SnowcaTT wrote: A few Q&A's ago it was said the 4* transition was supposed to be easier than 3*. Currently, the only way to get 4* at all is: Introduction (for top few) Season reward (a month work, for a top few) PVP winner (a very, very few) PVE winner (a very, very few) From tokens (ha ha ha ha!) edit: 1K progression - comments mention I missed this one, forgot it since I've never even hit 900 PVP points in nearly 500 days. Question: What is being done to get the 4* transition started?
Drummerboycroy wrote: Two questions. First: Full disclosure: This idea was brought up by someone else in another thread (can someone remember who it was so I can edit in a credit?), but it's stuck in my brain since, especially as my heroes are more regularly being downed by enemies with increased health and subsequently more time to gather AP and use special attacks. So, my first question: Have you or will you ever consider splitting health packs into: A.) the 5 regenerating HPs B.) HPs earned via Daily Supply, tokens, other assorted rewards, etc. DBC
Demiurge_Kabir wrote: Please post each question separately, so forumgoers can upvote the questions they want answered most.
SnagglePuss wrote: Will you implement scrollable leaderboards? When you are fighting for position it would be nice to see how far ahead / behind people are especially in and around key reward positions. The current system is very limited and occasionally useless. This would help with planning and stop unnecessary grinding, unless that is the intention. There's no need to see everyone in your slice. Top 65 for PvE Top 115 for PvP Would suffice. Or perhaps +/- 20 players Or even +/- 10 around each of the reward levels but that's probably more complex. ... oh and yeah Ultron Alliance ranking... scrollable
JCTthe3rd81 wrote: Why were the TUs changed so that facing lvl 300 Jugg and Venom only gives us a lvl 40 TU, and any chance it will be changed back? If not an equal level of the opponent that was defeated, then maybe 75% (or even 50%) ? Like if I beat a lvl 300 Juggs, I get a lvl 225 (or even 150) TU ?
There were some questions earlier in the thread about why we're doing this. In a few cases, those Giant-Size Super-villain Team-Ups were causing balance issues (including allowing people to get through fights much more easily than you'd expect from their team, and encouraging people to farm repeatable missions for high-level Team-Ups, both of which create more of those 300+ enemies for more players). We knew we needed to take them out (for the health of Story events and the balance of the game more generally), but when we can (and we can't always), we like to replace something we're removing with a positive addition. In this case we were planning systems that made Team-Ups significantly stronger for most players, so we decided to make those changes at the same time. Now you're getting much better Team-Ups from your alliance mates, both by scaling their level up to your team and by taking away the penalty for sending your best characters.
fmftint wrote: JCTthe3rd81 wrote: Why were the TUs changed so that facing lvl 300 Jugg and Venom only gives us a lvl 40 TU, and any chance it will be changed back? If not an equal level of the opponent that was defeated, then maybe 75% (or even 50%) ? Like if I beat a lvl 300 Juggs, I get a lvl 225 (or even 150) TU ? officially they said players were farming them, driving up community scaling, removing over levels TUs would lead to slower community scaling. http://d3go.com/forums/viewtopic.php?st ... 20#p321177 There were some questions earlier in the thread about why we're doing this. In a few cases, those Giant-Size Super-villain Team-Ups were causing balance issues (including allowing people to get through fights much more easily than you'd expect from their team, and encouraging people to farm repeatable missions for high-level Team-Ups, both of which create more of those 300+ enemies for more players). We knew we needed to take them out (for the health of Story events and the balance of the game more generally), but when we can (and we can't always), we like to replace something we're removing with a positive addition. In this case we were planning systems that made Team-Ups significantly stronger for most players, so we decided to make those changes at the same time. Now you're getting much better Team-Ups from your alliance mates, both by scaling their level up to your team and by taking away the penalty for sending your best characters.