Lightning Rounds: Waste of time
grael23
Posts: 54
I'm a HUGE fan of this game and 99/100 I believe that you devs are doing a fantastic job. Your ability to match fair rewards with each event makes for both great incentives and great fun.
With one exception.What's with the disproportionately terrible and random rewards with the Heroes Only Lightning Rounds?
The comparison with the villain lightning round rewards is quite disparate:
HEROES: 3 Courageous Tokens, 500 ISO
VILLAINS: 2 Covers, 250 ISO, 100HP
Given that the courageous tokens offer about a 30% chance at a random 3* cover that brings a top 2 ranking player's haul to maybe one random 3* cover. In addition, If you're good enough to finish in the top 8, chances are you've got at least one of the featured Heroes maxed out to 13 covers. This means that even if you do get a 3* cover, there's a good chance you won't need it.
What seems the most perplexing is that you have a great model with the villain lightning rounds that you've ignored for the heroes. Why do the villain rounds have specific cover rewards while the heroes' rounds have random courageous tokens?
The random rewards create a terrible aimless incentive for one of the toughest events. On the other hand, the villain lightning rounds are spectacular. Perfect reward for the perfect difficulty - and most importantly you know what you're getting/aiming for.
If for some reason the heroes need to be restricted, then perhaps a mix of specific coves and Courageous tokens might work? Either way, I would love to see any changes that moves the Heroes Lightning round rewards towards a much more transparent reward structure like the Villain LR's rewards.
Thanks for your time.
With one exception.What's with the disproportionately terrible and random rewards with the Heroes Only Lightning Rounds?
The comparison with the villain lightning round rewards is quite disparate:
HEROES: 3 Courageous Tokens, 500 ISO
VILLAINS: 2 Covers, 250 ISO, 100HP
Given that the courageous tokens offer about a 30% chance at a random 3* cover that brings a top 2 ranking player's haul to maybe one random 3* cover. In addition, If you're good enough to finish in the top 8, chances are you've got at least one of the featured Heroes maxed out to 13 covers. This means that even if you do get a 3* cover, there's a good chance you won't need it.
What seems the most perplexing is that you have a great model with the villain lightning rounds that you've ignored for the heroes. Why do the villain rounds have specific cover rewards while the heroes' rounds have random courageous tokens?
The random rewards create a terrible aimless incentive for one of the toughest events. On the other hand, the villain lightning rounds are spectacular. Perfect reward for the perfect difficulty - and most importantly you know what you're getting/aiming for.
If for some reason the heroes need to be restricted, then perhaps a mix of specific coves and Courageous tokens might work? Either way, I would love to see any changes that moves the Heroes Lightning round rewards towards a much more transparent reward structure like the Villain LR's rewards.
Thanks for your time.
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Comments
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Don't worry, Villain LRs will soon enough have the same format0
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Lol. I'll continue to believe the glass is half full - and if they can address it, they will.0
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After some time the other LRs get boring fast too -- if at least the buffs were sensible, making the leader buffed significantly more than others. The way it is, with 3 featured characters you run the exact same team really, and it is a terrible waste of diversity.
Just imagine if buffs were like 100%+ on leader (as now) and only +40% or +60% or +40 lvl on the others?
And yes, the prizes in hero LR is a bummer.0 -
Seem you can change the title to just "LR: ..."0
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Lightning Rounds - Get the prizes fixed so we can see what we are playing for!
I am not wasting time and resources trying to win something in all probability will be of no use to me, been there, done that.
Giving these LRs a wide berth till they realize that we are not sheep.0 -
blackheart5 wrote:Giving these LRs a wide berth till they realize that we are not sheep.0
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Still the best source of grindable ISO in the game I mean I ground out almost 10k in one round I just wish they would run them all the time instead of a handful of days. It would kill off the dead time you sometimes hit with nothing to do.0
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Riggy wrote:blackheart5 wrote:Giving these LRs a wide berth till they realize that we are not sheep.
So....... they're now similar to useless the Shield simulator!? Don't play for prizes? C'mon, that's totally brushing off how awful the recent change is. Villain lightning rounds are now pretty useless. There's no point grinding for 90 minutes to have a better chance of pulling bagman instead of the villain you just used for 90 minutes. You now only have a 2%-3% chance of winning the villain whose lightning round you participated in?!?? That's downright pathetic.
There's no reasonable excuse for this change and there's no excuse for not communicating it to the player base.0 -
Ben Grimm wrote:MikeHock wrote:There's no reasonable excuse for this change and there's no excuse for not communicating it to the player base.
They tend to be much better at communicating ideas they think we're going to like than ones they know we're going to hate.
Which explains why we never get to hear anything substantial before its in a patch two days away. ::rimshot::0 -
MikeHock wrote:Riggy wrote:blackheart5 wrote:Giving these LRs a wide berth till they realize that we are not sheep.
So....... they're now similar to useless the Shield simulator!? Don't play for prizes? C'mon, that's totally brushing off how awful the recent change is. Villain lightning rounds are now pretty useless. There's no point grinding for 90 minutes to have a better chance of pulling bagman instead of the villain you just used for 90 minutes. You now only have a 2%-3% chance of winning the villain whose lightning round you participated in?!?? That's downright pathetic.
There's no reasonable excuse for this change and there's no excuse for not communicating it to the player base.
Mind you, I'm not disagreeing. The rewards are terrible. But they're also more on scale now with every other tourney for the ratio of tourney length to prizes. So yeah, it sucks, but not unexpected.0 -
Only started to get really involved in the LRs 4 weeks ago, and now I see no point. I could agree with diabolical/courageous tokens as rewards, but only if they had a much better chance at the featured characters. Double is insulting for how difficult the LRs actually are. Or put them into smaller brackets (maybe 1 or 2 thousand). As they currently stand, I can't see a reason to participate.0
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Never ever met this amount of tank teams in LR. It was little tempting to go ahead on the easy points. Still I dropped out somewhere between 100-200 and switched to tank team myself. Let those who still collect **s fight for 1 or 2 hawkeye tokens. This is just pathetic.0
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