Bring back the "Puzzle" in puzzle quest.

Phumade
Phumade Posts: 2,495 Chairperson of the Boards
edited December 2016 in MPQ General Discussion
I have 10min to kill before LRs start so I have one suggestion.

1: Expand the non-timed puzzle problems to DDQ

--Having more puzzle problems justifies having more board control specialist chars. Specifically chars like a QS would immediately skyrocket in value if your playing a puzzle oriented board.

--In addition MPQ can be largely thought of as 3 distinct game modes:
1. PVP (which emphasizes speed and damage per turn metrics)
2. PVE (which emphasises speed and damage per turn)
3. Untimed events like duck season, growth industry, gauntlet (which emphasize build a better counter team)

If you accept that premise, then D3 should really balance out the content so its divided 1/3 to each format. In turn it helps justify having a diverse character roster to emphasize nullify specials or board control.

Edit:
PVP:Most people play 10-20 matches a day
PVE: Most people play 40+ matches a day
NON-timed DDQ: 5 matches a day

They really should up the DDQ type content so that people can play similar amounts of matches in the various game modes

Comments

  • carrion_pigeons
    carrion_pigeons Posts: 942 Critical Contributor
    Yes to more Gauntlet please. Gauntlet is great.
  • Yes to more Gauntlet please. Gauntlet is great.

    gauntlet needs MASSIVE reward updates. preferably adding scls, which they said wasnt going to happen. 60 nodes for 1 4* cover and 6 cp that eliminates a full 3 day event in the process that would have a 4* progression and 25 cp. no thank you. gimme heroics all day long.
  • Daiches
    Daiches Posts: 1,252 Chairperson of the Boards
    thanos8587 wrote:
    Yes to more Gauntlet please. Gauntlet is great.

    gauntlet needs MASSIVE reward updates. preferably adding scls, which they said wasnt going to happen. 60 nodes for 1 4* cover and 6 cp that eliminates a full 3 day event in the process that would have a 4* progression and 25 cp. no thank you. gimme heroics all day long.

    Agree. Gauntlet is the ABSOLUTE WORST event when it comes to rewards. Why? Because you miss out on the sub rewards and that's a LOT of CP and HP.
  • wymtime
    wymtime Posts: 3,758 Chairperson of the Boards
    Daiches wrote:
    thanos8587 wrote:
    Yes to more Gauntlet please. Gauntlet is great.

    gauntlet needs MASSIVE reward updates. preferably adding scls, which they said wasnt going to happen. 60 nodes for 1 4* cover and 6 cp that eliminates a full 3 day event in the process that would have a 4* progression and 25 cp. no thank you. gimme heroics all day long.

    Agree. Gauntlet is the ABSOLUTE WORST event when it comes to rewards. Why? Because you miss out on the sub rewards and that's a LOT of CP and HP.
    Don't forget the rediculous scaling that goes along wit the Gauntlet. If I were to take on the Gauntlet to the end I would probably spend more ISO on boosts to beat the thing compared to how much I skip in PVP to find a good queue. The Gauntlet is crippling hard for minimal rewards. It also has 0 replay value as once it is completed you don't feel a reason to go back and play it again.
  • carrion_pigeons
    carrion_pigeons Posts: 942 Critical Contributor
    wymtime wrote:
    It also has 0 replay value as once it is completed you don't feel a reason to go back and play it again.

    Yeah, that's the best thing about it.
  • DaveR4470
    DaveR4470 Posts: 931 Critical Contributor
    wymtime wrote:
    Don't forget the rediculous scaling that goes along wit the Gauntlet. If I were to take on the Gauntlet to the end I would probably spend more ISO on boosts to beat the thing compared to how much I skip in PVP to find a good queue. The Gauntlet is crippling hard for minimal rewards. It also has 0 replay value as once it is completed you don't feel a reason to go back and play it again.


    You mean you don't think a gradually increasing challenge mode should start out with three level 425 goons feeding each other AP to spam 4 countdown tiles per turn for powers that do 8000 damage each? icon_e_smile.gif
  • Pylgrim
    Pylgrim Posts: 2,328 Chairperson of the Boards
    Yes to more Gauntlet please. Gauntlet is great.

    I think OP is talking more about new and different ways to play the game, mechanically speaking. For example: a cluster of 5x5 high-damage locked attack tiles in the middle of the board and the centre tile is a fortified, indestructible (by means other than matching) 10-turn CD that kills your team when it goes off. To win, you have to match that tile before it goes off or the attack tiles kill your team.
  • Phumade
    Phumade Posts: 2,495 Chairperson of the Boards
    Pylgrim wrote:
    Yes to more Gauntlet please. Gauntlet is great.

    I think OP is talking more about new and different ways to play the game, mechanically speaking. For example: a cluster of 5x5 high-damage locked attack tiles in the middle of the board and the centre tile is a fortified, indestructible (by means other than matching) 10-turn CD that kills your team when it goes off. To win, you have to match that tile before it goes off or the attack tiles kill your team.


    Yeah balance out the different modes of play and help justify a reason to use more chars.
  • Natsufan01
    Natsufan01 Posts: 259 Mover and Shaker
    Another suggestion: After a player completes the prologue and earns all the rewards, unlock it with scaled up enemies, alternate win scenarios, and increased rewards.

    Examples include,
    1. win with specifically these 3 characters (a metric already in the game)
    2. Win without stunning an opponent.
    3. Win without allowing an enemy cd tile to resolve.
    4. Win without allowing any (friend or foe) cd tile to resolve.
    5. Using these 3 characters, starting off with 10ap in each color, win in 5 turns or less.
    6. Using these 3 characters, starting with 30ap in each color, win without the opponent taking a single turn.
    7. Win with only 1 character of your choice, but that character is boosted.
    8. Healing and damage are reversed (facing healers like KK)
    9. All damage is nullified unless there are at least 5 friendly strike tiles on the board.
    10. All your damage is nullified for the first 10 turns ( the opponents damage is normal)

    Those are just ideas on possible ways to change things up. Using the prologue would mean those are extra challenges that are always there, to be completed at the player's convenience.
  • Kaazz
    Kaazz Posts: 229 Tile Toppler
    THIS. So much this!
    Natsufan01 wrote:
    Another suggestion: After a player completes the prologue and earns all the rewards, unlock it with scaled up enemies, alternate win scenarios, and increased rewards.

    Examples include,
    1. win with specifically these 3 characters (a metric already in the game)
    2. Win without stunning an opponent.
    3. Win without allowing an enemy cd tile to resolve.
    4. Win without allowing any (friend or foe) cd tile to resolve.
    5. Using these 3 characters, starting off with 10ap in each color, win in 5 turns or less.
    6. Using these 3 characters, starting with 30ap in each color, win without the opponent taking a single turn.
    7. Win with only 1 character of your choice, but that character is boosted.
    8. Healing and damage are reversed (facing healers like KK)
    9. All damage is nullified unless there are at least 5 friendly strike tiles on the board.
    10. All your damage is nullified for the first 10 turns ( the opponents damage is normal)

    Those are just ideas on possible ways to change things up. Using the prologue would mean those are extra challenges that are always there, to be completed at the player's convenience.
  • wymtime
    wymtime Posts: 3,758 Chairperson of the Boards
    DaveR4470 wrote:
    wymtime wrote:
    Don't forget the rediculous scaling that goes along wit the Gauntlet. If I were to take on the Gauntlet to the end I would probably spend more ISO on boosts to beat the thing compared to how much I skip in PVP to find a good queue. The Gauntlet is crippling hard for minimal rewards. It also has 0 replay value as once it is completed you don't feel a reason to go back and play it again.


    You mean you don't think a gradually increasing challenge mode should start out with three level 425 goons feeding each other AP to spam 4 countdown tiles per turn for powers that do 8000 damage each? icon_e_smile.gif
    You forgot to mention that this team will also have a 5* to do insane match damage to kill off you best team as well.