Health pack system change
Currently, the health pack system is significantly flawed. In order to keep a team going, a team must contain either OBW or Spidey. I have noticed every team I play against have either of these characters. As a result, different teams and playstyles are impossible. I can't make a different synergy team or rainbow team so that I can avoid Thor's 8-hour heal time. I know other characters that are 3-star can be worse. I have seen other F2P games which use a regem system but are a lot more forgiving, allowing you a certain number of uses of a character before you must switch and the number of uses regenerates over time. I'd like this system so that we could use our entire rosters instead of a total of 3 characters.
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Careful what you say. These forums have ears. They may end up removing heal abilities altogether.0
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I agree actually, I'm all up for healing characters, but the health system is broken here... I tried using Hulk, Thor and Magneto once, but once Magneto got downed and Hulk hit 20% life and Thor reach less than 100, I found myself hitting story mode with Black Widow to bring those 2 back to life... Now Magneto (my use of blue and pink AP if you couldn't guess), I then traded for Black Widow once again to keep these 2 characters at full health... I can literally go online right now (00:00, midnight) and play till 01:00 and count the amount of Black Widow, Thor, Spidey, Wolverine, Daken and Punisher teams there are... It will be guaranteed every fight tbh... Now with almost everyone using these 6 characters, I don't spend my ISO any more I just use Black Widow and Thor plus the main character of the event because it's the easiest and best solution to the "use almost 0 health pack", situation... Somethings got to give... I want to be able to use other characters, but what's the point when they are downed, it's over!0
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What if you kept the same health pack system, but splintered it. Each character gets a certain number of heals (let's say 3), and those regenerate independently. I doubt such a system would be enacted since it would require a major overhaul of the game's code though.0
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Pwuz_ wrote:What if you kept the same health pack system, but splintered it. Each character gets a certain number of heals (let's say 3), and those regenerate independently. I doubt such a system would be enacted since it would require a major overhaul of the game's code though.
Other games gave this and it isn't bad. I think if you kept it client side, you would be OK and run a simple check before starting a match in place of the current health system.0 -
or even just adding health packs as a chance of a reward after a win would go a long way, make it the same chance as a cover.
so after any fight you have a chance to win, iso, a cover, or a health pack, and then cap the number of packs you can have at 10 so people just dont horde them up to 40 or something0 -
I'm pretty sure Health Packs already max at 10. When I 1st started playing, I didn't realize that they would recharge for the 1st 5. Especially when I was still using a low level Iron Man & Storm, it was only a few minutes for them to fully recharge naturally. I started using my health packs when the Prologue kept giving me more, and I couldn't increase beyond 10.
That said, early on, I would have gladly taken Iso over Health Packs as rewards. I just think that the cost is kind of insane (I wasn't paying close attention one morning and ran out and before I realized what happened, I accidentally bought a 5-pack).
Though if the cost was lowered to anything besides HP, I think it would favor higher level players over lower level players too much. Why can't it just be 25 HP for a 5-pack? Who seriously would spend 25 HP on a single?0 -
One change I'd like to see is that buying a health pack is counted as a bonus rather than taking the place of a recharge. So if I'm out and buy 5, stop playing and come back 3 hours later, I have 10.0
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With the nerf to Spidey, healing is going to have to change. Charging HP for health packs should never have occurred in the first place, but now it is really problematic. Prologue healing is going to be nearly impossible when you have characters who need 8-10k healed and it takes 3-4 rounds to restore their health between battles. Waiting for them to heal naturally is not an option, because that means hours between battles.
So either return health packs to costing ISO or just consider eliminating healing altogether. Frankly what purpose is served in the game by making us wait for characters to recover? Eliminating healing between matches also would eliminate other problems with the game -- rampant scaling because players heal in battle because they are afraid of being unable to move on to the next match; over-reliance on healers (maybe we wouldn't see so much OBW). Giving Spidey and OBW different powers probably could be done without screwing up their characters any more than they already have been screwed up.0 -
One tweak I would like is to change healing time from a character's star rating to their level.
My beef is that if I'm playing a tourney with a low-level required 3*, it's pretty harsh to have them sit 50:00 when they start with < 1500 health.
I'd rather have 10:00 recover for any character at less than level 51, 20:00 for less than level 86, and 50:00 for less than 142.0 -
I assume the current system is mainly because of PVP. For PVE I would use the following:
Damaged characters are back to full health after a fight.
Downed characters will take time to revive (with full health) or you can use health pack.
What I dont know is how this would have effect on:
- retreat (would probably down all your characters, which is harsher than current)
- PVP (lets you abuse heavy hitter teams)0 -
BearVenger wrote:One tweak I would like is to change healing time from a character's star rating to their level.
My beef is that if I'm playing a tourney with a low-level required 3*, it's pretty harsh to have them sit 50:00 when they start with < 1500 health.
I'd rather have 10:00 recover for any character at less than level 51, 20:00 for less than level 86, and 50:00 for less than 142.
If downed recovery time was tied to level, it should be on a level by level basis. That would help new players as well. I'd go as far as to say use the current times as the base for maxed level characters, and work backward from there.0
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