Powers that get worse with higher levels
helix72
Posts: 996 Critical Contributor
There are several characters that have powers that get worse in some way as the character's level increases. One example is Valkyrie--the higher her level, the higher the damage threshold you have to inflict before you collect on Bounty Hunter. Another example is Gr4cket, where Don't Push This Button's damage goes up, but so does the self-harm from matching it away before it goes off.
Am I the only one that thinks this counter-intuitive? Shouldn't powers get better the higher the level of the character? Kinda like being more proficient at the ability?
What character do you think has it the worst by their powers getting less useful the higher they are leveled?
Note--don't confuse higher level with more covers, there are some powers where more covers make it better while more character levels make it worse.
Am I the only one that thinks this counter-intuitive? Shouldn't powers get better the higher the level of the character? Kinda like being more proficient at the ability?
What character do you think has it the worst by their powers getting less useful the higher they are leveled?
Note--don't confuse higher level with more covers, there are some powers where more covers make it better while more character levels make it worse.
Tagged:
0
Comments
-
Anything that requires you taking damage. Like both dead pools, hulk, 5 star black panther
2 -
These powers don’t “get worse”. They simply scale with that character’s level, which is to be expected. Because higher-level characters obviously do more damage, which is in keeping with the increased damage requirements. Look at the numbers:
lv78 Valkyrie with 5 in Red and Black
Red does 5 x 889 = 4445 damage.
Black requires 1437 damage.
lv278 Valkyrie with 5 in Red and Black.
Red does 5 x 1700 = 8500 damage.
Black requires 2753 damage.
In both instances, the damage required by Black is about 32% of the maximum damage Red is capable of doing.
Sure, in a vacuum such powers seem to get worse with every increased level. But such powers aren’t meant to be considered in a vacuum; you have to look at other factors, and try to keep everything else as constant as possible.
Like for R4G. Yes, the self-damage from Green increases as their level goes up. But you also need to take into account that their health increases as well, so it balances out.4 -
What’s really happening is that the thresholds are harder to hit when your opponents are lower level. And it’s more likely that your opponents will be lower level (relatively) the higher level you are.
Note that, I’m many cases, the damage thresholds do go down as you put more covers into them. So in that sense they do get better as they’re levelled.
0 -
BlackBoltRocks said:These powers don’t “get worse”. They simply scale with that character’s level, which is to be expected.
Sure, a player is going to eventually face stronger enemies, but that process is gradual. SCL is a 'vacuum' of sorts. So if a player is consistently playing in the same SCL for a while, enemies are stagnant in their level and 3-star Hulk's black is less and less effective with every level he goes up.Sure, in a vacuum such powers seem to get worse with every increased level. But such powers aren’t meant to be considered in a vacuum...9 -
Things that scale in ways that don’t help...
Damage from Thanos to own team
Things that create special tiles for the other team - TheHulk- Smartest guy in the room
Black panthers red - takes more damage to set it off.
and a little different...
5* Strange not having healing like 3* does
0 -
I don't Think self-harm Powers Count unless the self-damage increases more than the character's hit Points do.
0 -
BlackBoltRocks said:These powers don’t “get worse”. They simply scale with that character’s level, which is to be expected. Because higher-level characters obviously do more damage, which is in keeping with the increased damage requirements. Look at the numbers:
lv78 Valkyrie with 5 in Red and Black
Red does 5 x 889 = 4445 damage.
Black requires 1437 damage.
lv278 Valkyrie with 5 in Red and Black.
Red does 5 x 1700 = 8500 damage.
Black requires 2753 damage.
In both instances, the damage required by Black is about 32% of the maximum damage Red is capable of doing.
Sure, in a vacuum such powers seem to get worse with every increased level. But such powers aren’t meant to be considered in a vacuum; you have to look at other factors, and try to keep everything else as constant as possible.
Like for R4G. Yes, the self-damage from Green increases as their level goes up. But you also need to take into account that their health increases as well, so it balances out.
R4G is even worse in the same scenario, because team damage goes up but only 1 team members health goes up.0 -
XFDP and Thing are the first that come to mind.
You can argue that they don’t get worse, but the fact is that their passives will trigger less often when they’re boosted. It’s pretty significant when 5* match damage will trigger XFDP unboosted, but not when he’s boosted.
I don’t know that it needs to be “fixed”, but one solution would be to have a hard cap on the triggers. If XFDP’s cap was 1800, he’d be much more useful boosted against 5*.1 -
Valkyrie, XFDP and Thing are the prime examples and were probably mentioned a few times above me.
0 -
Dormammu said:I think what the OP is getting at is the powers don't improve. As characters level up, health goes up, match damage rises, and damaging powers increase to do more damage. But take 3-star Hulk's black Anger ability, for example; it triggers when Hulk is damaged for 5% or more of his health, so arguably it gets worse as you level him up and increase his health pool. It never generates more green. The countdowns don't reduce in time. The power never improves, it simply triggers less often the higher level you go.Powers aren't meant to improve with levels. They improve with covers. They should have the same, consistent effect at each character level, but with varying effectiveness based on how many covers they have.Hulk's black is not a great one to study for consistency as although the percentage of max health damage he needs to take remains the same despite his maximum health increasing with level, it's also dependent on who he's fighting and how hard they're capable of hitting him. At level 250+, i.e. nearly or fully max-champed or boosted, it means he needs to be fighting some seriously heavy hitters in order to have Anger reliably triggering - only 5-star opponents are commonly able to hit for ~1000 on match damage alone, everyone else needs to have strike tiles out or be using powers. PVE opponents almost never reach those levels.0
-
CNash said:Powers aren't meant to improve with levels. They improve with covers. They should have the same, consistent effect at each character level, but with varying effectiveness based on how many covers they have.Hulk's black is not a great one to study for consistency as although the percentage of max health damage he needs to take remains the same despite his maximum health increasing with level, it's also dependent on who he's fighting and how hard they're capable of hitting him. At level 250+, i.e. nearly or fully max-champed or boosted, it means he needs to be fighting some seriously heavy hitters in order to have Anger reliably triggering - only 5-star opponents are commonly able to hit for ~1000 on match damage alone, everyone else needs to have strike tiles out or be using powers. PVE opponents almost never reach those levels.
Which kind of makes sense. The stronger you are (i.e. the more health you have) the more is should take for an opponent to make you angry. If you only have 100 health someone hitting you for 50 health would probably make you angry. If you were at 1000 health that same 50 point hit probably would be laughed off instead of making you angry.
2 -
It's also a difficult issue to resolve differently than it's being done today. Clearly, having (for example) Hulk's damage threshold be the same 5% of his starting 2790 HP (ie, 150) no matter what level he is would not be a good solution. 3* Captain Marvel would similarly be horrible to play against if she generated 8 AP every time she took 223 damage.
So not scaling at all is obviously not the answer, and if normal HP or power scaling is also not desirable, then... what else?0 -
Does Hulk scale with his current health, or his current maximum health?0
-
Dormammu said:CNash said:Powers aren't meant to improve with levels.CNash said:Powers aren't meant to improve with levels. They improve with covers. They should have the same, consistent effect at each character level, but with varying effectiveness based on how many covers they have.
Interestingly, I'm guessing this was less of an issue with roster-based scaling, when enemy levels actually did increase along with your character's levels.
I'm thinking, actually that the main place this is actually an issue is with boosted characters, as Broll mentions above, although I think it's really only isolated to some specific ones, namely, characters who are already bad.
For example, a fully leveled 266 3* Hulk has 18240 HP, and so triggers Anger when taking 912 damage.
Boosted to level 412 in his PVP event, he has ~52430 HP, and so only triggers Anger after taking 2622 damage, nearly 3 times more (he does, of course, have nearly 3 times the health, for what that's worth).
For regular weekly boosts, at level 367, he's still got a respectable ~37,065 HP and triggers Anger after taking ~1853 damage.
In most cases, boosted characters have enough additional utility or damage that being boosted is, overall, still immensely better. For Hulk, I'm guessing that's not the case since he's pretty bad otherwise and still doesn't really bring much to a team if he's not consistently generating Anger tiles.
1 -
Dev's do in fact read the suggestions pages. If you find something is too far out of balance, and you think you have a good solve, toss it over in here: https://forums.d3go.com/categories/mpq-suggestions-and-feedback
Can't wait to see some solutions!0 -
Necrocap's Yellow is worse when you go over 4. Then it revives Thor above 50%, so no passive goodness.0
-
This content has been removed.
-
shartattack said:Necrocap's Yellow is worse when you go over 4. Then it revives Thor above 50%, so no passive goodness.
0
Categories
- All Categories
- 44.8K 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
- 13.6K Magic: The Gathering - Puzzle Quest
- 503 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 421 MtGPQ Deck Strategy & Planeswalker Discussion
- 298 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