I'm very impressed by the frank and open answers to some touchy questions. It's especially wonderful to read that you have absolutely no problem with giving us another Shardmas, this bodes really well for the future
Thank you for the continued engagement with the community.
"1) We detected an increase on difficulty based on MMR, i.e on some nodes on the last puzzle gauntlet. Personally I think it's great to have some challenge as there are really advanced players on this game who could beat anything without too much trouble. Is this a new and future trend?
Answer: No MMR related edits occured, so this might just be a perception (though we have been vocal that MMR is indeed something we are actively working on)."
I'm surprised by this answer and I get from it that you weren't aware on this issue which was reflected on this thread:https://forums.d3go.com/discussion/87502/increased-difficulty-in-puzzle-gauntlet
Puzzle Gauntlet scales to your roster, I think that has been observed for some time. So the response here that they haven't made it additionally harder doesn't discount the fact that the puzzles seem harder than previous times you attempted them.
@AdeptusRevolt said: Puzzle Gauntlet scales to your roster, I think that has been observed for some time. So the response here that they haven't made it additionally harder doesn't discount the fact that the puzzles seem harder than previous times you attempted them.
Bingo. I think the issue was noticed because usually the alliance is done playing by that time so you don't see how tough those side nodes became. JMHO.
How does puzzle gauntlet scale to your roster? Did 2* players not have to get as many enemy strikes on the board as I did or something?
@ThaRoadWarrior said: How does puzzle gauntlet scale to your roster? Did 2* players not have to get as many enemy strikes on the board as I did or something?
Same number of strikes, but the opponents don't do as much damage.
For players like us who have most of their roster at the same level, it means Puzzle Gauntlet is not too bad. But for players with unbalanced rosters (ie 3-4 champed 5* and the rest maybe baby champed 4* or lower) it means they can wipe a lot more easily because they have to use 3 or 4* characters in the limited nodes.
KGB
But the mmr in puzzle quest needs to scale, otherwise you would kill off the enemy team way too soon.
Precisely on puzzle gauntlet shouldn't need to scale with roster as many times the key character is a 3*. And many times I had to struggle because of having him farming.
i just assumed all the health pools were arbitrarily high because the match/power damage doesn't seem to actually be scaled up to the same degree. Not like it is on the side nodes in an alliance event with roster based scaling. I've never compared notes with anybody else though.
Thanks @S0kun! Do you know when the Google Form will be posted for Nov22 Q&A?
@_TrashPanda said: Thanks @S0kun! Do you know when the Google Form will be posted for Nov22 Q&A?
Sometime next week!
Question: @axmoss why doesn't Thor (Gladiator)'s God of Thunder's passive matching red or purple count towards Shang Chi's River of Blows without needing another red or purple match? It always resets if only God of Thunder's red or purple match without another red or purple match before end of turn.
I think I know the answer to this..
It seems to depend on where they are in your team.
Passive moves resolve Centre/Left/Right.
If Thor (either of them) is listed "before" Shang Chi, their cascades will be a "part" of the previous turn.
if Thor is AFTER Shang Chi, it'll count for this current turn.
this is the same for Big Wheel.
Thank you for doing these Q&As, and for all the incredible QoL changes, balance changes, new designs, and communication since the handover! My interest in the game has been reborn like a phoenix from the ashes these past months.
I'll echo the person above who felt that the Phoenix rebalance didn't go far enough, but for a different reason. Jean's "From The Ashes" (and, similarly, Loki's "Feign Death") don't do anything at all until dying; and in a game which mostly prioritizes efficient play and not-dying, those powers rarely ever see-use by me... and, are now even less likely to with her rebalanced HP buff! =}
Suggestion: How about some sort of minor "on first life only" passive added to those powers, such as generating 1AP of Phoenix/Loki's other colors per turn? Or a team damage buff / damage reduction, however minor -- or any other type of small benefit to justify those covers being there while playing to not-die. ^_^
Thank you, and keep up the great work!
@Marc_Spector said: Thank you for doing these Q&As, and for all the incredible QoL changes, balance changes, new designs, and communication since the handover! My interest in the game has been reborn like a phoenix from the ashes these past months. I'll echo the person above who felt that the Phoenix rebalance didn't go far enough, but for a different reason. Jean's "From The Ashes" (and, similarly, Loki's "Feign Death") don't do anything at all until dying; and in a game which mostly prioritizes efficient play and not-dying, those powers rarely ever see-use by me... and, are now even less likely to with her rebalanced HP buff! =} Suggestion: How about some sort of minor "on first life only" passive added to those powers, such as generating 1AP of Phoenix/Loki's other colors per turn? Or a team damage buff / damage reduction, however minor -- or any other type of small benefit to justify those covers being there while playing to not-die. ^_^ Thank you, and keep up the great work!
@Marc_Spector said: Thank you for doing these Q&As, and for all the incredible QoL changes, balance changes, new designs, and communication since the handover! My interest in the game has been reborn like a phoenix from the ashes these past months.
Agreed, that's a great idea! As someone who jumps on any opportunity to use Loki, it's always bothered me that he has 1 ability that does nothing until he dies (and his green is so slow and bad that it's pretty much useless - which effectively makes him a 1-color character until he dies, at which point he briefly becomes a 2-color character.) Some sort of benefit so his black isn't just an empty color if he stays alive would be really appreciated.
Imo for loki it suits a traitorous backslash dealing good damage, and for Jean a really powerful board shake (many red cds exploding a few times) when reviving both.
Yeah, but "when reviving" is again dependent on them dying. Doesn't fix the issue that when they stay alive, it does absolutely nothing and they may as well not have a third ability in those matches. @Marc_Spector was suggesting an addition that will do a little something while alive on first life only.
Loki imo would benefit the most from some sort of self-acceleration. His purple costs 11 AP (7+4), his useless green also 11.
His revival ostensibly provides this by giving +2-3 green AP after revival. But after revival again means you go entire matches without ever seeing this happen and even when you do make use of his revival, you will likely only get this once in a match, and probably late too. So, this is awful in terms of self-acceleration and would not help you even if his green was better.
Instead, imo, I'd suggest a passive where he gets 1 purple or green AP on matching/destroying illusion cds which is what the rest of his kit is centered around. Because another of his problems is that multiplying the illusion cds gives black AP which Loki himself can't actually make use of, lol. Multiplying illusions are wasted AP unless you specifically bring a black user. So, giving him 1 purple or green AP on matching/destroying illusion cds would at least give you useable AP on matching the tiles his kit is meant to be matching(/destroying). Makes sense to me too; the more he multiplies his illusions, the more opportunities he should have for sneak attacks/stabs, right? You tend to run out of black tiles somewhat consistently if you multiply the illusion too much anyway. You could either make this a permanent passive or you could limit this to first life only, as suggested above - on the balancing logic that you traded the faster stabs for not dying. I'd be good with either.
Maybe a pipe dream, Idk. But ideally, that's what I'd love to give him because I think it would help his kit and be in the spirit of his design (encouraging you to match the illusion cds).
(I don't know Jean enough to suggest anything for her, since I don't have her useable.)
Actually characters with a revive power are health pack savers. They may be less fun to play but they have that option to exploit so it's a power which can be used many times. Shulk fires a power when she revives, those 2 could do something similar. However Phoenix was rebalanced recently, and loki should be next for to be a playable character.
How's this for an idea: the option to sacrifice your own character for a few AP?