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.
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.
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.
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