SCL10 Mission Changes
Comments
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The rockett said:Update:
Sub 2 clear: 21 mins (4-5 mins quicker maybe)
Sub 2 grind: 35 mins (went too quick and could have done 32) saved no time exactly has before.Sub 3 clear: 19 mins (about 4-5 minutes quicker if that).Will update for the full event at end. Again the end grind is still the same which is the drag.
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A lvl 550 okoye, apoc and ihulk says Hi.
you only have to hoard for 1,5 years with 2-3hr daily playe or spend 30.000$ and you‘re in2 -
The rockett said:Update:
Sub 2 clear: 21 mins (4-5 mins quicker maybe)
Sub 2 grind: 35 mins (went too quick and could have done 32) saved no time exactly has before.Sub 3 clear: 19 mins (about 4-5 minutes quicker if that).Will update for the full event at end. Again the end grind is still the same which is the drag.1 -
Baby 5 star champs here, playing to progx1.2 or a bit more. Top 100 pve alliance.
I played on 10 for a while and I have the meta characters but it just ate up too much time. Playing on 9 now and this change will not get me back.3 -
This change is great for a casual player only going for progression. I can do 3 clears of each node, and a fourth clear of the easy nodes and get progression. This saves me nearly 15-20 minutes per day (minimum estimate, perhaps more time saved on certain subs) so far as I don't need to do 4 clears like the old system. I had quit playing the game for over a month except for playing DPD and saw my alliance mention the changes. This brought me back into playing PvE again as I can get the same rewards and invest less time into the game, I may begin to play again on a regular basis.
I know the impact on competitive placement players may be very different but as a casual progression only player this change is a big plus. Well worth the minor loss of 50 4* shards and a bit of iso.
Also less matches will generally mean less health pack needs, a small benefit, but still a benefit.2 -
We need to know if the current points difference between scl 9 and 10 will be adjusted or remain as it is now. Before next event starts, please.0
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Mrcl25 said:We need to know if the current points difference between scl 9 and 10 will be adjusted or remain as it is now. Before next event starts, please.0
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The rockett said:Mrcl25 said:We need to know if the current points difference between scl 9 and 10 will be adjusted or remain as it is now. Before next event starts, please.
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Warbringa said:This change is great for a casual player only going for progression. I can do 3 clears of each node, and a fourth clear of the easy nodes and get progression. This saves me nearly 15-20 minutes per day (minimum estimate, perhaps more time saved on certain subs) so far as I don't need to do 4 clears like the old system. I had quit playing the game for over a month except for playing DPD and saw my alliance mention the changes. This brought me back into playing PvE again as I can get the same rewards and invest less time into the game, I may begin to play again on a regular basis.
I know the impact on competitive placement players may be very different but as a casual progression only player this change is a big plus. Well worth the minor loss of 50 4* shards and a bit of iso.
Also less matches will generally mean less health pack needs, a small benefit, but still a benefit.
The bigger/faster your roster is, the less you benefit from this change. Rockett is saving maybe 4-5 minutes while Bad is saving 40 (!?) by not having to do that last opening clear (which I kind of question... but I digress).Those who play progression-only benefit way more than those who max-clear for placement. For the former, they are seeing a 25% reduction in playtime (a fourth of their clears removed). For the latter they are seeing a less than a 14% reduction (1/7 of their clears gone). Probably way less since the difficulty ramp up/time sink is on the back end where that first group doesn’t tend to venture.TLDR: Those saying the trade off isn’t worth it are probably in the competitive camp and aren’t saving all that much time due to the weapons available to them. Those who like the change are probably more the intended targets of this change. I am by no means a fan of the rewards clawback that has been happening across the game for months, and yes, it would have been nice to get something just for the players without nickel and diming us. But this is one change I actually prefer and would not “go back” to the old system if given the choice. So thank you developers! (And if they can get it to a 3/2 clear/grind for us competitive folks... even better!)6 -
UpdateSub 3:
clear: 20 minsGrind: 35 mins....missed.Sub 4:
clear: 21 minsThat C node was just killer and could not get anything going. I needed 38 mins.To be clear, if this is the change they want to keep, that’s fine. I think the points between 9 and 10 need to be addressed. At this point, that is my biggest issue and concern. Top end ally’s will have issues people playing in SL10, which will lead to people being mad since they cannot get the same rewards they were before from and alliance scope, people might not be able to handle the C node (just wait until SIM SL10 C nodes),people that were 9 and move to 10 will get burnt out with this point difference move, this will then get less people to play 10. The biggest issue for 10, as many started before is the C node and having to clear that 6 or 7 (old way) times. 650 characters are not easy to go against, and yes I am a 550 player and can still have issues with them.3 -
I am one of those baby5 rosters:
I am a discretionary spender that has mostly stopped altogether(and spent on other games with similar licenses btw): I bought that 5$ deal a few weeks ago honestly just because I wanted to spend something on the game and everything else they offer was/is insulting.
I cannot engage in PvP because roster is too weak and I am just a packet of jam n jelly to be nomnom points for everyone else.
I qualify for SCL10 and can sometimes do the challenge node, Yet never play through to progression because of the time cost. I have almost no interest in 5*shards because I have been burnt every way that was predicted it would burn transitioning players and only played in SCL10 because the time to get a 4*cover was about as much as SCL7prog but being able to sometimes get the extra bump from that Challenge node made it worth it to play at my max possible. And it was fun again because I had to actually play the game and couldn’t blind match grind my way through.So they moved the 4*cover waaaay back in rewards, they bent the rate at which scaling will block my progress, they removed rewards!!!!THEY REMOVED REWARDS!!! they stealth/late announced it, its buggy as hell- all typical.
So then this is going to entice me to play? or pay?
They have chosen the mad exploitation gaming model of the late aughts and have doubled down and shown their colours at every turn. What kind of dumb goofs do they take us for: Gawrsh, hyuk, I feel so trapped by my desire to gain status from the game I spent a lot of money on I will just keep paying at 2012 economic rate. I sure am tempted to buy that Talos deal so I can better keep up in SCL10!!!
Well, wait actually that is pretty good reason, plus the urge to collect, i’m a fanboi, Talos was funny in that movie...dangnabit D3 you win again!!2 -
Daredevil217 said:Rockett is saving maybe 4-5 minutes while Bad is saving 40 (!?) by not having to do that last opening clear (which I kind of question... but I digress).
Mostly you cant stand the last part. Because AI is dumb enough for winning 75 battles and those cps,if you can engage pvp scl10.I cannot engage in PvP because roster is too weak and I am just a packet of jam n jelly to be nomnom points for everyone else.
I am not so strong to gain 1200 points, or so few times I could did it.0 -
Somebody said when cl10 was first rolled out that this might be the closest we ever get to a "pure progression" PvE.
That makes sense to me, when you look and see that the rewards for finishing 21st are not materially different from finishing 100th ... and, in fact, not crazy different (shardwise) from finishing 300th. There's not much incentive to do more than initial clears IF you are not playing for placement.
And so this recent change definitely seems to play into that, based not only on my personal experience as a progression player but also on a number of comments from other progression players sprinkled throughout this thread.
If what they were after was making progression easier in an event type that is primarily geared toward progression, they have definitely succeeded in that.2 -
As a neophyte to SCL 10, extrapolated to finish 50-100, what is the best slice to play in 10? Which slices flip ? There doesn’t seem to be as many players in 10 since I’m not grinding for placement and can still finish top 100.0
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Michael1957 said:As a neophyte to SCL 10, extrapolated to finish 50-100, what is the best slice to play in 10? Which slices flip ? There doesn’t seem to be as many players in 10 since I’m not grinding for placement and can still finish top 100.
If you can rank 100 be happy with that, rewards 50 to 100 are almost the same (when there is not a new char), and its a great help for champing new 5*.
Now the juicy rewards are in top 20, if you dont have the meta characters forget it because the grinding is unbelievable for that surely on all slices.
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Michael1957 said:As a neophyte to SCL 10, extrapolated to finish 50-100, what is the best slice to play in 10? Which slices flip ? There doesn’t seem to be as many players in 10 since I’m not grinding for placement and can still finish top 100.Slices 1 and 5 generally flip once. Slice 1 usually flips after the first sub ends. Slice 5 seems to flip towards the end of sub 1.2-4 rarely ever flip at all, so all told there are currently less than 8000 players in cl10 most events. Maybe even closer to 5 or 6k.3
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I would expect this information to be invalidated if the devs succeed in tweaking 10 to entice more players. The more popular slices will continue to be more popular, but I would expect growth among all slices by the time anniversary rolls around.0
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Bad said:purplemur said:I cannot engage in PvP because roster is too weak and I am just a packet of jam n jelly to be nomnom points for everyone else.
I am not so strong to gain 1200 points, or so few times I could did it.4 -
krakenoon said:I would expect this information to be invalidated if the devs succeed in tweaking 10 to entice more players. The more popular slices will continue to be more popular, but I would expect growth among all slices by the time anniversary rolls around.
I am sure there are lots of players (some of them have already told us this) who don't find 10 to be worthwhile. Even cutting out 1 or 2 clears, there is a high likelihood that lots of players who play in 10 will use more health packs, take more time and possibly still not want to move up. We will see what people do after a few events.
In terms of flips and Anniversary, last year there were some PVE events where more people seemed to play than earlier in the year, but summer usually has some people taking time off (vacation etc). This year I'd guess things might play out differently and it might not see a bump.
The slice behavior in general is consistent across SCLs. 1 and 5 flip the most, 2 seems to flip the least, 3 and 4 flip a couple times per SCL (below 10). In 10, 2/3/4 almost never flip.4 -
The biggest loss for me when I play SCL 10 is daily HP rewards for making top 50. I barely make top 100. If I played everyday in SCL 10 I'd lose out on approx 700 HP every week. That's a big incentive for me to not play SCL 10. I only play if I really want those 5* shards and it's an easier event.9
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