QOL... Can we get a change to wave nodes?
Rhipf
Posts: 295 Mover and Shaker
Is it possible to get a QOL change to the wave nodes?
I have always found it a bit odd that normal clears are 4+3 (for optimal scoring) but that wave nodes are 2+3. Most wave nodes are at least 2 waves (can be 3 or even 4) and consist of waves of at least 3 enemies (I've see it go up to at least 5). It would make more sense to change wave nodes to a 2+2 clearing strategy (at least to me is makes more sense). The wave nodes would still take longer to clear than normal nodes but at least it would be easier to guesstimate the timing better (so I can guess when to start my final clears). As it is now I am always underestimating wave nodes that are 3-4 waves with 4+ combatants per wave. I find this especially frustrating when doing all minion waves of 4 or more per wave.
Ok, my ranting is over. We now take you to our previously schedules rants that may already be in progress.
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Comments
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Also, if the timer could be held off until a full clear is made that'd be great.3
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This plus getting event tokens back instead of heroic tokens.5
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I make a match that takes roughly 1/4 of a second.
Ninja is down... Court Death resolves... Ninja is down... Ninja is down... Ninja-death attack tiles resolve... Ninja has arrived... Ninja has arrived... Ninja has arrived... Kitty's tile buff resolves... Kitty's tile-eater resolves...
30 seconds later I make a match that takes roughly 1/4 of a second.
Repeat resolutions for every wave in three wave nodes.
"Oh man, this sub is almost over? What the tinykitty!?!"10 -
Also, a small request of taking away or marginalizing the “X has been defeated, X has arrived banners “ please. They are so draggy. Thanks5
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From what I have seen, the points you get from nodes are somewhat tied to the time it takes to complete them. As a consequence, wave nodes usually are worth more than the "normal" nodes are. This gives the subs which do have waves comparatively more points available in end grinds than in starting clears. And since the progression is set based on starting clears, it means playing to progression is made easier with waves as they are now.
To me, this is already a nice QoL attribute.
Just think ahead of the wave node, what type of goons and tile movers it is going to have, and choose your team accordingly. Remember it's way better to finish even 10-15 min early than to be short on time and leave points on the table.
Now, the banners thing *is* annoying. If that could be sped up, or shortened somehow, I'd love it.0 -
Anything that makes waves go faster would be a huge QOL improvement.
Reduce clears? Yes please.
Reduce banners? Sounds great.
All players who play PVE have to deal with waves. It would be a way to reduce needed playtime for everyone.Here's an idea....in all the subs with waves, convert the wave to a one-time only hit. If you need to, add another repeatable node or just let those subs have *gasp* less nodes to play.
I might argue for removing them completely, but there's a feeling of accomplishment with completing them as you build your roster.3 -
I look forward to them as waves are usually weaker minions than occur in a normal node . Using Human Torch/ Okoye is usually an instant kill from the 3rd wave on so the timing is of little concern once he’s boosted up to 100-200K damage per turn0
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JRYUART said:Also, a small request of taking away or marginalizing the “X has been defeated, X has arrived banners “ please. They are so draggy. Thanks4
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Until they can sort out how to make grind down to 2 in SCL 10, I doubt this is going to happen anytime soon. The advantage of wave nodes is that veteran players could mistime their clears and allow other players to climb a couple placement up.
Other QOL requests:
1) Speed up:
a) Mindless Ones
b) AIM Scientists
c) Sentinels
2) remove banners such as those showing who's downed, those showing passive powers.
I think it's going to be way down their to-do list since it benefits only the impatients. Despite veterans asking them to speed up Mindless Ones, they still came up with two new goon types that are just as slow as Mindless Ones. Indirectly, IMO, this type of "speed up the game" requests is likely to be put on the back burner.1 -
I think it's going to be way down their to-do list since it benefits only the impatients.0 -
I believe banners appear for everyone, unless there are special groups of players who can switch that off. Since iHulk and Okoye is one of the meta teams for clears and grinds, then those banners would have affected them as well? Therefore, wouldn't everyone has the same advantage/disadvantage?
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HoundofShadow said:I believe banners appear for everyone, unless there are special groups of players who can switch that off. Since iHulk and Okoye is one of the meta teams for clears and grinds, then those banners would have affected them as well? Therefore, wouldn't everyone has the same advantage/disadvantage?0
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JRYUART said:
I think it's going to be way down their to-do list since it benefits only the impatients.-3 -
Michael1957 said:JRYUART said:
I think it's going to be way down their to-do list since it benefits only the impatients.3 -
Michael1957 said:JRYUART said:
I think it's going to be way down their to-do list since it benefits only the impatients.Begrudging other people’s ideas under the guise of “well I don’t play for placement “ when there is a competitive, placement-based rewards component to the game is like you demeaning people who watch sports to see who wins the game and eventual championship - because all *you* personally enjoy is seeing people run around catching and throwing balls for an entire season. You do you, have fun with that.0 -
If banners are removed, your competitors benefit from it as well. Wouldn't things be back to square one? I thought the main differences determing top 10 in SCL 10 would be the level of your meta characters and the "right" support equipped to your meta characters.3
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HoundofShadow said:If banners are removed, your competitors benefit from it as well. Wouldn't things be back to square one? I thought the main differences determing top 10 in SCL 10 would be the level of your meta characters and the "right" support equipped to your meta characters.0
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Actually, stopping of cascades when the last enemy is downed was implemented for a PvE or so two or three months ago before it magically went back to square one. No idea what happened there. I think it could be a bug like Mindless Ones' attack tiles speeding up only on a fresh bootup of the game. The point is, stopping of cascade came and went away quickly. Whether it's a bug or not, it's up in the air.0
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JRYUART said:Michael1957 said:JRYUART said:
I think it's going to be way down their to-do list since it benefits only the impatients.Begrudging other people’s ideas under the guise of “well I don’t play for placement “ when there is a competitive, placement-based rewards component to the game is like you demeaning people who watch sports to see who wins the game and eventual championship - because all *you* personally enjoy is seeing people run around catching and throwing balls for an entire season. You do you, have fun with that.0 -
HoundofShadow said:Actually, stopping of cascades when the last enemy is downed was implemented for a PvE or so two or three months ago before it magically went back to square one. No idea what happened there. I think it could be a bug like Mindless Ones' attack tiles speeding up only on a fresh bootup of the game. The point is, stopping of cascade came and went away quickly. Whether it's a bug or not, it's up in the air.1
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