Why are the healing powers and boosts NOT ok to use, again?
TLCstormz
Posts: 1,668
I read on here in various places something about it not being ideal to use OBW's heal, Shulkie's heal, etc. as well as boosts, because the game will think that you barely took any damage or did better than you should have, thus it will increase the difficulty of your nodes in PvE or the opponents that you can find in PvP.......
Or something like that?
Can someone please break all of that down for me, please. Everyone claims that OBW is the best 2 star around, so much so that people should have TWO roster slots dedicated to her (which i did myself), but.......how can that be, when you can't even use one of her powers without screwing yourself over in the long run? And why on Earth would they give out so many boosts in the game, if using them is only gonna make the difficulty scale up?
Or something like that?
Can someone please break all of that down for me, please. Everyone claims that OBW is the best 2 star around, so much so that people should have TWO roster slots dedicated to her (which i did myself), but.......how can that be, when you can't even use one of her powers without screwing yourself over in the long run? And why on Earth would they give out so many boosts in the game, if using them is only gonna make the difficulty scale up?
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Comments
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I think that was before true healing. Fake healing does mean you end the game wth more health than you would otherwise though, and that is apparently what the game is looking for.0
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.........so are you saying that what I had read / hear was true?
Also, I edited the OP to include discrepancies about "boosts," too.0 -
Boosts and heals don't directly make your node scale harder, but the end up having you clear the node at more remaining health than you otherwise would've. This is what scales the node.0
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Does that go for both PvE AND for PvP?
Thanks, as always.0 -
Back when all healing was true heailng, the game used to detect if you ended a fight without taking damage or better yet, more health than you started with, and apply a grevious amount of scaling. This is no longer the case. Similarly, since starting with a full set of boosts back in the days of Magneto/Spiderman often allows you to win on the first turn, this also triggers the 'no damage taken' extra scaling and will mess you up. This check appears to have gone away completely, and even if it's still there, it's generally not even possible to pull this off anyway because true healing is now limited to very few characters.
You probably shouldn't be using too much boosts in the first place because you want to save your iso for leveling for PvP, though if you've no intention to do well in PvP you might as well boost in PvE, since the purposely underleveled rosters clean up in PvE and if you're keeping everyone purposely underleveled, you don't even have a way to spend all your iso so might as well spend them on boosts. The personal scaling in PvE seems to be normalized against the total PvE points you have, so there's no unreasonable scaling you get for winning games that you're not supposed to win. Back when PvE scaling was only based on number of wins, winning some low point high difficulty nodes that are on their 3rd/4th stack can put you in a very bad position because you're getting the full scaling factor for winning but the mission is only worth very few points.0 -
Thanks for the great post, Phantron. As a player still trying to wrap my head entirely around exactly how scaling works in PvE, I appreciate your clarity.
I'd heard rumor, like the OP, that clearing nodes without taking damage, or even just taking minimal damage, would cause nodes to subsequently be scaled up in level. This would in effect mean that going for a perfect run against goon teams (like I try to do, you know, like it's a puzzle game) would actually be a detriment as you'd be making it harder to get points later in the event.
I hoped that wasn't the case, and it seems from your post that such a system has been removed. Thank goodness.0 -
when you have a limited number of characters to use (or to combo well) and limited free packs it's juts natural to try avoiding damage, and on most of cases it is possible to take 0 damage on goons only nodes. and on mixed hero/goon nodes we go for the hero first as w/o it they can't match tiles anymore.
the game punishing you for doing so was just plain wrong.0 -
ShionSinX wrote:when you have a limited number of characters to use (or to combo well) and limited free packs it's juts natural to try avoiding damage, and on most of cases it is possible to take 0 damage on goons only nodes. and on mixed hero/goon nodes we go for the hero first as w/o it they can't match tiles anymore.
the game punishing you for doing so was just plain wrong.
I don't think the game ever punished you for not taking damage on goon only nodes even when they were detecting that stuff. It's not as easy as it sounds to trigger if you're not using Spiderman who can trigger this trivially. OBW sometimes can but she doesn't always heal enough to get everyone to full. Suppose you're matched up against a level 300 team and you have pre nerf Magneto. You win the game in three turns and the opposing side made 2 match 3s. They'd probably do about 500 damage each in the pre high level match nerf damage numbers and that'd be 1000 damage taken, which will usually get around the 'no damage taken'. Now back in the pre nerf Magneto days there seems to be a strict scaling factor based on the number of times you win and that was also when rubberbanding was strong, so you would be screwed for playing too much early as other players would catch up to you with rubberbanding but you'd have much worse scaling. None of that is relevent today. Scaling as a function of how you play is mostly irrelevent now. All that matters is where the game decides to start you at (see the all kinds of weird roster in PvE that attempt to try to gain an advantage via this).0
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