Lerysh wrote: Or just do away with health packs all together. I mean, clearly their main source of revenue is character releases and token packs so who cares? Every character who is alive exits the fight at full health, those who are downed have a regen period to get back up, no health packs. Gate systems like health packs and lives in F2P games are typically garbage. If I want to play this game for X hours why is the game trying to stop me from doing that? And if you want accelerating health packs why not just go the full mile and remove them.
NorthernPolarity wrote: How do we fix this? I'm not going to propose anything like "make the game pure PvE", or "get rid of shields": things that are unrealistic and will probably be way too risky for the devs to try out. Instead, there are two simple fixes that would make the experience similar to how it was before: 1. Lower the equilibrium score in PvP and the progressions accordingly so that the average time spent in a PvP is the same as it was before. Equilbrium score is the score that you can stay at unshielded for long periods of time without being attacked and losing heavy amounts of points (500-600 for 3-4* rosters typically). This point basically determines how high points can go, and is how long you have to play the PvP for. PvPs are two phases: phase 1 is pushing to this score, and then phase 2 is hopping from this to as high as possible. Lowering this score would mean that people need to play less in order to reach it, and thus would decrease the average amount of time spent during a PvP. Of course this would mean that progressions become harder to reach, so progressions need to be lowered as well to compensate. So instead of it being 500-600, lets make it so that it's 400-500 instead, making the amount of matches youd have to play per pvp lowered by 4-5. 2. Increase the number of health packs given to a player. Instead of it being 5 packs with one every 30 minutes, lower it to something like 8 health packs with one every 15 minutes. People complain about using more health packs, and the amount of health packs used by a player should be similar to how it was before these nerfs. More health packs lowers the constant fear of wiping, and punishes the player less when they mess up. Of course, the only way to know for sure if my assumptions are true is to look at the data from before compared to now. If time spent in a PvP is indeed longer and health pack usage is going up considerable, then adding these changes should go a long way in keeping the veteran players happy.
GrumpySmurf1002 wrote: The counter to the health packs is to spread the diversity of usable teams at the top We're so used to one-team-fits-all in PvP that the thought of doing anything else seems laughable. I think (or hope) the idea here is to make it such that there are at least 10-15 characters usable at the top end, which includes a mix of 3s and 4s. That would mean when 3Thor/Kamala dies, you switch to Cap/Cage, or whatever (just picking characters off top of my head), with hopefully minimal effect on match length or defensive strength. Now, maybe there will just be a new-team-fits-all after it's done, but the more balanced it gets, the more likely this solves itself. As far as equilibrium, I don't know about others, but the MMR changes already moved mine down to 450 or so (was previously 550-600, as described). I climbed above it 3 different times as a test, and each time saw new attacks come rolling in (i.e. people I did not attack). Now I don't have a max roster, but it's strong enough that it wasn't an issue in past.
Lerysh wrote: You do see where this is exactly the same as getting rid of health packs entirely, and downed characters are "benched" for a period of time right? Just to make the game not TOTALLY grind to a halt sans healing you need to have your characters heal to full when they come out of a fight, unless they are downed.
SnowcaTT wrote: I agree with the title. I was tracking every thing I could in this PVP, matches/points/who I saw/what I skipped/what hit me/what I attacked. I'll post the results at some point. Spoiler: I saw about 100 teams, and more than half had XF. That can't be good for the health of the game. Edit: my 5/5/2 XF is very, VERY pissed today. Black needed fixing, but green could have been left alone.
NorthernPolarity wrote: A bunch of stuff.
GrumpySmurf1002 wrote: The counter to the health packs is to spread the diversity of usable teams at the top We're so used to one-team-fits-all in PvP that the thought of doing anything else seems laughable. I think (or hope) the idea here is to make it such that there are at least 10-15 characters usable at the top end, which includes a mix of 3s and 4s.
atomzed wrote: GrumpySmurf1002 wrote: The counter to the health packs is to spread the diversity of usable teams at the top We're so used to one-team-fits-all in PvP that the thought of doing anything else seems laughable. I think (or hope) the idea here is to make it such that there are at least 10-15 characters usable at the top end, which includes a mix of 3s and 4s. Actually this is what I am doing now. I have 18 max 3*, and I rotate my teams around so that I can continue to play. I usually do it for PVE but in pvp, if I run out of health packs and need to play one my game before shielding, I will bring out my Team B.
NorthernPolarity wrote: 1. Lower the equilibrium score in PvP and the progressions accordingly so that the average time spent in a PvP is the same as it was before.
NorthernPolarity wrote: 2. Increase the number of health packs given to a player. Instead of it being 5 packs with one every 30 minutes, lower it to something like 8 health packs with one every 15 minutes. People complain about using more health packs, and the amount of health packs used by a player should be similar to how it was before these nerfs. More health packs lowers the constant fear of wiping, and punishes the player less when they mess up.
NorthernPolarity wrote: Of course, the only way to know for sure if my assumptions are true is to look at the data from before compared to now. If time spent in a PvP is indeed longer and health pack usage is going up considerable, then adding these changes should go a long way in keeping the veteran players happy.