Changes Coming For 4/30/15

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Comments

  • dider152
    dider152 Posts: 263
    We’ve removed the downtime between Story events - each one now is immediately followed by the next.

    This is the one thing I don't like about what you posted. I used the downtime as a way to do other things, besides wonder what was next. It was also a good way to get time away from the game. When you guys decided on this, did you not think that this might increase burnout with the game? I totally foresee more players burning out from having to play constantly just to remain competitive.
  • heroguy35
    heroguy35 Posts: 54
    First week of this boosted character **** and I'm already taking a hit. Only 1 of the 10 3* I have above 150 and neither of my leveled 4* are boosted so now I'm handicapped in pvp for an entire week. With my mmr not having 2 boosted leaves a huge target on my back and I'll never be able to climb unless I start hopping from 300 points. No thanks.

    Don't understand why all these changes are necessary. Boosting characters at all levels supposedly levels the playing field so 2* transitioners can climb past the wall. This doesn't solve that problem. It just moves the wall from 166 to 240. It changes absolutely nothing and only serves to make it more difficult for those without the boosted characters while at the same time restricting everyone's roster.
  • Are the changes in effect?
  • Arondite
    Arondite Posts: 1,188 Chairperson of the Boards
    hawklanzs wrote:
    Are the changes in effect?
  • Changes are in effect. Of course I just cashed in 9 heroic or event tokens and got 0 3*s. 28% my butt. I know each token pull % chance is independent of the others, but I'm lucky to ever pull a 3* 1/10 let alone the 23% they claim. It's all **** to me.
  • I almost hate posting this in case the devs are paying attention, but if my record from the last 3 token pulls is any indication, I'd say YES, the changes are in effect. icon_e_surprised.gif

    DBC
  • hesjingixen
    hesjingixen Posts: 215 Tile Toppler
    I like EVERYTHING, except the weekly boosted heroes. I'm not a fan of that.
  • I HATE the weekly boosted characters part.
  • Taganov
    Taganov Posts: 279 Mover and Shaker
    CoolB76 wrote:
    I HATE the weekly boosted characters part.

    Haha, I love it! icon_e_biggrin.gif
  • Taganov wrote:
    CoolB76 wrote:
    I HATE the weekly boosted characters part.

    Haha, I love it! icon_e_biggrin.gif

    It;s good for people with a deep roster and bad for people who leveled up a small number to use as their primary PVP team. I personally am very in favor of it, since it's the only thing that keeps PVP being completely unplayable for me, but I can see where it would be bad for some people.
  • TxMoose
    TxMoose Posts: 4,319 Chairperson of the Boards
    I for one don't like the multiple boosted characters but that is strictly due to my roster setup now. I have one pair at 166/140 and the rest 100 and below (with 25 ***s in the 40s), so my guess is that i'll probably be taking a ~100 pt drop per event until I bring others up or until some of my decent guys get boosted. need R75 to get here. if I had a page or 2 of 166s with others in the low-mid 100s, I'd love the multiple boosted but until then it will mean placing just got harder for me.

    I definitely don't like the stacking pves back to back without the 12 hr break. I use that time to focut on pve/ddq/LRs, etc. my life does not revolve around mpq and they are basically indicating that unless it does, you won't do well. this just means i'll be trying to catch more fresh brackets. my grinding days may be close to over (or done much more selectively)

    I also don't like the ending times as much as before, but its just something I'll adjust to schedule-wise. That isn't as big a deal as the other 2.

    all the rest of it looks positive - token %'s and pve schedules. some of that needed to be standardized to make it easier on them. also looking forward to the iso cost reductions coming with r75.
  • dider152 wrote:
    We’ve removed the downtime between Story events - each one now is immediately followed by the next.

    This is the one thing I don't like about what you posted. I used the downtime as a way to do other things, besides wonder what was next. It was also a good way to get time away from the game. When you guys decided on this, did you not think that this might increase burnout with the game? I totally foresee more players burning out from having to play constantly just to remain competitive.

    Player burnout and quitting means less vets/older/free2play people, which in turn means more room for new players who don't know about all these issues, which means there are more new people -- who do not know any better -- to spend money in game. That is their goal I think. New blood, new money.

    Just my opinion.
  • Having played with weekly boosted characters for about a week now I have 3 comments.

    1) I love it. Makes for interesting team combos in PvP. Boost is significant enough to matter and bring characters to the forefront.

    2) The event based PvE boost to characters needs to be increased. I'd like for the "Featured" (She Hulk in EotS) to be 290 after the big crystal boost, and the others (BP, Falcon) to be 240. It says something that I didn't even realize BP was boosted, one of the best characters and a 166 on my roster, because he gets over shadowed by the weekly boost guys.

    3) Having the same characters boosted in PvP and PvE is a definite healthpack.png drain. Have to either rotate teams, or play less PvP if you want to stay PvE competitive.
  • Just out of curiosity: who asked for back-to-back PvE events with no downtime? Like, we needed to drain all nodes until the last minute of the event to keep our rank then as soon as it ends we start grinding a new event. Can we at least get a full pack/characters recovery at the end of each PvE then, and deal only with physical/psychologic fatigue?
  • Lerysh wrote:
    Having played with weekly boosted characters for about a week now I have 3 comments.

    1) I love it. Makes for interesting team combos in PvP. Boost is significant enough to matter and bring characters to the forefront.

    2) The event based PvE boost to characters needs to be increased. I'd like for the "Featured" (She Hulk in EotS) to be 290 after the big crystal boost, and the others (BP, Falcon) to be 240. It says something that I didn't even realize BP was boosted, one of the best characters and a 166 on my roster, because he gets over shadowed by the weekly boost guys.

    3) Having the same characters boosted in PvP and PvE is a definite healthpack.png drain. Have to either rotate teams, or play less PvP if you want to stay PvE competitive.

    With this new schedule health packs should be (A) increased from 5 to 10, and (B) "refresh" in about 1/3-1/2 the time it takes now.
  • Ducky
    Ducky Posts: 2,255 Community Moderator
    Lerysh wrote:
    Having played with weekly boosted characters for about a week now I have 3 comments.

    1) I love it. Makes for interesting team combos in PvP. Boost is significant enough to matter and bring characters to the forefront.

    2) The event based PvE boost to characters needs to be increased. I'd like for the "Featured" (She Hulk in EotS) to be 290 after the big crystal boost, and the others (BP, Falcon) to be 240. It says something that I didn't even realize BP was boosted, one of the best characters and a 166 on my roster, because he gets over shadowed by the weekly boost guys.

    3) Having the same characters boosted in PvP and PvE is a definite healthpack.png drain. Have to either rotate teams, or play less PvP if you want to stay PvE competitive.

    With this new schedule health packs should be (A) increased from 5 to 10, and (B) "refresh" in about 1/3-1/2 the time it takes now.

    I'd vote for B. I don't think that would be unreasonable.

    Take it down from 35 minutes to 20.
  • And give the option to buy more permanent packs.
  • ShionSinX wrote:
    And give the option to buy more permanent packs.
    permanant packs or a refresh of characters when you enter an event or you're "rewarded" for doing a full clear of nodes by healing all your characters or new event = heal all characters
  • We’ve removed the downtime between Story events - each one now is immediately followed by the next.

    This is by far the worst change ever! No time to rest? really? wow... Is like having only 1 event that never ends.
  • wymtime
    wymtime Posts: 3,762 Chairperson of the Boards
    Hey All,

    Miles from Demiurge here to announce some upcoming changes for the next Season. Not all of these changes are in Versus Events, but will start on Thursday 4/30 concurrently with Season XIV.

    Higher Chances of 3-stars in Packs
    The percentage of 3-Star covers in Heroic and event packs is increasing! The percentage of the 1x Heroic pack that is 3-Star covers goes from about 23% to about 28% of the pack.

    Deadpool Daily Quest and Standard (500 Iso-8) packs aren’t affected by this change.

    All 3-Stars Return to Packs
    Now that we’ve got room for them, as of 4/30, all 3-Star characters will be returning to heroic and event packs.

    The increased proportion of new character releases that are 4-stars, a number of increases to the rate at which 3-stars are earned, and the increased availability of Hero Points mean that we can dispense with character rotation.

    Weekly Buffed Characters
    We’re bringing back our weekly buffed groups for Season XIV! Every week, a group of characters will be Powered-Up across all Story and Versus events.

    This group of Powered-Up characters will include:
    2 x 4-Star characters who will scale up to a level range of 75 to 350
    5 x 3-Star characters who will scale up to a level range of 45 to 240
    2 x 2-Star characters who will scale up to a level range of 20 to 150
    2 x 1-Star characters who will scale up to a level range of 5 to 85

    These characters will be Powered-Up in all of the week’s events.

    We’ve reduced the size of the buffs from the last time we did a week-long buff, during Season XII, based on your feedback. We also did some work in the R74 update that allows us to display the buffs in event rules a little more clearly.

    New Story Event Schedule
    Starting on 4/30 all of our Story events will last either 3, 4, or 7 days and will fit into a week-long cycle.

    We’ve removed the downtime between Story events - each one now is immediately followed by the next.

    We’ve made some updates to the events themselves too, streamlining them. We’ve standardized sub-event lengths to be 24 or 48 hours, combined sub-events in places where two were running concurrently, and standardized rewards across sub-events.

    Tweaks to ending times
    Based on player feedback, we’ve also adjusted the available end-times for events. These will also begin on Thursday 4/30 with the start of Season XIV.

    In Eastern time:
    Old Versus: 10a / 4p / 7p / 1a / 4a (or 10p / 4a / 7a / 1p / 4p)
    New Versus: 8a / 1p / 6p / 12 midnight / 3a

    Old Story: 9a / 3p / 6p / 12 midnight / 3a
    New Story: 7a / 12 noon / 5p / 11p / 2a
    So I am bumping this thread because this is where the Devs should have announced 2* would be essential for PVE. A lot of player frustration could be limited by the Devs having better communication. Most people don't like change when it is a surprise. Please D3 utilize David [Hi-Fi] Moore better. Tell him what is going on and let him announce it in the forum. As a community manager he can be utilized so much Moore. He is connected to the community, and is responsive. Please D3 communicate more, and communicate better. The forums will be a better place for it.