Bring back the "Puzzle" in puzzle quest.
Phumade
Posts: 2,495 Chairperson of the Boards
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
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
0
Comments
-
Yes to more Gauntlet please. Gauntlet is great.0
-
carrion pigeons 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.0 -
thanos8587 wrote:carrion pigeons 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.0 -
Daiches wrote:thanos8587 wrote:carrion pigeons 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.0 -
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.0 -
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?0 -
carrion pigeons 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.0 -
Pylgrim wrote:carrion pigeons 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.0 -
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.0 -
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.0 -
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?0
Categories
- All Categories
- 44.6K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.2K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.5K Magic: The Gathering - Puzzle Quest
- 496 MtGPQ News & Announcements
- 5.3K MtGPQ General Discussion
- 98 MtGPQ Tips & Guides
- 417 MtGPQ Deck Strategy & Planeswalker Discussion
- 293 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.6K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements