Ebolamonkey84 wrote: What do you mean you don't know who is getting the good part. 2* players are getting the benefit in the short term because they can now get to at least 600 before being seen by any 3* teams. 600 may not seem like that much but that would put you in 4th place in my bracket currently. So they will be able to place better and get more 3* covers until they get to the point where they could theoretically max two of them to 166. Then they will be screwed like everyone else with 3* rosters. They already made the 3 to 4* progression irrelevant by making most 4* not worth the investment needed. Now they are making the 2 to 3* progression irrelevant as well. We already have people gaming the PVE system by not leveling any of their 3* characters too much; that seems like the optimal strategy for PVP now as well.
Phantron wrote: Ebolamonkey84 wrote: What do you mean you don't know who is getting the good part. 2* players are getting the benefit in the short term because they can now get to at least 600 before being seen by any 3* teams. 600 may not seem like that much but that would put you in 4th place in my bracket currently. So they will be able to place better and get more 3* covers until they get to the point where they could theoretically max two of them to 166. Then they will be screwed like everyone else with 3* rosters. They already made the 3 to 4* progression irrelevant by making most 4* not worth the investment needed. Now they are making the 2 to 3* progression irrelevant as well. We already have people gaming the PVE system by not leveling any of their 3* characters too much; that seems like the optimal strategy for PVP now as well. I thought they said if you're near top of bracket you're always being able to be seen by other players? Looking at my own bracket there's only 1 player between #1-16 (16 is the lowest I can see) that has a transition looking roster, while the rest are all at least maxed 166s and generally has X Force/Thor/etc. Looking at the range of scores it wouldn't surprise me if some transitioners are sneaking in there but so far I'm not seeing that en masse.
Ebolamonkey84 wrote: From Line chats with some other avid players, it seems like once a 2* roster crosses 600 or so they can be seen by vets, so they get decimated. At one point a guy was second with 450 and first place was a transitioner with 650 points. The vet couldn't find him at that point, but then he got closer to 600 and was able to queue the leader, and proceeded to hit him 4 times. It's just anecdotal at this point, but I don't think it is necessarily rank based. So my advice to 2* rosters would be to jump out as far as you can while vets are cannibalizing each other, then shield for the rest of the event.
puppychow wrote: Jamie Madrox wrote: See I'm not having this same issue as everyone else. I beat one seed team and the next match in that node was a max level 3* team. Beat that and my next match was a underleveled 2* team. From there the teams were all over the place. I climbed to 600+ on the health packs that were available to me and then stopped because I'd run out of targets worth more than 10 points. When I checked ur roster last season, you had a 2* roster if my memory serves me right. What's ur roster like now? Still 2* or a bunch of 3/4*? If the answer is 2*, then I view your experience as strong evidence that D3 has put a chinese wall segregating 2* rosters from 3/4* in pvp matching.
Jamie Madrox wrote: See I'm not having this same issue as everyone else. I beat one seed team and the next match in that node was a max level 3* team. Beat that and my next match was a underleveled 2* team. From there the teams were all over the place. I climbed to 600+ on the health packs that were available to me and then stopped because I'd run out of targets worth more than 10 points.
Lerysh wrote: I've been thinking about this gameplay mode, and I think I have a potential answer. For PvP to be "balanced" and not "4*s farming on 2* rosters" every fight is going to take longer and mean more. I've been hit more this run of Heavy Metal already than I was all last season, because why hit a 4* when you can just find some 2*s or 3*s to hit. So I get it, we need to bring balance to the Force. So what if damage didn't mean all that much more? The reason why matches are so intense is the cost of 1 health pack is huge. 2 bad fights in a row and your climb can be done for. So here is my suggested solution that will hopefully help balance PvP and keep this current matchmaking while still making the game fun for high end players. What if we got rid of health packs? Seriously. What if, so long as your character was alive at the end of a match, he went to 100% health and was ready to go again? If he gets downed you are waiting the 50 minutes for them to come back, or a shortened time for "True Healers", but otherwise you are good to go. Benefits of a no health pack game: Takes tension off of fighting bigger teams. It doesn't matter that Deadpool is going to face you for 6 red, as long as your guy doesn't go down its a perfect victory. Matching against a minimum of 3* rosters as a high end player loses it's "threat" to your play time. You can play the game whenever for however long you want. PvP progression rewards would likely become a function of time spent, and not shields played or as much luck involved. People would fall into the placement bracket at "this is how much I want to play this event" and prizes handed out accordingly. Promotes roster diversity since having replacements for fallen heroes becomes a major factor. Gives some of the lost power of temp healing back to those characters as well. Ragnarok under this system would actually be alright since his temp heal is just as good to you as the AI, since he's going back to full after the match. Spiderman might also make a comeback as a protector. Also has an interesting impact on PvE where losing a guy mid clear can vastly alter your strategy or your success. Also Also Wik, hit points begin to mean something again. Thor is way more likely to survive a match than Kamala Khan. Negatives of a no health pack game: Potential loss of revenue from health pack sales. Potential loss of revenue from sheilds if sheild hopping falls out of fashion. Rewards a time based playstyle over skill or speed. Personally I think the negatives are well worth the positives in this scenario. If you insist on keeping the new matching system, where 4* rosters are basically locked into fighting 166+ from the jump, then I think the least you could do is allow them to play when they want for how long they want.
Phantron wrote: If there are no health packs, which implies all your characters must start every fight with max health, you'd just immediately retreat at the start of any challenging fight if the board doesn't have a match 5 on it for every PvE fight. It'd make far more sense either to have every character start with a burst of healing equal to some % of their max health or have characters take reduced damage from PvP.
Lerysh wrote: Phantron wrote: If there are no health packs, which implies all your characters must start every fight with max health, you'd just immediately retreat at the start of any challenging fight if the board doesn't have a match 5 on it for every PvE fight. It'd make far more sense either to have every character start with a burst of healing equal to some % of their max health or have characters take reduced damage from PvP. You could have retreating lower their max health for a time instead of doing actual damage. Some kind of cowardice penalty. What kind of hero runs from a fight anyway?
Ben Grimm wrote: Name: Ben Grimm Event: Heavy Metal Slice: 3 Roster: 4 4*s at 180, 1 at 168, 30 3*s at 166, everyone else at soft cap (3*s & 4*s) or hard cap (one of each 1* and 2*) Usual PvP Placement: Top 25 or top 50 Experience: Seeing teams that range from non-maxed 3*s to non-maxed 4*s. Mostly 3*s around 150-166. Have only climbed to 191 so far, since the bracket is pretty new and I want to take this easily if I'm going to get attacked more often.