Captain Hammertime and his broken friends
Comments
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Bishop and Worthy are fine, as is, imo.
Yes, they require more thought and, often, more time to defeat (which is an issue for many, due to how the game has built itself towards speed in recent years) than what people are used to. The truth is, they are not difficult to counter IF you have a deep roster -- and this is where the problem lies. Dilution needs to be addressed, particularly in regards to 5* classics... making feeders for all classic 5*s a priority would be a huge help for those who need it.
For Gritty / Bishop, I've had tremendous success using: BSSM / SS / Chavez, BSSM / Bishop / Sabretooth. Will I occasionally lose? Yep. But that's the point, isn't it? 100% success isn't a reasonable expectation; bad boards or bad choices tend to be the only time I lose here... I'd say a win is roughly 95% assured as long as I don't screw up.
HE / Worthy: 5trange / Bishop / G4mora, 5trange / Bishop / 5piderman, Thano5 / 5piderman / Chavez, Cpt M4rvel / (any 4* stunner) / 4* JG, the list goes on.
The point is, you have to be creative; at the same time, you can easily see that both are greatly assisted by 5* classics that not everyone, particularly relative newcomers, has covered (or means to reasonably do so). This is why it's a dilution issue, which needs to be addressed. Hobbling new covers due to a dilution problem isn't the answer.
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Dhaunas said:Bishop and Worthy are fine, as is, imo.
Yes, they require more thought and, often, more time to defeat (which is an issue for many, due to how the game has built itself towards speed in recent years) than what people are used to. The truth is, they are not difficult to counter IF you have a deep roster -- and this is where the problem lies. Dilution needs to be addressed, particularly in regards to 5* classics... making feeders for all classic 5*s a priority would be a huge help for those who need it.
For Gritty / Bishop, I've had tremendous success using: BSSM / SS / Chavez, BSSM / Bishop / Sabretooth. Will I occasionally lose? Yep. But that's the point, isn't it? 100% success isn't a reasonable expectation; bad boards or bad choices tend to be the only time I lose here... I'd say a win is roughly 95% assured as long as I don't screw up.
HE / Worthy: 5trange / Bishop / G4mora, 5trange / Bishop / 5piderman, Thano5 / 5piderman / Chavez, Cpt M4rvel / (any 4* stunner) / 4* JG, the list goes on.
The point is, you have to be creative; at the same time, you can easily see that both are greatly assisted by 5* classics that not everyone, particularly relative newcomers, has covered (or means to reasonably do so). This is why it's a dilution issue, which needs to be addressed. Hobbling new covers due to a dilution problem isn't the answer.
everyone seems to want to agree to disagree here. 4* players are loving this cause they can punch above their weight class. 5* players hate this because they can't do the most basic thing in the game against these 2.
now we all appreciate your contribution and suggestions but you know as does everyone else that competitive pvp is not built around being 1 team. if it was this would be a non issue.0 -
jredd said:
everyone seems to want to agree to disagree here. 4* players are loving this cause they can punch above their weight class. 5* players hate this because they can't do the most basic thing in the game against these 2.
now we all appreciate your contribution and suggestions but you know as does everyone else that competitive pvp is not built around being 1 team. if it was this would be a non issue.
You talk about competitive pvp, but seem to want 4* players to not be able to compete? I understand the frustration in not being able to easily use a 5* only team in every match due to these 2 characters. However, true competitive pvp involves smart team building on both offense and defense -- not just being able to bulldoze everyone to a high score.
I understand it's frustrating, especially due to the course set by d3go over the past several years that has encouraged speed over strategy. You say that everyone knows that competitive pvp is not built around being 1 team; I agree, and I mentioned several different teams that can effectively counter the current metas -- this is why I consider it to be a non issue. The only issue is the lack of access to those counters for a large number of players, which is a dilution issue.
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@Dhaunas
If we could independently set the defensive team for pvp in this game, from the team we use on offense, I could agree more with your point of view.
But as it is, first - having the wide enough roster, and then second - being creative and beating (I believe that was a typo in the previous response you quoted?) one of these nasty teams will only result in (several? many?) other players with "average" and better 5* teams beat on you making you lose much more points than you have gained in the first place.
Also, the game favoring speed over anything else has been true from the beginning, not just last several years (which could still be technically correct though...).
And 5* rosters should definitely beat 4* rosters always for placement, if they wish to. If 4* players feel they are not able to win adequate rewards in pvp because 5* players are taking all the top spots, that's more a problem of poor use of different SCL's and rewards offered in them. Which also hasn't changed in last several years!3 -
Dhaunas said:Bishop and Worthy are fine, as is, imo.
Yes, they require more thought and, often, more time to defeat (which is an issue for many, due to how the game has built itself towards speed in recent years) than what people are used to. The truth is, they are not difficult to counter IF you have a deep roster -- and this is where the problem lies. Dilution needs to be addressed, particularly in regards to 5* classics... making feeders for all classic 5*s a priority would be a huge help for those who need it.
For Gritty / Bishop, I've had tremendous success using: BSSM / SS / Chavez, BSSM / Bishop / Sabretooth. Will I occasionally lose? Yep. But that's the point, isn't it? 100% success isn't a reasonable expectation; bad boards or bad choices tend to be the only time I lose here... I'd say a win is roughly 95% assured as long as I don't screw up.
HE / Worthy: 5trange / Bishop / G4mora, 5trange / Bishop / 5piderman, Thano5 / 5piderman / Chavez, Cpt M4rvel / (any 4* stunner) / 4* JG, the list goes on.
The point is, you have to be creative; at the same time, you can easily see that both are greatly assisted by 5* classics that not everyone, particularly relative newcomers, has covered (or means to reasonably do so). This is why it's a dilution issue, which needs to be addressed. Hobbling new covers due to a dilution problem isn't the answer.
When paired with Peggy none of the teams you listed would win even 10% of the time for HE Worthy. Strange is not an effective counter because 2/3 of your team is stunned and you're eating a 10k+ nuke. Your counter flame is also triggering Cap if Strange wasnt the one stunned.
The problem is fixed damage triggers rather than % based - this is what's causing problems between tiers. Bishop is currently at like 5.8% of his own hp pool to proc, that is far too low. Both he and cap should be about 10% of the target ally's hp. For instance, if the player was targeting Hawkeye, over 5k damage would need to be dealt before Bishop or Cap would jump in front. When targeting a 370 Groot, that number would drop to about 3k.
Switching to %s would introduce counter play (swap targets, dont necessarily take match 4/5s) while still being counters to Gritty (and not an entire tier in general)9 -
dkffiv said:Dhaunas said:Bishop and Worthy are fine, as is, imo.
Yes, they require more thought and, often, more time to defeat (which is an issue for many, due to how the game has built itself towards speed in recent years) than what people are used to. The truth is, they are not difficult to counter IF you have a deep roster -- and this is where the problem lies. Dilution needs to be addressed, particularly in regards to 5* classics... making feeders for all classic 5*s a priority would be a huge help for those who need it.
For Gritty / Bishop, I've had tremendous success using: BSSM / SS / Chavez, BSSM / Bishop / Sabretooth. Will I occasionally lose? Yep. But that's the point, isn't it? 100% success isn't a reasonable expectation; bad boards or bad choices tend to be the only time I lose here... I'd say a win is roughly 95% assured as long as I don't screw up.
HE / Worthy: 5trange / Bishop / G4mora, 5trange / Bishop / 5piderman, Thano5 / 5piderman / Chavez, Cpt M4rvel / (any 4* stunner) / 4* JG, the list goes on.
The point is, you have to be creative; at the same time, you can easily see that both are greatly assisted by 5* classics that not everyone, particularly relative newcomers, has covered (or means to reasonably do so). This is why it's a dilution issue, which needs to be addressed. Hobbling new covers due to a dilution problem isn't the answer.
When paired with Peggy none of the teams you listed would win even 10% of the time for HE Worthy. Strange is not an effective counter because 2/3 of your team is stunned and you're eating a 10k+ nuke. Your counter flame is also triggering Cap if Strange wasnt the one stunned.
As far as Bishop / Gritty, my opponent has never beaten my BSSM SS Chavez team twice for every victory I earn; as I mentioned in that paragraph, I win 95% of those matches. Bad boards tend to account for the 5% loss -- when Spiderman is forced to be the one to match, risking him being stunned (often, grocket fires his blue as opposed to bishop firing his, saving it). However, with SS tanking red and black (and being immune from the likely stun attempt following it), Chavez tanking yellow (which doesn't trigger Bishop), I earn a net point gain WHILE addressing the issue -- contrary to what you seem to think.
As far as Peggy with HE Worthy, the last team I mentioned handles that matchup easily. It's slower, obviously, but being all 4*s, it doesn't trigger Worthy. 4* Marvel / Peggy / Bishop handles them with ease. To blanket state that none of the teams I mentioned would win even 10% of the time is grossly misinformed.
I understand people's frustrations with these characters; being forced to slow down when being accustomed to mowing down everyone in your path can be frustrating. Doesn't mean it's broken.
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Dhaunas said:dkffiv said:Dhaunas said:Bishop and Worthy are fine, as is, imo.
Yes, they require more thought and, often, more time to defeat (which is an issue for many, due to how the game has built itself towards speed in recent years) than what people are used to. The truth is, they are not difficult to counter IF you have a deep roster -- and this is where the problem lies. Dilution needs to be addressed, particularly in regards to 5* classics... making feeders for all classic 5*s a priority would be a huge help for those who need it.
For Gritty / Bishop, I've had tremendous success using: BSSM / SS / Chavez, BSSM / Bishop / Sabretooth. Will I occasionally lose? Yep. But that's the point, isn't it? 100% success isn't a reasonable expectation; bad boards or bad choices tend to be the only time I lose here... I'd say a win is roughly 95% assured as long as I don't screw up.
HE / Worthy: 5trange / Bishop / G4mora, 5trange / Bishop / 5piderman, Thano5 / 5piderman / Chavez, Cpt M4rvel / (any 4* stunner) / 4* JG, the list goes on.
The point is, you have to be creative; at the same time, you can easily see that both are greatly assisted by 5* classics that not everyone, particularly relative newcomers, has covered (or means to reasonably do so). This is why it's a dilution issue, which needs to be addressed. Hobbling new covers due to a dilution problem isn't the answer.
When paired with Peggy none of the teams you listed would win even 10% of the time for HE Worthy. Strange is not an effective counter because 2/3 of your team is stunned and you're eating a 10k+ nuke. Your counter flame is also triggering Cap if Strange wasnt the one stunned.
As far as Bishop / Gritty, my opponent has never beaten my BSSM SS Chavez team twice for every victory I earn; as I mentioned in that paragraph, I win 95% of those matches. Bad boards tend to account for the 5% loss -- when Spiderman is forced to be the one to match, risking him being stunned (often, grocket fires his blue as opposed to bishop firing his, saving it). However, with SS tanking red and black (and being immune from the likely stun attempt following it), Chavez tanking yellow (which doesn't trigger Bishop), I earn a net point gain WHILE addressing the issue -- contrary to what you seem to think.
As far as Peggy with HE Worthy, the last team I mentioned handles that matchup easily. It's slower, obviously, but being all 4*s, it doesn't trigger Worthy. 4* Marvel / Peggy / Bishop handles them with ease. To blanket state that none of the teams I mentioned would win even 10% of the time is grossly misinformed.
I understand people's frustrations with these characters; being forced to slow down when being accustomed to mowing down everyone in your path can be frustrating. Doesn't mean it's broken.
Imagine champing your first set of 3 stars and growing your 3 star roster and then suddenly they release a 2 star character that stuns and outdamages your entire 3 star team and having to not use your champed 3 star roster but rather use your 2 stars instead and then getting destroyed by 3 star teams on defense because your 2 stars are easy for them. Does that not sound broken for a lower tier character destroying the entire tier above them?
At this point if I wasn't already in 5 star land I would just never level up any 5 stars.4 -
When I was a 3* player I didn't expect to beat a 4* team or expect to outrank/outscore a 4* player in pve/pvp. Did anybody?
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As Borstock stated, it happens often.
When I first break out in 4* land, Gritty + GotG/Medusa/ was a common opponents at the higher level in Shield Simulator. The team I used to beat them consisted of 3* and 2* characters.
In PvE, I'm outscoring players with more than 5 champed 5* in SCL 7.
It seems like some don't like the feeling of lower tier characters beating them. It is expected by some that the upper tier characters must bulldoze the lower tiers by default.
I believe that the world is not just black and white. I believe that the world is colourful.2 -
Dhaunas said:As far as Bishop / Gritty, my opponent has never beaten my BSSM SS Chavez team twice for every victory I earn; as I mentioned in that paragraph, I win 95% of those matches. Bad boards tend to account for the 5% loss -- when Spiderman is forced to be the one to match, risking him being stunned (often, grocket fires his blue as opposed to bishop firing his, saving it). However, with SS tanking red and black (and being immune from the likely stun attempt following it), Chavez tanking yellow (which doesn't trigger Bishop), I earn a net point gain WHILE addressing the issue -- contrary to what you seem to think.5
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dkffiv said:Dhaunas said:As far as Bishop / Gritty, my opponent has never beaten my BSSM SS Chavez team twice for every victory I earn; as I mentioned in that paragraph, I win 95% of those matches. Bad boards tend to account for the 5% loss -- when Spiderman is forced to be the one to match, risking him being stunned (often, grocket fires his blue as opposed to bishop firing his, saving it). However, with SS tanking red and black (and being immune from the likely stun attempt following it), Chavez tanking yellow (which doesn't trigger Bishop), I earn a net point gain WHILE addressing the issue -- contrary to what you seem to think.
Thing is, as previous posters have mentioned, those who view themselves as competitive pvp'ers are accustomed to being able to bulldoze everyone in their path; as I've mentioned, that isn't competitive, at all. I like the diversity that well crafted characters bring to the table, regardless of their * rating.
As far as being "fine" for PvE, let's be honest... PvE generally doesn't require as much thought / strategy as pvp does.
That being said, I concede that the thresholds for Bishop / Worthy's passives to trigger are way too low; rather than any damage past a certain point triggering them, perhaps damage from abilities only trigger them (or they trigger on match 4+, a la 3* Loki's ap steal). But I'd rather leave them as is, forcing players to dig into their roster to counter them, than to ask for a nerf -- their history of nerfs demonstrate that, far more often than not, they destroy the character rather than 'balance' them. /shrug
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I don't think there are players playing PvP 24/7. What you are suggesting is the worst case scenario. Most people here knows that there are timings in PvP: timing where very few players climb at the same time as you, which means you don't get attack often.
I hit 1000 often in PvPs and I don't get 2 losses for every win I get even though I put out unboosted champed 4*.
After going through both Bishop and Cap Worthy threads calling for nerfs, there are a few common themes or rules that some certain group of players created for themselves and sort of expect the devs to follow those rules when creating new 4*/5* characters. Here are the rules "created":
1) 4* characters should be easily bulldozed by 5* characters and not create much interference to their 5* team, or 4* + 5* team should be taken out easily.
2) If there are meta teams, the counter team shouldn't consist of 5* characters belonging to the non-meta tier. For example, Silver Surfer is an automatic solution to Bishop due to his immunity to stun. However, we get 101 reasons why Silver Surfer is not a counter. The core reason (apart from dilution) is always: if we put up this team to counter that meta team, our defensive team will be weak and we will get attack often. Therefore, this is not a counter team.
3) X teams used in PvP should end a match within Y turns or within Z minutes. If not, that character or team is weak or considered non-meta.
4) If there is new meta team, the obvious counter team(s) should be made available immediately instead of having to wait X months or weeks to champ them.
5) Healthpack usages should be kept to the minimum.
On the other hand,
A) They are worried about how 4* players can transition to 5* plays with dilution in the game but see point 1 above.
2) They are always feedbacking about how classic characters are difficult to champ but see point 2&3 above. It's as if they will use them more frequently than meta team once they champ them all.
The point is, these people are in the minority and expect the devs to abide by their rules and anytime you find the above rules broken, expect displeasure.
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Dhaunas said:dkffiv said:Dhaunas said:As far as Bishop / Gritty, my opponent has never beaten my BSSM SS Chavez team twice for every victory I earn; as I mentioned in that paragraph, I win 95% of those matches. Bad boards tend to account for the 5% loss -- when Spiderman is forced to be the one to match, risking him being stunned (often, grocket fires his blue as opposed to bishop firing his, saving it). However, with SS tanking red and black (and being immune from the likely stun attempt following it), Chavez tanking yellow (which doesn't trigger Bishop), I earn a net point gain WHILE addressing the issue -- contrary to what you seem to think.
As far as being "fine" for PvE, let's be honest... PvE generally doesn't require as much thought / strategy as pvp does.0 -
OJSP said:Vins2 said:When I was a 3* player I didn't expect to beat a 4* team or expect to outrank/outscore a 4* player in pve/pvp. Did anybody?
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the problem is that mmr is determined by champion levels, and when u introduce low level meta chars, u cause the players to have to deal with meta teams from lower rankings then you would otherwise.0
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HoundofShadow said:I don't think there are players playing PvP 24/7. What you are suggesting is the worst case scenario. Most people here knows that there are timings in PvP: timing where very few players climb at the same time as you, which means you don't get attack often.
I hit 1000 often in PvPs and I don't get 2 losses for every win I get even though I put out unboosted champed 4*.
After going through both Bishop and Cap Worthy threads calling for nerfs, there are a few common themes or rules that some certain group of players created for themselves and sort of expect the devs to follow those rules when creating new 4*/5* characters. Here are the rules "created":
1) 4* characters should be easily bulldozed by 5* characters and not create much interference to their 5* team, or 4* + 5* team should be taken out easily.
2) If there are meta teams, the counter team shouldn't consist of 5* characters belonging to the non-meta tier. For example, Silver Surfer is an automatic solution to Bishop due to his immunity to stun. However, we get 101 reasons why Silver Surfer is not a counter. The core reason (apart from dilution) is always: if we put up this team to counter that meta team, our defensive team will be weak and we will get attack often. Therefore, this is not a counter team.
3) X teams used in PvP should end a match within Y turns or within Z minutes. If not, that character or team is weak or considered non-meta.
4) If there is new meta team, the obvious counter team(s) should be made available immediately instead of having to wait X months or weeks to champ them.
5) Healthpack usages should be kept to the minimum.
On the other hand,
A) They are worried about how 4* players can transition to 5* plays with dilution in the game but see point 1 above.
2) They are always feedbacking about how classic characters are difficult to champ but see point 2&3 above. It's as if they will use them more frequently than meta team once they champ them all.
The point is, these people are in the minority and expect the devs to abide by their rules and anytime you find the above rules broken, expect displeasure.
Instead I'd suggest you re-read these threads and pay attention to the genuine reasoned concerns some players have raised that do not fit your agenda that anything veteran players say can be discounted and ignored don't because they are an evil minority who just want to steamroll all lower tiers.
I've said this multiple times in several threads - for me it comes down to 2 things. The mechanics of Worthy and Bishop are broken whereby a simple match 3 from a 5* and occasionally a boosted 4* will trigger their passives. And more importantly they just suck the fun out of a game.
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@Dhaunas
Your approach to PVP (climbing at the end to 900 ish) kind of negates some of your points about running teams made up of counters.
Of course you can hit lots of random people at the end with a non-meta team. You are benefiting from all the players who have been playing and building points in the shard for 2 1/2 days, and climbing in the middle of the free for all zombie horde who are chasing (mostly) 900. You are far too low, point wise, for the top placement players who are shielded to bother with.
You could run just about any team with 5's in it you like and be mostly ignored at that point in the event until you get 700+ and even then most players are desperately looking for higher points than you will offer.
In a way this is a matter of style, but if you are going to play the way the devs would like (I think) you are supposed to be joining the event early and playing throughout. If you joined even 12 hours before the end you would see that your counter-teams would be eaten alive and you'd see your points evaporate if you left them out unshielded.
The players most upset about these weird Make a Match and Suffer teams are those who try to gradually climb, or are hopping, and are building the points in the shard that you are taking massive advantage of as a late climber. Which is your right but your true argument as "everything is fine since I can use a bunch of counter teams at the end of the slice to climb to 900".
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BigSoftieFF said:Dhaunas said:
As far as being "fine" for PvE, let's be honest... PvE generally doesn't require as much thought / strategy as pvp does.
In PvE, most of the time, I'm able to run a specific team, built for speed, all the way through the normal nodes w/o use of health packs. The essential nodes most often allow the same thing: the essential plus 2 of your preferred speed clearers. The 5* essential, if it uses one of the preferred characters you are already using, allows you to put another strong speed character in.
Rarely, events will require strategy for one specific node. And while there is a strategy for trying to attain max points in a PvE event, it's relatively easy to achieve -- the differences between those who are clearing optimally exist mainly due to clear speed of those above you being more efficient.
PvP requires more thought / strategy, even when not facing Bishop / Worthy teams, because you have to not only think about the current match you are facing, but also about other players targeting you -- which you have no control over. You don't have to strategize to minimize point loss due to other players in PvE. Also, as mentioned before, particularly with the advent of Bishop / Worthy, you are forced to change up your teams often, depending on who you are challenging -- all the while keeping your ability to defend while doing so in mind.
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Flawed character design is the issue. This takes into account actual cover powers and potential combinations with other characters. Just as in other "collectible" card game etc, cards (in MPQ, covers) are designed and then found out to be flawed after release. In card games those cards (or combinations resulting from said card) are banned if they impact the game too much. In this case, the devs made 4* characters to counter other 4* characters and didn't anticipate the impact those characters would have throughout other major parts of the game. They refuse to address their mistake for either monetary reasons or pride. It will eventually kill the PvP side of the game, which is already struggling based on low point slices across most of the board. The idea of counter characters are ok but the way the devs made them create an unreasonable amount of AP at the start of matches is the problem. Flawed character design.2
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