The new tanking is even more ridiculous
It appears that mobs in the current PvE drop in levels after 5 retreats (or some effect from that like downs or health loss). So instead of headbutting 3 170lvl muscles you're supposed to drop in the tail of the roster, retreat 10 times, then beat up the 112lvl party for good.
This is just so bad -- instead of playing the actual game we face more idle twist bonanza.
Please fix the upcoming episodes to be free of this ****.
This is just so bad -- instead of playing the actual game we face more idle twist bonanza.
Please fix the upcoming episodes to be free of this ****.
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I think going this direction is good so that people who wish to earn more points - they have to work hard by dealing with higher levels enemy.
But one thing for sure is that they are still testing which playing system is the right one for everyone here and giving feedbacks to them will let them tone the right levels for everyone.0 -
From an overlooked tommy gun I figured after all the loss of team health is the factor that drives the enemy levels down. .
IOW we're being punished for healing up within the game or avoiding get hurt -- using a strategy game play on its original aim.
This is even worse than I originally thought, a kick below the belt. I think one we did not deserve.
Normal way is to give rewards for playing well, not the other way around.0 -
Really?
I was under the impression before they'd go down naturally over time. But after logging in this afternoon, leaving the game for about 12 hours, I saw they were all still insanely high levels.
So...really this makes this PvE borderline unplayable.
I could understand if it scaled up to a point, like say if it looked at your highest levelled character and added levels to the enemies to keep some challenge. My highest is 85, so for trivial they'd be 70, easy 75, normal 80 going up to deadly at 100 or maybe 110.
As it stands I beat the first couple of enemies on this to open up the mission and saw the end was covered by three level 230s. What chance do I have against that, exactly?
I understand that there has to be something to help the lower levels stay competitive so the higher levels don't hoover up all the goodies, but I don't think this is the method. All it's done is turn the easy level 12s I was fighting at first into difficult level 100s and impossible level 180s+0 -
I tried just letting all my guys done and the effect seems fairly consistent compared to just letting all those guys get downed by repeatedly retreating.
I don't know why they put in this mechanism when after tanking enough times you can see the middle range missions are clearly meant to be around level 100-150 instead of 230.0 -
I think on paper it's something like "If you win, the battle was obviously too easy. So we'll make it more challenging. But if you start losing, the game will lower the difficulty again until you start winning."
It's one of those ideas that works on paper, but the execution is terrible. It's not adaptive in the slightest. It's simply imcremental, after which you have to artificially decrease it back down again by throwing fights until the reward is worth the effort.0 -
I'ts not a bad idea if they have a range smaller than '1-230' on the range of levels. The middle missions should be say, 75-150 so that it gets hard but it's not one hit wipes out a person (or your team).0
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If the scaling reset with each new map I'd find it okay (though I'm established with a lot of good ** guys at 85 but not many ***); able to get through most of each map, with a bit of a difficulty ramp-up as you grind missions. As it is though, getting points on one map punishes me on the next map, facing level 175 mooks in the first fight while others have level75, and forcing a lot more boost use or deliberately tanking their levels.0
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Are we ever going to get a paycheck for playtesting their game for them?
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I can't even play anymore. My top level character is 54, and the minimum mob level is 120! Only counting with luck.
Scaling the level of the enemies is one thing between the same sub-event, but keeping the same for all subs is insane!
Devs should look for the top 3 characters and be sure that people don't face impossible level enemies. It simple takes my wish to play away. And I really like this game. I never bragged before, but is becoming ridiculous.0 -
I understand what they were trying with this, I really do, but it's not working.
I mean, I lucked out hard on my first few matches; the right colors at the right time sort of thing. So now, with my highest character kicking in at lvl 61, I have to fight past minions at level 230! 9999 hp to push through on each of them.
My characters were lower level for the other events, so I did feel that frustration of not being able to compete for the prizes simply because I was leveled out by some of the fights, but now instead I'm leveled out before I even begin to play. And the people winning the matches and the prizes are still the same folk, because they still have their characters at max, and can muscle through this. Thing is, that's really the same as it was before, if not worse.
It's a nice idea, making the enemy get progressively more difficult with each win, but there should be a cap. It doesn't feel very heroic when my Avengers are taken out by one shot of a thugs pistol...0 -
They don't actually have to change anything to make the enemies progressively harder though. In all the past PvE's, there were missions with lvl 10's, some with lvl 20's some up to lvl 90's or 100's and then a 200+ at the end. I can't imagine what was wrong with that and what they think they are fixing.0
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ApolloAndy wrote:They don't actually have to change anything to make the enemies progressively harder though. In all the past PvE's, there were missions with lvl 10's, some with lvl 20's some up to lvl 90's or 100's and then a 200+ at the end. I can't imagine what was wrong with that and what they think they are fixing.
The problem with that was the higher level missios paid out more points, as you'd expect. So people who could easilly beat those missions tended to farm them until they were worthless. That means the higher levelled characters could get higher on the leaderboard, shutting out lower levelled characters from competing, and they want to create a competitive environment so that people have a chance.
Problem is, this "solution" only ended up shutting out *everyone*. Unless you have a lot of characters in your roster that you can sacrifice by retreating over and over to get the level stacks down, wait a few hours for the points values to go up and then farming them again for a while from the hardest downwards. It goes against the purpose of following a linear story.0 -
Dragon_Nexus wrote:That means the higher levelled characters could get higher on the leaderboard, shutting out lower levelled characters from competing.0
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PVP is all about placement awards, and PVE events should be about progression awards. PVE should be based on getting 2* staples and cap out with 3* to help newer players climb the ladder to 3* heroes (lvl 50-85 at max), and let advanced players "flip a switch" to add 100-150 levels to the encounters and they can compete for 3* and 4* rewards. Currently, there doesn't seem to be a clear method of making this transition, and this is where you hook your players into longer-term, higher invested players.0
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ApolloAndy wrote:Dragon_Nexus wrote:That means the higher levelled characters could get higher on the leaderboard, shutting out lower levelled characters from competing.
The problem is that low leveled players can't have any chance of getting any kind of useful reward, languishing at the bottom of the table for every event. Makes you feel like you're unable to progress.
Meanwhile the higher levelled people breeze through the events without a problem, soaking up all the points and competing amongst each other. The rich get richer while the poor struggle.0 -
AshtonAnchors wrote:I can't even play anymore. My top level character is 54, and the minimum mob level is 120! Only counting with luck.
Scaling the level of the enemies is one thing between the same sub-event, but keeping the same for all subs is insane!
Devs should look for the top 3 characters and be sure that people don't face impossible level enemies. It simple takes my wish to play away. And I really like this game. I never bragged before, but is becoming ridiculous.
This is exactly how my girlfriend feels and between the mess that was the divine pvp and this unplayable pve she's pretty pissed and has pretty much quit the game
she loves the games concept and a huge fan of the puzzle quest series, but these changes the devs have been making have made most of the game unplayable and unfun for her.
I like the idea of progressive advancement. but they should make each sub mission playable by anyone and then have the dificulty+points progress untill they max out a certain level for that mission. Once you've maxed and beat it make the mission worth only 1 point and have a similar refresh to what we have now.
This would not only allow players of all skill levels to see the story line and enjoy the game up to their ability but also keep more people caring about each event longer.0 -
The PVE events are an incoherent mess from start to finish. I can't tell when an encounter will be a 1-off or have several decent rewards. I can't tell if I'll be battle with provided characters or not, or be REQUIRED to have a particular hero, or why. I can't tell if the encounter is going to be trivial, or easy, or normal, or deadly, or impossible, or lvl 240, which ALL APPEAR IN THE SAME EVENT, as if that made any sense whatsoever.
The completely obvious level design would be to have level-appropriate encounters with level-appropriate reward, but that just seems like an alien concept to MPQ devs. Have the PVE events be a series of missions with lvl 35-50 baddies. When you finish the 'boss' mission in the arc, all the missions turn to lvl 85-100 encounters with better event point values. When you finish that, the missions turn to lvl 150-240 with even better rewards. Players can "skip to the end" by performing the last mission in each tier if they just want to go to the higher tiers and grind better event points. That's just a design concept, but it's already miles better than this unplayable structure we have now.0 -
It was said that losing and retreating lowers the level of the enemies. And that is true. But I don't want to lose 10 fights, on purpose, just to be able to win one. That's ridiculous!
Sometime ago, I couldn't stop playing the game. Now I can't play the game.
Had to lose 5 fights to be able to win 1 and receive my daily rewards today. Just played once today!
I really hope they fix it. And fix tanking too, another broken concept.0 -
It really does suck how it's implemented. Now it's a new game mechanic. Send a weak roster to deflate the rating. It adds no value. If I have a maxxed out team, I want to steam roll the opposition, not get head-shot by a level 200+ Magneto who kills at will with his purple magic...This mechanic sucked in the console and PC world, and it sucks now.0
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Dunkelgrau wrote:The PVE events are an incoherent mess from start to finish. I can't tell when an encounter will be a 1-off or have several decent rewards. I can't tell if I'll be battle with provided characters or not, or be REQUIRED to have a particular hero, or why. I can't tell if the encounter is going to be trivial, or easy, or normal, or deadly, or impossible, or lvl 240, which ALL APPEAR IN THE SAME EVENT, as if that made any sense whatsoever.
Look at the mission icon. If it's got a blue ring around it, you can use whoever. Yellow means you'll need to use a specific character but the game will supply you one if you don't have them. Orange means you'll need to use a specific character, but you need to bring your own.
And...you can't tell what the encounter will be level-wise? Just double click the icon, dude, and you'll see. If you don't like it, back out.0
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