put in effort here and there. No real changes hav outraged me, some general things in the game always have. I'd have to go with (for selfish reasons) changing the reward covers given for allaince reward in PvP0 -
My favorite change would probably be 8hr pve refreshes. I can't play every 3 hours (cuz of school and i like my sleep) but 8hrs lets me play when i wake up, right after school, and right before bed. It perfectly fits in with my schedule and also gives me a better chance at placement. (Also made me like the hunt event)
Least favorite change would be increased amount of 4star characters. I know that it was inevitable and that it was where the game was heading, but it is very hard to get top 50 while living your life. Also, 4stars aren't offered in pve unless you get 1st place. I'd rather have a 3* char than a 4* char because it is easier to cover and lvl a 3* and i might eventually get use out of a 3* (ex about to get 9 blade covers)0 -
I appreciate the reward adjustment. Now more people will have a chance at getting a 4* cover from time to time.
8 hour refreshes in PvE should be named here too, wish it was permanent already.
I'm not exactly happy with the shield cooldowns since good targets are even harder to find now. I mean, tip of the hat to the devs for addressing the inflated score issue, but I don't think it was the right answer.
Also, the pace at which characters appear recently. Don't get me wrong, great creative work (mostly), but the constant grind is getting to me.0 -
Favorite change: The Ragnarok nerf
Least favorite: I haven't played this game in such a long time that I forgot lol0 -
Least: Alliances. Especially the way they described them as being a minor, optional bonus...and then proceeded to structure the reward system to make them quite mandatory.
Most: Way too many to list. True Healing, respec, many UI tweaks, many deserved needs, etc.
Biggest change still needed: both the 2-3 and 3-4 progressions need a sizeable overhaul.0 -
Favorite change: Selectable ending time. Clearly there are some issues with it because of the differences in shards and having to enter certain shards to get good scores, but for the rest of us more casual players it means being able to play the game on more-or-less our own schedule.
Least favorite change: Either 8-hour shield cooldown or true healing. True Healing made everyone I introduced the game to in real life quit the game and shield cooldown made at least 4 people in my alliance quit the game, which is pretty indicative.0 -
Least: The level shift. 1* Storm was amazing back in the day. Not only was she really good, but she was legitimately fun to play with. When I first started playing PVP, I was using her and OBW and was easily able to keep up with 2* teams. The level shift started the process of making her unusable and then the environmental tile change/nerf finished her. True healing would be a close second because after the Storm nerf, I was rocking OBW and Thor and could pretty much play infinite since I never had to use health packs.
Most: 8 hour PVE refreshes. I walked away from being burnt out in December but I picked the game back up when I heard they were changing to 8 hour PVE refreshes.0 -
Least favorite : Going to go with adding seasons coupled with alliances. Turned the game from fun to play when you have time to an always on competition fest. Loved the alliances I was a part of but loved the game in casual mode more.
Most Favorite : Getting off the treadmill. Haven't played since mid December and while the forums are still fun to check I haven't heard a single thing that actually makes me want to start playing again. So relaxing over here.0 -
Cryptobrancus wrote:Least favorite : Going to go with adding seasons coupled with alliances. Turned the game from fun to play when you have time to an always on competition fest. Loved the alliances I was a part of but loved the game in casual mode more.
Most Favorite : Getting off the treadmill. Haven't played since mid December and while the forums are still fun to check I haven't heard a single thing that actually makes me want to start playing again. So relaxing over here.
Aw dude! Don't know whether to be happy that you're free or sad that we won't be seeing you around much. Definitely a scholar and a gentleman (or gentlewoman lol) Hopefully the game will be cool enough to bring you back at a pace that isn't crazy in the near future! Wish you all the best.
And as for me...
Favorite change: Definitely the 8 hour refresh. Combined with the time slices most of us are now able to play the game and get some sleep and you know, do other things lol. Plus pVe will move from a slog grind to a speed grind which i find more exciting and fun! (even when i lose....*cough* Haily Mary*cough* speaking of where is Haily Mary?)
Least Favorite change: A toss up between Alliances/Seasons and Team Ups. As has been mentioned by my esteemed colleague Cryptobrancus , alliances/seasons were IMHO the opening of pandora's box. It introduced that foul beast competition. Before this nonsense, if there was an event running where a player already had all the covers for the character being rewarded only the greedy and terrible would shoot for top rank while the chill crew would kick back and take it easy. After it's introduction every pVp became a battle ground for ranking. It continues to play a large part into the 2-3* transition problem
And TUs are the DEVIL!!! They are nothing but a cheap tactic to reduce your team's HP! Sure you can try to include them in your gaming strategy but i guarantee you the AI is much more likely to pull off a worthwhile and painful TU attack than you ever will. i understand that strategists and lower level players like them but i feel if they should function like Boosts. Despite the many myths, the AI doesn't get to use AP boosts and i believe it shouldn't get to use TUs either. Nothing more frustrating than to battle your way through a match, come within one more move to victory and then are slammed with a random Rage of the Panther, Call The Storm, what have you. Not cool.
Edited for spelling0
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