Speed and New Releases
Dormammu
Posts: 3,531 Chairperson of the Boards
I was just looking over the Namor announcement and noting his AP costs. Every time a new character is announced or released the AP costs of their abilities play a large role in determining if said character is 'good' or 'bad'. This is because speed rules the meta. This is not news. Speed has ruled the meta since launch when 3Magneto and Ragnarok were unstoppable forces of destruction. So looking at Namor, he seems 'bad' at first glance.
This has been an alarming trend among newer releases. Take Emma Frost, a classic example of this trend; a nifty concept for a character who is completely spoiled by the obscene cost of her powers. Why do we consider the last two 5-star releases, Kingpin and Cable, to be 'bottom tier'? High AP costs. Too slow. They simply can't compete against the meta; they have no chance. They don't have time to gather four (or more!) matches of a color before the freight train that is Grockitty runs them over. There's no time to set up while withstanding that onslaught.
The developers should have recognized this a long time ago. Any new character released with three expensive powers is considered immediate rubbish. No one wants them. No one will use them. A character should have at minimum one cheap(ish) power or an accelerating passive. Now, I'm not saying we should go back to the days of Magneto annihilating everyone for 2AP, but speed is critical in both modes of the game (PvP & PvE).
As players, we don't need more bench-warming obsolete relics that are only rostered because of essential nodes. We need the meta to expand, and the meta can expand. PvP doesn't have to be nothing but Thor/Okoye or Kitty/Grocket at the 5-star tier. It doesn't have to be nothing but Medusa, Grocket, and Gamora at the 4-star tier. Thanos doesn't have to be the only answer in PvE. We can have those things and something else.
But for that to happen, the developers need to start recognizing they have created a culture of speed. How fast can I do three clears in PvP before shielding? How fast can I do 40+ node clears in PvE so I can get top 10? How can I be faster-quicker-go-go-go?
Simply said, characters with three massive AP costs need to be a thing of the past.
This has been an alarming trend among newer releases. Take Emma Frost, a classic example of this trend; a nifty concept for a character who is completely spoiled by the obscene cost of her powers. Why do we consider the last two 5-star releases, Kingpin and Cable, to be 'bottom tier'? High AP costs. Too slow. They simply can't compete against the meta; they have no chance. They don't have time to gather four (or more!) matches of a color before the freight train that is Grockitty runs them over. There's no time to set up while withstanding that onslaught.
The developers should have recognized this a long time ago. Any new character released with three expensive powers is considered immediate rubbish. No one wants them. No one will use them. A character should have at minimum one cheap(ish) power or an accelerating passive. Now, I'm not saying we should go back to the days of Magneto annihilating everyone for 2AP, but speed is critical in both modes of the game (PvP & PvE).
As players, we don't need more bench-warming obsolete relics that are only rostered because of essential nodes. We need the meta to expand, and the meta can expand. PvP doesn't have to be nothing but Thor/Okoye or Kitty/Grocket at the 5-star tier. It doesn't have to be nothing but Medusa, Grocket, and Gamora at the 4-star tier. Thanos doesn't have to be the only answer in PvE. We can have those things and something else.
But for that to happen, the developers need to start recognizing they have created a culture of speed. How fast can I do three clears in PvP before shielding? How fast can I do 40+ node clears in PvE so I can get top 10? How can I be faster-quicker-go-go-go?
Simply said, characters with three massive AP costs need to be a thing of the past.
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Comments
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Well said. I continually question how much the devs actually play the game and you summed up very nicely why I believe they do not play the game, nor understand how we play it, at all.
How could anyone look at Namor's design and think "Yep, we sure created a unique and fun character that many will enjoy using".
I don't think Devs understand the importance of speed to 75-80% of us. The recent release of characters makes me think they are out of touch with the actual game itself.5 -
Demi has been trying to create a viable path for slower gameplay styles for years now. They love high-cost powers tied to slow, CD- or repeater-based effects (caboe blue, Loki green, doc oc green, etc). Even when interesting and well designed, these powers are basically useless in the meta, let alone incredibly bad mechanics like original doc oc green or wasp's swarm.I just don't get it. It's like they refuse to understand that speed dominates the meta for almost entirely extrinsic reasons related to scoring and placement, rather than amy failure of character design. If you want to get the best rewards, then simply winning all your matches isn't enough. You have to win fast (and reliably) enough to grind optimally in pve or shield hop safely in pvp. And when you ask players to play as many 70+ matches a day, then we will obviously look for faster teams.So long as those factors remain the same, speed will continue to dominate, and Demi will remain unable to design a slower character that anyone wants to play.
//Removed Profanity -Brigby10 -
They can't fix the speed meta tho. Speed isn't just about rewards in the meta, its part of every single match. The longer the match goes on, the more match damage you take and the more ap the enemy gets, the more likely you are going to lose.Maybe they are trying to fix it by having more death mechanics. It was just Phoenix for a while, but now there's Cap, Loki, and GEDoom.I don't think a 3 expensive power character is necessarily a bad thing if handled well. If a power is good enough we really only need the one, we can just ignore the others. Namor is kinda like Mordo or Sandman. Most people rate them very low, but then some defenders come out to say they use them a lot for their one good power. Problem is none of Namor's powers are that good.0
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They understand it, they have already said they are looking at halting it somehow. That’s probably why they are not adding to the problem and those characters might become more relevant once they sort out the thanos and co issues.
but then you run into the problem of upsetting people who are used to 20 minute pve clears.2 -
high cost is fine. You just have to use accelerators. Both Thor and Okoye have fairly expensive powers but that's all mitigated by thor's 1/2 passive. There are quite a few chars that shine with you pack them with the right accelerator partners.0
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Straycat said:They can't fix the speed meta tho. Speed isn't just about rewards in the meta, its part of every single match. The longer the match goes on, the more match damage you take and the more ap the enemy gets, the more likely you are going to lose.Maybe they are trying to fix it by having more death mechanics. It was just Phoenix for a while, but now there's Cap, Loki, and GEDoom.I don't think a 3 expensive power character is necessarily a bad thing if handled well. If a power is good enough we really only need the one, we can just ignore the others. Namor is kinda like Mordo or Sandman. Most people rate them very low, but then some defenders come out to say they use them a lot for their one good power. Problem is none of Namor's powers are that good.I think this is missing the point in the same way that Demi is missing the point.Demi keeps trying to make characters with viable, longer-run designs intend to help them outlast the opposing team. 5* kingpin is a clear example of this. His black defensive tile + his ap-drain abilities are clearly meant to help help him survive long enough for his green and blue damage abilities to add up. They keep on trying to make this type of character, let's call them "slow and steady" characters, with mixed success (kingpin and wasp are very bad, Loki is meh, 4* cage is a great example of this design ethos working well in that tier).But it just doesnt matter because of factors that have nothing to do with character design at all. Phoenix' green for was far and away the most efficient aoe power in the game when released, even with the self damage. But no one cared because playing with the intent of resurrecting her to use that aoe would more or less make optimal pve grinding and 3 match shield hops impossible. So everyone played her 3/5/5, ignored her green entirely, and dropped her for better 5*s as soon as they came out (which took a while actually, probably until BB).Adding more, better 'slow and steady' characters won't fix the problem. Character design cannot solve a problem with the game's scoring mechanics.
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I think the devs are in a catch 22. It seems clear that a increase in speed over current options is not what they want. You say (not directed at the OP, lots of people say this) "this character is garbage", "they aren't fast enough", "the devs must be <fill in the blank with your insult of choice>". The mechanics of winning a match quickly are fairly easy to design around and the developers could easily make a faster character, say, every 6 months to create a meta for people to chase.
Except.
How fast can you truly get? How quickly should a match be over with? There is an upper bound where you aren't playing a puzzle game at all. You are just playing a tapping game (there are plenty of those if you are interested in that). Maybe Marvel needs one of those.
I take my boosted champed Kitty and Rocket, and matches are over in somewhere around 20-30 seconds. I perhaps spend more time selecting the match, tapping the buttons to get into it, accepting the rewards. Maybe just as much. Anyway, is the problem that the interface is too slow or that your roster is just so fast that the ratio of interface manipulation vs time in match has gotten way out of whack with the design intent? People ask the devs to cut back on the taps between matches because its sooo slow and taking too much time. That is completely understandable; and yet, in a game where you had fewer matches that took longer, you probably wouldn't worry much about the between match interface.
Look at the top 4* and 5* character, in terms of use. Rocket and Thanos. Both about 2 years old. The developers are not unable to design faster characters, they simply don't want to do that. The matches, I believe, already are over as fast as the developers every really want them to be. Top players take Thanos and Rocket to every single match in PVE and have clear times around 30 minutes every time (sometimes less).
The game continues to ask a lot of matches to be cleared by players who are interested in top rewards. We just got another grindy event with a timer which will appear once a week. And so players want to clear as fast as possible because that is precisely how you get the top rewards.
Can the game evolve in some way to somehow not demand a rise in time spent but introduce slower, more interesting characters that players want to use? (Seems unlikely to me.)
I think looking for a newer faster meta is going to only result in disappointment. I blame no one who decides enough is enough.
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Once you set the speed limit to 65 MPH there's no going back. If you change it back to 55 MPH everyone is still going to want to drive 65. I agree the game (or meta) doesn't need to be any faster, but I think characters need to have more balanced AP costs. Releasing a slog of slow-playing high-cost characters isn't going to make the playerbase suddenly want to go slower. They can't, because the fast characters will still be out there and they'll lose.
A character doesn't need 3 powers where two of them cost 11-12 AP and a third that costs 9. Have one ability be a passive, or only cost 5-6 AP. I look at a character like Vulture as well-designed, with abilities that cost 6, 9, and 10 AP which synergize well with each other and others. He's not going to win you the match in 4 turns but he's also not a rhino in the mud slogging you down, like some of these other recent releases.6 -
Not every player plays for speed. The number of competitive players in PvE or even PvP are not more than top 50 on average, which is 5% per 1000 players. It doesn't make logical sense to design character based on just 5% of the playerbase.
Anyway, this was answered back in 2014:Q: At the top of the leaderboards, Versus is geared towards playing fast (to avoid being hit while unshielded) rather than playing creatively with diverse rosters. The 'fastest' teams dominate. Are you comfortable with this element of the game?- A: Yes and no: In any multiplayer game, high-end competition is going to be a somewhat different game than what most people are playing. There are fewer viable strategies and they’re typically a little less expressive and creative. We’re comfortable with the fact that some of the characters we release won’t find a role in that environment and are just there to be fun and interesting for folks that are less focused on being at the top. We do want the top of the leaderboards to be an interesting place to be, and intend to continue shaking things up with new characters and balance changes when we see a single team composition dominating. But speed will probably always be more important at the top than it is for most players.
This might look dated, but looking at past few releases, it still seems to be pretty true.9 -
I agree with all of this......In the beginning, matches took longer, strategies were slower. People still made fast teams, but fast back then is slow now. The game has always rewarded fast play, but when you run out of health packs, you choose slower more resilient teams. There are several factors that have created the current fast environment:
1) placement rewards drive the need for speed
2) increased health packs to 10 allows "reckless" playing
3) offensive passive powers, like Thanos, Grocket, Medusa, etc give players faster teams
4) AP batteries, like Thor, allow faster play too.
The only way to slow down the game is to remove everything mentioned above. You would have to gut and remake the entire game. So, there's no going back now. In order for new characters to be useful, they need to be either: fast in offense, very defensive, create winfinite combos or specialize in boss battles or waves. Everything else will sit the bench and be farmed for rewards.0 -
HoundofShadow said:Not every player plays for speed. The number of competitive players in PvE or even PvP are not more than top 50 on average, which is 5% per 1000 players. It doesn't make logical sense to design character based on just 5% of the playerbase.
Anyway, this was answered back in 2014:Q: At the top of the leaderboards, Versus is geared towards playing fast (to avoid being hit while unshielded) rather than playing creatively with diverse rosters. The 'fastest' teams dominate. Are you comfortable with this element of the game?- A: Yes and no: In any multiplayer game, high-end competition is going to be a somewhat different game than what most people are playing. There are fewer viable strategies and they’re typically a little less expressive and creative. We’re comfortable with the fact that some of the characters we release won’t find a role in that environment and are just there to be fun and interesting for folks that are less focused on being at the top. We do want the top of the leaderboards to be an interesting place to be, and intend to continue shaking things up with new characters and balance changes when we see a single team composition dominating. But speed will probably always be more important at the top than it is for most players.
This might look dated, but looking at past few releases, it still seems to be pretty true.I understand this totally and I also believe you are right that only 5% are playing for speed.That said, the bigger problem is that they aren't even making these characters interesting if you are a player not playing for speed. New mechanics or unique combos are needed on these slower characters. The rebalance to Mr F is a classic illustration of this issue where his unique power (swapping tiles which at 4* level only he and Coulson have) was removed. I honestly think players would have been a lot less annoyed at the rebalance if the tile swap was left in place on the Blue power (even if the rest of it changed to it's new functionality).The other thing is that when they release dead-in-the-water characters like Emma or 5* Banner etc they don't address them in anything like a remotely timely manner. We recognize that Namor is way to cumbersome to be even in the upper half of 4* land but a few minor tweaks to give unique skills (letting player select where the trident hits even if part of it goes off the board so you can target enemy specials and letting player select which enemy AP pool to drain) would help him a lot. But waiting 1-2 years for this just makes him rot along with a bunch of other characters who could be improved with similar minor tweaks rather that major reworks.KGB4 -
Hound,Sure, the speed game is most important for the to 5 or 10% of players.But it also matters for less competitive players for to pure volume. Mpq rewards players for dozens of matches per day. Faster matches mean more/better rewards per hour played even if you never place in the top 100.Sure, you might say that there is more to mpq than rewards. But I sort of disagree; it's a roster building game and rewards = bigger/better roster. It's as close to a sine qua non as any entertainment product can get.3
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And then we loop back around to how the game needs some more interesting, thought out styles of event. Things that bring the 'Puzzle' back into the game. Then you either have them without placement rewards, or with placement decided by a method other than pure speed. Then some other characters become viable because the meta for one event/situation wouldn't always be the same as the meta for another. And if you need to double the rewards for each battle because they average out as taking twice as long, so be it. Ultimately, if you make the battles/events more interesting and varied, more people will stick around or spend extra time playing the game anyway.This is why I used to really like Boss/Alliance events - they had some differing mechanics that forced you to think a little differently to win. Unfortunately, because they never freaking update anything, there's no need to think at all for Boss events any more if you're in 5* territory because you can brute force everything with ease. You shouldn't have to make events interesting for yourself by using teams/characters that are below your best option just for the sake of it - the game should be offering events that force you to consider those characters because they're the best option. And then maybe some of these characters that are instantly dismissed by most of the player-base would be viable, because they'd do something that would actually be useful in a paticular corner of the game.10
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My opinion is that there are more than speed and rewards to MPQ. When I first started playing MPQ in late 2017, I was overwhelmed by the number of characters in the game. It took me a while to rationalize things. I went through every single character ability in-game, categorize them and simply prioritize them for each tier, according to whom I like best. I'm aware that not every character is my cup of tea. My plan doesn't always work out and I have to champed some other 4* characters who are not in my priority list. I simply re-look at that character and adapt.
As for character abilities, some players like tiles destruction, some like to watch their opponents get stunned, some like to watch their special tiles buffed up turn after turn etc. There are different strategies catered to different group of players. Just because 5% or 10% of the players are speeding or bruteforcing through the game doesn't mean that every single character has to be catered to them, and designed with these players in mind.
In any game, you have to cater to at least two group of players: competitive and non-competitive players. That explains the difference in rewards and whether that character is the new meta.
As for MPQ is all about speed, like what other posters said, how fast do you want a match to end? 10 seconds? 20 seconds? 3 turns?
I se a lot of unhappy players commenting everytime there's a new event because the rewards aren't as good as CoT or maybe Palace of Power. They can't play MPQ without putting rewards on the top of the list. That's why they are usually unhappy. In their mind, every new event rewards must be as good as the event with the best rewards, if not better.
As for challenges, the last few times the devs came up with something challenging, we got tons of crying: Fight for Wakanda, Palace of Powers and Sinister 600.
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We just need different game modes where other factors are important:
- Board shake (e.g. destroy X tiles in X time, match tile X for a Y number of times)
- Damage avoidance (e.g. enemy spams damage after x rounds and you need a combo of healers, protect tiles or damage denying abilities)
- No passives/special tiles (e.g. only active abilities can damage opponent)
- Team Lockouts (e.g. you can only use a member of your team once per slice, no 5*s)
- Balance of Power PvE (i.e. all characters operate at level 550, or 250)
- Single or Two character matches (e.g. incentive to use perfect counter to a specific character or character combo)
- Hoard Mode (e.g. character can only cause damage to opponents after round 10)
- No Tanking (e.g. all characters share damage equally)
We are already have Kaecilius and Apocalypse as good examples of this concept where conditions need to be met for victory.
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I agree that speed is important to more than just the top 5%. Way more than 5% run Grocket. In fact, he’s the MOST used 4*. Thanos is the most used 5*. These are facts, not speculation. The reason is simple. Today I played DDQ, some Lightning Rounds, PVP, and 2 PVEs (thanks to Support Circuit). I have yet to jump into Shield Sim yet. That’s a lot of matches. And they take time. Even if you’re not competitive or don’t play every event, the game is time consuming. Speaking personally as someone more competitive, if they lowered the wins from 75 or lowered clears from 7 I might engage slower characters, but as it stands I tend to play whatever is fastest just to finish more matches per time spent regardless of where I place.5
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Passives changed everything.We all know that passives rule the meta, when passives have requirements players will do whatever they can to influence things to take advantage (Half health Thor). What can be quicker than 0AP? Any character who doesn't have a passive needs to have lower AP costs to compensate or they are cast adrift. I have a 0/2/2 Kitty Pryde and she is fine but she can't be Gritty without that passive and thus I am not annoying people in SHIELD Sim.Personally I like using my roster and am not anywhere near the top of the scoreboards, so I'll use sub-optimal characters but that said I still see the value of a Rocket/Groot speed in PvE because it is timesink regardless of scoreboards.2
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marshall said:We just need different game modes where other factors are important:
- Board shake (e.g. destroy X tiles in X time, match tile X for a Y number of times)
- Damage avoidance (e.g. enemy spams damage after x rounds and you need a combo of healers, protect tiles or damage denying abilities)
- No passives/special tiles (e.g. only active abilities can damage opponent)
- Team Lockouts (e.g. you can only use a member of your team once per slice, no 5*s)
- Balance of Power PvE (i.e. all characters operate at level 550, or 250)
- Single or Two character matches (e.g. incentive to use perfect counter to a specific character or character combo)
- Hoard Mode (e.g. character can only cause damage to opponents after round 10)
- No Tanking (e.g. all characters share damage equally)
We are already have Kaecilius and Apocalypse as good examples of this concept where conditions need to be met for victory.
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They need to have ability to stop passive for at least 1 turn or at the start of the battle or something, will be interesting if that happen.For new character that come out on the future, I hope developer will design character ability that interact well with older/lower tiers characters so that those character can be useful. (e.g like 4* Spider-man that make Miles and Gwen become better).0
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Vhailorx said:Straycat said:They can't fix the speed meta tho. Speed isn't just about rewards in the meta, its part of every single match. The longer the match goes on, the more match damage you take and the more ap the enemy gets, the more likely you are going to lose.Maybe they are trying to fix it by having more death mechanics. It was just Phoenix for a while, but now there's Cap, Loki, and GEDoom.I don't think a 3 expensive power character is necessarily a bad thing if handled well. If a power is good enough we really only need the one, we can just ignore the others. Namor is kinda like Mordo or Sandman. Most people rate them very low, but then some defenders come out to say they use them a lot for their one good power. Problem is none of Namor's powers are that good.I think this is missing the point in the same way that Demi is missing the point.Demi keeps trying to make characters with viable, longer-run designs intend to help them outlast the opposing team. 5* kingpin is a clear example of this. His black defensive tile + his ap-drain abilities are clearly meant to help help him survive long enough for his green and blue damage abilities to add up. They keep on trying to make this type of character, let's call them "slow and steady" characters, with mixed success (kingpin and wasp are very bad, Loki is meh, 4* cage is a great example of this design ethos working well in that tier).But it just doesnt matter because of factors that have nothing to do with character design at all. Phoenix' green for was far and away the most efficient aoe power in the game when released, even with the self damage. But no one cared because playing with the intent of resurrecting her to use that aoe would more or less make optimal pve grinding and 3 match shield hops impossible. So everyone played her 3/5/5, ignored her green entirely, and dropped her for better 5*s as soon as they came out (which took a while actually, probably until BB).Adding more, better 'slow and steady' characters won't fix the problem. Character design cannot solve a problem with the game's scoring mechanics.Richyyy said:You shouldn't have to make events interesting for yourself by using teams/characters that are below your best option just for the sake of it
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