Pylgrim wrote: -Finally a Red-Green-Blue character!
NorthernPolarity wrote: ... These two changes in particular just really show to me that the devs are continuing to overdo nerfs ...
Darkwing Duck wrote: NorthernPolarity wrote: ... These two changes in particular just really show to me that the devs are continuing to overdo nerfs ... You lived through OBW, Spider-Man, CMags and countless other hard core nerfs and you really have the nerve to say this is overdoing it? These characters are still functional.
Nivrax wrote: Players in 2->3 transition will have very fun times clearing goon nodes where single CD wiping your character. The change makes it that you are required to have good board to clear overleveled nodes even more than before. Going from 5 to 3 choosen tiles is harsher nerf than it seems - you don't always get position to make even single match-5 and you can no longer use it to snipe CDs. That will probably means they will have to move to oBW + Mags which is more reliable by just increasing cds on timers. Except whatever you put in last slot, this team up be much, much slower. Even 2* players are sometimes seeing goons with 20k hp, without Storm such match could easily take between 5 and 10 minutes. Oh, and you made Hawkeye go from 'niche/novelty' to 'trash', good job.
soursenseless wrote: lokiagentofhotness wrote: So D3's method used to be: introduce OP (or even not OP, just with a lot of synergy with another char) char. wait for meta game to change, and top level PVP to be played almost exclusively with these characters, with people dumping HP / money to get those chars / level them up. NERF! (two seasons later) introduce another OP char. rinse and repeat. they've really stepped up their game this time though. nerfed a character actually less than TWO WEEKS after it was released and people dumped HP into him. I'm even more impressed with the pre-release Professor X nerf. The slow nerf on Iron Fist is a dangerous regression!
lokiagentofhotness wrote: So D3's method used to be: introduce OP (or even not OP, just with a lot of synergy with another char) char. wait for meta game to change, and top level PVP to be played almost exclusively with these characters, with people dumping HP / money to get those chars / level them up. NERF! (two seasons later) introduce another OP char. rinse and repeat. they've really stepped up their game this time though. nerfed a character actually less than TWO WEEKS after it was released and people dumped HP into him.
jsoetrisno wrote: Nivrax wrote: Players in 2->3 transition will have very fun times clearing goon nodes where single CD wiping your character. The change makes it that you are required to have good board to clear overleveled nodes even more than before. Going from 5 to 3 choosen tiles is harsher nerf than it seems - you don't always get position to make even single match-5 and you can no longer use it to snipe CDs. That will probably means they will have to move to oBW + Mags which is more reliable by just increasing cds on timers. Except whatever you put in last slot, this team up be much, much slower. Even 2* players are sometimes seeing goons with 20k hp, without Storm such match could easily take between 5 and 10 minutes. Oh, and you made Hawkeye go from 'niche/novelty' to 'trash', good job. A very serious question to D3/devs of MPQ: Did anyone from us having a loud voice of complain on Mmags? I believe no one is complaining about Mmags! If Mystique is the concern, then why you point at Mmags, is this Mmags fault? If you really do this, then you will have a high potential of losing a lot of trust from people who are playing MPQ.
Switchman wrote: soursenseless wrote: lokiagentofhotness wrote: So D3's method used to be: introduce OP (or even not OP, just with a lot of synergy with another char) char. wait for meta game to change, and top level PVP to be played almost exclusively with these characters, with people dumping HP / money to get those chars / level them up. NERF! (two seasons later) introduce another OP char. rinse and repeat. they've really stepped up their game this time though. nerfed a character actually less than TWO WEEKS after it was released and people dumped HP into him. I'm even more impressed with the pre-release Professor X nerf. The slow nerf on Iron Fist is a dangerous regression! They obviously knew they were about to tinykitty over their customer base with IF and learned to nerf Prof X before release, albeit minutes before release. I guess that could be considered progression.
Mawtful wrote: Pylgrim wrote: -Finally a Red-Green-Blue character! Somewhere, she-hulk is crying right now. (I guess she's Blue-Green-Red, so perhaps your comment still stands.)
GothicKratos wrote: jsoetrisno wrote: Nivrax wrote: Players in 2->3 transition will have very fun times clearing goon nodes where single CD wiping your character. The change makes it that you are required to have good board to clear overleveled nodes even more than before. Going from 5 to 3 choosen tiles is harsher nerf than it seems - you don't always get position to make even single match-5 and you can no longer use it to snipe CDs. That will probably means they will have to move to oBW + Mags which is more reliable by just increasing cds on timers. Except whatever you put in last slot, this team up be much, much slower. Even 2* players are sometimes seeing goons with 20k hp, without Storm such match could easily take between 5 and 10 minutes. Oh, and you made Hawkeye go from 'niche/novelty' to 'trash', good job. A very serious question to D3/devs of MPQ: Did anyone from us having a loud voice of complain on Mmags? I believe no one is complaining about Mmags! If Mystique is the concern, then why you point at Mmags, is this Mmags fault? If you really do this, then you will have a high potential of losing a lot of trust from people who are playing MPQ. Because Mags was the enabler to that combo (and a few other pretty powerful combos). Mystique is perfectly mediocre by herself.
NorthernPolarity wrote: Darkwing Duck wrote: NorthernPolarity wrote: ... These two changes in particular just really show to me that the devs are continuing to overdo nerfs ... You lived through OBW, Spider-Man, CMags and countless other hard core nerfs and you really have the nerve to say this is overdoing it? These characters are still functional. You missed the point. It's about the implications of the Thoress yellow nerf, not the results of it. Obviously the yellow nerf is meaningless since no one used her yellow anyways. My point was that think about the dev's thought process that lead to this change in the first place. Dev 1 - "Hey, charged tiles are actually pretty good. Surge and smite should be changed and toned down". Dev 2 - "Yeah! What about yellow though? That ability uses charged tiles too." Dev 3 - " Hmmm.... I dunno. I haven't heard any complaints about yellow, but you may be right just because its the same mechanic. Lets nerf it to be safe". This is EXACTLY the line of thinking that led to wheelchairing Sentry - a character needs a nerf. The devs don't understand how to nerf the character properly, and play it safe by overdoing it, while neutering the character in the process. They need to fix this thought process so that future characters don't end up suffering the same fate as Sentry. As a whole this is clearly not as bad as Sentry / Spider-man, but it doesn't mean that there aren't lessons to be learned and things to improve on.
Nooneelsesname wrote: Phillipes wrote: 4hore 4hore 4hore Regardless of the problems with this set of character updates (and there are many), if this community is at all serious about this being Women of Marvel month or even pretending to have any respect for the women who play the game this guy needs a ban from posting on the forums.
Phillipes wrote: 4hore 4hore 4hore
GothicKratos wrote: Because Mags was the enabler to that combo (and a few other pretty powerful combos). Mystique is perfectly mediocre by herself.
CNash wrote: GothicKratos wrote: Because Mags was the enabler to that combo (and a few other pretty powerful combos). Mystique is perfectly mediocre by herself. But the only one that was broken was the Mystique-MNMags infinite turn combo. The others were just "powerful". What are the criteria for judging how powerful a combo should be before it becomes "too powerful"? Neutering the C*Storm combo - a backbone of the 2* meta - will simply result in less roster diversity at the 2* level, as people stick to Ares/OBW or Thor/OBW exclusively. I can even see people considering building another OBW...