Thoughts on the Upcoming End of Story Healing
Comments
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Kadav wrote:Here's a thought: how about they eliminate prologue healing by making in unnecessary instead?
Is there any single player who would object to this solution? More player freedom to chose something besides OBW and still keep playing sounds good to me.
If you make it so that you auto-heal to full, that removes one reason to skip people, which would be a step backwards -- I'd like defense to be more meaningful, not less.HailMary wrote:It'd also make PVP pushes by L141 players essentially unlimited in duration with zero downside.0 -
What if they changed the rate at which characters healed? Say, all 3* characters take 3 hours to get back to max health from dead, 2* stars take 2 hours, etc. Regardless of the actual amount of health a character has. (Hulk's heal time is ridiculous.)
If they nerfed prologue healing along with a change to the rate at which characters heal and/or an increase in the max health packs I might be okay with this. But if they make no other changes besides taking away prologue healing I think the game will become more pay to win.0 -
I can see people retreating at the drop of a pin in PVE, essentially mining the RNG for very friendly boards, since there's now literally zero downside to retreating. That would likely make scaling worse.
An easy fix for that is to make the new penalty for retreating the death of your characters. Retreating is only used to save time in the event of an inevitable total loss.0 -
Maybe they could introduce some sort of "ticket" system to replace health altogether?
Each character would have the same amount of health/hit-points that they do now, but it is fully recharged at the end of every match. But now there are tickets, and each character can hold a certain number of them (5). To enter a match, that character must use a ticket and cannot enter until they have more tickets. Tickets will recharge with the same 40 minute timer as health packs now, and more can be earned as rewards or purchased with cash.
Healing would take a different role in the game, but healing characters can remain unaltered. Players would then heal themselves to prevent their players from dying and not just to continue playing.
This would force players to use a variety of characters if they wish to continue playing, which would in turn make the battlefield more varied.
Not sure if this kind of system is used by other games, but it seems to me like it would work well.0 -
Personally I don't think prologue healing is a big deal. It takes forever with Level 100+ 3*s plus you have to deal with bad boards. Takes a lot of time, which is something you are already short on in PvP.
Feels like the Devs could use their time/resources more wisely than try to eliminate a gameplay mechanism that they designed themselves.0 -
You know, I actually WANT that bull to happen as the moment it is announced -- I will not even wait till it actually hits -- i uninstall and burn all bookmarks to these forums.
The SM nerf crippled healing by much but it is still so-so doable for my nerfed play practice.
In the meantime the devs bottomed their reputation so with all its importance not really worth commenting.0 -
I don't use it anymore. By the time I finish my 5 health packs, I'm usually done for the day or the session.0
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I predict that getting rid of story healing would increase the minimum number of health packs.
Personally I don't see why Story Healing is such a big deal, I don't really see any reason to change it.
If they want to encourage diversity of rosters, surely there's plenty of other things they could do?
They could for example have players able to set their defensive team rather than it being the team they last played with, although this probably wouldn't help their desire to stop people tanking.
Sometimes it seems like they spend a lot more effort restricting people from doing things, rather than taking away the reason why they're resorting to that practice in the first place.
They'll have sat down and discussed the effects of story healing I'm sure and attempted to weigh up it's importance in the general scheme of things. It doesn't massively break the game in my opinion and most the people who do partake in such things are usually the more dedicated members of the game, which if they want to do it... I don't really have any gripes with.
It might be different for players who maybe don't have the covers to utilize it who are at the most disadvantaged I guess, but I would expect most players who don't have those covers probably shouldn't really be at the level to compete with the players that do anyway. That is a bit of an assumption though and I realize may not always be the case.
Hopefully by the time that dealing with story healing actually comes around to being at the forefront of being changed the game is in a state where the effects are almost negligible and they won't even need to do anything about it.0 -
TL:DR the entire thread. So apologies if this has been said already.
Honestly, if they would just fix the problem (basically effed up MMR in PVP and Scaling in PVE),
the symptom will deplete on it's own (OBW being over used).
Sadly, most of the "fixes" are treating a symptom by nerfing a character, instead of fixing
the problem that caused the symptom in the first place.
If players weren't facing opponents that were double, triple, and sometimes quadrupled
in power and health, there would be very little need for healing in game. Therefore, no
nerfs would be needed.0 -
Its all about making that push. No prologue healing will kill it for me.0
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I thought they should include a +50% heal health pack. It wouldn't revive characters but you could use it to top off Thor's HP or something in a pinch. A pack of 5 for some ISO would seem fair to me and it would help the blow of eliminating prolog healing.0
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If they want to remove healing out of matches they need to redesign how this game works. Maybe just allow everyone to start at full health every match.
I not sure what the revenue even looks like for health packs. I dont know a single person that has ever purchased one.0 -
I have to say that I find the Tekken-healing style idea *incredibly* distasteful. If you want to get rid of prologue healing, that's one thing, but if I start a PvP fight at 5000, and heal to 6200, then I had damned well better have 6200 hp the next fight. I *earned* that HP by taking the risk of accumulating blue AP, instead of going for green, red or yellow to deal damage and end the fight sooner.0
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Twysta wrote:I predict that getting rid of story healing would increase the minimum number of health packs.
Personally I don't see why Story Healing is such a big deal, I don't really see any reason to change it.
If they want to encourage diversity of rosters, surely there's plenty of other things they could do?
They could for example have players able to set their defensive team rather than it being the team they last played with, although this probably wouldn't help their desire to stop people tanking.
Sometimes it seems like they spend a lot more effort restricting people from doing things, rather than taking away the reason why they're resorting to that practice in the first place.
They'll have sat down and discussed the effects of story healing I'm sure and attempted to weigh up it's importance in the general scheme of things. It doesn't massively break the game in my opinion and most the people who do partake in such things are usually the more dedicated members of the game, which if they want to do it... I don't really have any gripes with.
It might be different for players who maybe don't have the covers to utilize it who are at the most disadvantaged I guess, but I would expect most players who don't have those covers probably shouldn't really be at the level to compete with the players that do anyway. That is a bit of an assumption though and I realize may not always be the case.
Hopefully by the time that dealing with story healing actually comes around to being at the forefront of being changed the game is in a state where the effects are almost negligible and they won't even need to do anything about it.
Nerfing story healing is needed to encourage roster variety in PvP in the grand scheme of things, but this is a relatively minor part that it should not happen without whatever else they need to do to actually make this work. Let's say you just make it impossible to heal forever. That's still not going to encourage to use more than 2 characters in PvP (plus featured) because even if you hypothetically have other teams that are exactly as good as whatever your top team is, there is still no reason to switch between two equally strong team until you ran out of health packs. I imagine we'd need something like health pack generating very slowly but characters regenerate relatively quickly (say, 2 hour max to go from 1 to max health) for this to even work, and of course there has to be some massive changes to how PvP works in general before a change like story healing even matters.0 -
If anything this makes life easier on me,, as I never really prologue healed much. If ice said riot though, I expect it to far more deadly than simply disallowing.healing in prologue.
Guess? Making it so you cannot heal beyond your current hp when.you enter a match. So if you go in with 300/400 and come out with 400/400 it reverts back to 300/400 after the match. Except they will implement it on all modes so healers are effectively nerfed hard EVERYWHERE. maybe that's what it always should have been.... But to change what amounts to part of the game's constitution is a pretty big deal.
I didn't read the thread bit just saw someone mention tekken.healing below...I guess that's a good enough way to put it.0 -
If they make it so that you have to buy health packs to succeed... Well, I don't think I'm going to buy health packs. Ever.0
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Prologue healing is tedious. If there's a new system and the entire health system is overhauled that would be great.
If there's no new system implemented, everything stays the way it is and you simply can't prologue heal, and it's just a big shift to entice players to buy the 200HP health packs, that would be terrible.0 -
It's sad that taking cow milking (yes, we are the cows) to the next level seems to be very high on their priority list, while game stability has been ignored (it's even worse lately) for a long time. They should be careful when milking. Try too hard and the cow will kick (or headbutt) you where it hurts. If this change happens we will enter an era where Patch and heroes that create Protect tiles will be on every team. We will just move from OBW teams to Patch/C.Mags teams.
Do they want to make more money? Fine, no one is against that, but there is a simpler solution. Drop the price of Mother Load to $30 and increase the ISO it gives to be enough to fully level a 3*. I bet the next day the sales will spike. If they expect players to pay more than $30 for a fully maxed hero, they are out of their minds. I mean let's be honest, this isn't a AAA title that was in development for 4 years; it's a match-3 game with Marvel license which I assume costs quite a lot, but it should have an appropriate cost for what you get. And the fact is that you don't get much. 1 base art for each hero, 3 animations (you can't even call them that) and 3 abilities which, more often than not, are not even properly tested? Yeah, not much at all. I think I am quite generous with the $30 price for the option to fully max level a hero.
I think this will be change I have been waiting for to step away from the game. Fingers crossed.0 -
I prologue heal with MN Mags OBW and whoever I need to heal occasionally. But even with generating Blues it still takes forever sometimes so it's not really that big of a deal to me. I will never buy health packs though, so no $$$ from me.0
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Or they could I don't know, make it a level field for everyone and have your team at full health after each battle anyway. There is no real point to the perma damage bull ****. It literally has no effect on people who have been playing for an extended time. It only hurts newer players or those missing a character or two. The health pack system is stupid because nothing is worse than running out of health packs and not being able to play for a few hours no matter the circumstances. Such a great feature to get people to "STOP" playing your game for an hour to let their roster regen.0
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