New Supports Experience Blog
Comments
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Alright, after getting away from the initial shock of this PvP stuff I went back and digested the blog post, and there are many things to be happy about.
Upgrading supports finally after all these years.
Character based supports are going away. I know it's just "flavor" but it always felt strange to have a character as a support, and even more so once those characters were released in the game.
One thing that caught my eye was "Current Supports typically target a specific character or a huge affiliation group (Heroes & Villains); this felt pretty limiting." So maybe hopefully those character specific supports for Black Panther and Iron Man will get more interactions.
I like how the direction for supports affiliation based synergies. It makes the supports more thematically important and relevant.
Stuff I'm not sure about.
PvP I'm going to reserve judgement for now and just wait and see.
Old support adjustments. Many are important in PvE and many are completely useless. Hopefully they don't shut down the usefull ones and just bring the less used supports up to par with the higher tier supports.
Infinity Stones. Hopefully there will be other avenues to obtaining these in the near future.So overall lots of good and some bad/not sure yet.
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@Tony_Foot said:
@Daredevil217 said:What does one have to do with the other? I need the 5* boosts to keep PVP fresh. Without the rotating boosts people will just land on the same meta duo plus meta supports and run it into the ground every event like ever PVP ever before god boosts. I doubt they’re going away.
It's speculation until we see it in action but I for one do not want god boosts and supports in PVP. So much of this depends on your MMR but I already have sections where I'm struggling against god boosted characters without then adding the skip because they auto generate 6+ AP on turn one.
Supports would add variety to your targets, no need to have an AOE in your face on turn 1 or 2 from god boosted characters. At that point maybe the best thing to remove would be health packs totally from the game.
A certain amount of boost has on occasion given me more variety but when you get 10 like the last couple of weeks it's been a complete slog.
All things considered how we currently sit, I'd be playing less variety because if supports went into pvp tomorrow I'd be using Shang turn one combo every single fight with my supports. I only ever see this working if PVP became pick one 5* max per fight. Other than that they will spend their lives trying to plug all the holes the user base find.
But you’ve always hated god boosts with or without supports in PvP. If you plan to Shang-cheese regardless, variety would seem less important. God boosts just mean more health to chew through and the possibility of taking a larger nuke to the face. If you use something other than Shang, and perhaps use boosted characters yourself, you would be on “even footing” so to speak. You queue 550 opponents but play your own characters boosted to 550, then it’s no different then. A 450 character eating a nuke from a 450 character. The only thing the boosts are preventing is people going all in on a few characters and minmaxing a single cheese team. If I’m the developers, I’m absolutely deincentivizing this by keeping character boosts at all costs. They should incentivize people chasing ALL characters as much as possible.
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@HoundofShadow said:
Supports are places or non-humans in the future. I doubt Chasm can stun non-characters.It's like you're 100% oblivious to the state of the game...
Chasm doesn't have to follow any rules.2 -
"Not ruling it out" is almost the complete opposite of "we have definite plans to do so in the near future."
@revskip said:
Interesting changes if implemented correctly and with a lot of testing ahead of launch. Like A LOT OF TESTING. Which traditionally has not always been a strength for either developer. With the limited info we have I'm definitely not with the pitchforks crowd but do have some apprehension. Did I mention testing?I honestly think that with the expinential increase in complexity this brings they won't be able to test thoroughly enough - that will happen when we get our hands on it.
Which sounds like a lot of fun to me, but I realise fun isn't what everyone, including some of our most esteemed forumites, is after.
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@DrClever said:
"Not ruling it out" is almost the complete opposite of "we have definite plans to do so in the near future."
@revskip said:
Interesting changes if implemented correctly and with a lot of testing ahead of launch. Like A LOT OF TESTING. Which traditionally has not always been a strength for either developer. With the limited info we have I'm definitely not with the pitchforks crowd but do have some apprehension. Did I mention testing?I honestly think that with the expinential increase in complexity this brings they won't be able to test thoroughly enough - that will happen when we get our hands on it.
Which sounds like a lot of fun to me, but I realise fun isn't what everyone, including some of our most esteemed forumites, is after.
Some people play for placement, to them working towards and getting the highest tier rewards is fun. This change could potentially disrupt that so it's understandable that they're concerned.
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@Daredevil217 said:
If you use something other than Shang, and perhaps use boosted characters yourself, you would > be on “even footing” so to speak. You queue 550 opponents but play your own characters
boosted to 550, then it’s no different then.The problem is that MMR does not currently take into account God Boosts.
If you and I both have a roster that has say 5 characters at L450 and this week 3 of your characters are God boosted to 550 and none of mine are we are still in the same MMR. At that point I'm trying to use 450s against your 550s.
God boosts are great for end game players who have lots of champed characters in their tier (3, 4 or 5*) but not great for players trying to break into a tier where they have limited numbers of characters who are champed.
The new MMR needs to fix this.
KGB
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@KGB said:
@Daredevil217 said:
If you use something other than Shang, and perhaps use boosted characters yourself, you would > be on “even footing” so to speak. You queue 550 opponents but play your own characters
boosted to 550, then it’s no different then.The problem is that MMR does not currently take into account God Boosts.
If you and I both have a roster that has say 5 characters at L450 and this week 3 of your characters are God boosted to 550 and none of mine are we are still in the same MMR. At that point I'm trying to use 450s against your 550s.
God boosts are great for end game players who have lots of champed characters in their tier (3, 4 or 5*) but not great for players trying to break into a tier where they have limited numbers of characters who are champed.
The new MMR needs to fix this.
KGB
Why does it need to fix this?
Isn't that the point, to give endgame players an advantage?
Why advance my roster when it doesn't give me an advantage?
Isn't the guy running god boosts allowed to have fun?
Maybe the week after the tables will be turned.
Should god boosted chars only see natural 550s? No, thank you.7 -
So instead of nerfing chasm, you're releasing supports in pvp that can only be equipped on some of the worse 5*s? While chasm gets to equip supports that reduce damage to him even further?
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@Bowgentle said:
@KGB said:
@Daredevil217 said:
If you use something other than Shang, and perhaps use boosted characters yourself, you would > be on “even footing” so to speak. You queue 550 opponents but play your own characters
boosted to 550, then it’s no different then.The problem is that MMR does not currently take into account God Boosts.
If you and I both have a roster that has say 5 characters at L450 and this week 3 of your characters are God boosted to 550 and none of mine are we are still in the same MMR. At that point I'm trying to use 450s against your 550s.
God boosts are great for end game players who have lots of champed characters in their tier (3, 4 or 5*) but not great for players trying to break into a tier where they have limited numbers of characters who are champed.
The new MMR needs to fix this.
KGB
Why does it need to fix this?
Isn't that the point, to give endgame players an advantage?
Why advance my roster when it doesn't give me an advantage?
Isn't the guy running god boosts allowed to have fun?
Maybe the week after the tables will be turned.
Should god boosted chars only see natural 550s? No, thank you.So then the purpose of God boosts is to let you club baby seals?
All the advantages and fun you speak of you already get in PvE where the opponents are fixed levels based on the CL you select.
I guess I always thought the purpose of PvP was to match similar teams in the same manner that say Boxing has weight classes, and not let Mike Tyson into the ring with a flyweight so he can have some fun (for him, not so much fun for the flyweight).
Part of the reason so many players don't play or quit PvP is because they get into this situation where they are being clubbed due to mismatches caused by God boosts. I really hope the new MMR addresses this.
KGB
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Nobody clubs baby seals.
I get nothing but ColWanda this week.
I can't speak for the experience of low champed 5s players, but I doubt @Road_Warrior is clubbing seals past 500.
Maybe don't speak about 5* MMR if you have no experience with it.2 -
Some people play for placement, to them working towards and getting the highest tier rewards is fun. This change could potentially disrupt that so it's understandable that they're concerned.
I agree with the "getting" part but the "working towards" seems to be what they are keen to avoid.
On which count they ought to relax, the people that finish on top now will continue to do so after a trivial period of adjustment at worst.
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@KGB said:
@Bowgentle said:
@KGB said:
@Daredevil217 said:
If you use something other than Shang, and perhaps use boosted characters yourself, you would > be on “even footing” so to speak. You queue 550 opponents but play your own characters
boosted to 550, then it’s no different then.The problem is that MMR does not currently take into account God Boosts.
If you and I both have a roster that has say 5 characters at L450 and this week 3 of your characters are God boosted to 550 and none of mine are we are still in the same MMR. At that point I'm trying to use 450s against your 550s.
God boosts are great for end game players who have lots of champed characters in their tier (3, 4 or 5*) but not great for players trying to break into a tier where they have limited numbers of characters who are champed.
The new MMR needs to fix this.
KGB
Why does it need to fix this?
Isn't that the point, to give endgame players an advantage?
Why advance my roster when it doesn't give me an advantage?
Isn't the guy running god boosts allowed to have fun?
Maybe the week after the tables will be turned.
Should god boosted chars only see natural 550s? No, thank you.So then the purpose of God boosts is to let you club baby seals?
All the advantages and fun you speak of you already get in PvE where the opponents are fixed levels based on the CL you select.
I guess I always thought the purpose of PvP was to match similar teams in the same manner that say Boxing has weight classes, and not let Mike Tyson into the ring with a flyweight so he can have some fun (for him, not so much fun for the flyweight).
Part of the reason so many players don't play or quit PvP is because they get into this situation where they are being clubbed due to mismatches caused by God boosts. I really hope the new MMR addresses this.
KGB
Mostly each God boost week is filled with god boost characters to fight against, some weeks are better than others. Boost list starting tomorrow looks pretty good for me. Now I may get some plucky Shang-Cheese and Melinda May character who was able to queue up my boosted 5's (like yesterday!) and stun-lock/cheese a win and then I crush that team on retal. Seems pretty fair? If they don't wanna get crushed then don't attack me! That player has a champed Shang and chose to go the easy stun/cheese route against a boosted 5. It is very rare that I see a non boosted 5 team that isn't Chasm/Jane Thor/Shangers so these are all 5* players like me in my MMR using meta/elite 5's. Likewise if they want to use Polaris against me then thanks! That was their choice! Maybe next week they have a boosted 5 and I am scrabbling around. Sure somebody like @Bowgentle probably has boosted 5's each week but they earned those so should get to enjoy the benefits that come with having a deep roster.
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There are definitely weeks were the boost list isn't good enough to defeat the unboosted meta handily still, but one hopes the ongoing tweaks to older characters will make that better.
I hope that some of the under-served affiliations like Team Iron Man or possibly even GotG can get Membership Badge supports at some point that will allow you to induct other characters into the fold for the purposes of doing cool stuff. Like put Kitty or Nico on the guardians so Rocket can get a jumpstart, or giving literally anyone the team iron man affiliation so he can do anything at all with that power.
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@Bowgentle said:
Nobody clubs baby seals.
I get nothing but ColWanda this week.
I can't speak for the experience of low champed 5s players, but I doubt @Road_Warrior is clubbing seals past 500.
Maybe don't speak about 5* MMR if you have no experience with it.I think this depends on slices. In S2 and S5 you are forced to club seals from pretty much from 900 onwards. I also saw maybe two colwanda in she Hulk PvP. Probably due to a late climb on my part.
Again, just wanted to show the gameplay experience can be different and ppl should not judge
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@Tony_Foot said:
@Daredevil217 said:
But you’ve always hated god boosts with or without supports in PvP. If you plan to Shang-cheese regardless, variety would seem less important. God boosts just mean more health to chew through and the possibility of taking a larger nuke to the face. If you use something other than Shang, and perhaps use boosted characters yourself, you would be on “even footing” so to speak. You queue 550 opponents but play your own characters boosted to 550, then it’s no different then. A 450 character eating a nuke from a 450 character. The only thing the boosts are preventing is people going all in on a few characters and minmaxing a single cheese team. If I’m the developers, I’m absolutely deincentivizing this by keeping character boosts at all costs. They should incentivize people chasing ALL characters as much as possible.
I've never liked the boost, everyones experience is different but for me it doesn't really change anything. I still see the same two god boosted for a week. I'd prefer a more balanced game than wading through all that health each match. A game where I don't get to 400 and then nothing but Switch and Collosus for example.
You are only on an even footing if you have those characters champed. There are many that I don't.
I also disagree about incentivising collecting them all. That is also one reason why we have no diversity. I've long maintained if the tiers had only provided enough resources to champ say 75% of the characters and you had to choose who you champed and who you skipped it would be a better game. Anyway even without that now they killed the in game economy it's easier to max min and keep up with latest than ever before.
I wonder how much backing out we see to preserve your health if your AP supports don't put you in a infinite condition from turn 0.
You say it doesn’t change anything, so are you seeing Steel Witch every week? Probably not. But before god boosts you were seeing that combo every event for months on end. You only really needed to level two characters and two supports (if they were allowed in PvP back then) to “keep up”. Now you just need Hulk and Chasm to “keep up” (and two supports).
Next week I’m guessing you won’t queue ONE Steel Witch. That right there shows that it does make a difference. I like that each week the meta is different. This week I’m using Kitty/Jean on everything except Steel Witch (which I’m mirroring). Last week I used DD/Jessica to climb/preserve health, Starlord/Electro to hunt Hulkgasm, and Starlord/Jess for later matches. Also did some experimenting like with Onslaught/Sersi. Overall that’s way more 5*s than I would use and see than before the god boost era.
I understand the old “optimal” was to go all in and skip weak releases. This is no longer the optimal model. They are rebalancing old characters so they are awesome on boost weeks. They are giving us these rotating mega boosts. At this point, if people want to find those 2 meta characters and go “all-in” rather than spread their chips around, then they will probably have a difficult time. You can ask the developers to go back to the old way where only two people mattered. That’s in part what this board is for- feedback. But 5s are so common now that asking them to remove boosted 5s would be like asking to remove boosted 3s and 4s. Not likely to happen. Just like the best characters will rotate each week, the best supports will as well (stones not withstanding).
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I think the big mess up was to release the support before getting the approvals and the announcement of this blog. Then I guessed (correctly) that the support was for pvp and they answered with an incorrect info. My guess for that:
A. they truly didn't know if they could change the UI.
B.they didn't wanted to ruin the awesome announcement and they lied (although they already messed it up releasing a support clearly oriented against chasm and in pvp).
Either way, and because there is no way to prove anything, we must move on (without forgetting, of course, and personally thinking B is the right one).@Bzhai said:
Guys can we not go down this rabbit hole again? Just put on your ignore goggles and let's focus on the main issue. If you feel strongly against the change in pvp it would be more beneficial to give the devs as much feedback and sentiment as possible.Yes. Explicitly said for them. This is positive as we will be heard and our feedback will be decisive. At least they aknowlege that they can't understand all the possible abuses and they need our help to test this new beta mode. So we must work here in game's benefit.
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@ViralCore said:
So instead of nerfing chasm, you're releasing supports in pvp that can only be equipped on some of the worse 5*s? While chasm gets to equip supports that reduce damage to him even further?Why fix something for free when they can monetize the fix?
I realize that this is a game survives because folks spend money on it, but I'm 100% sure the same devs that released a busted-**** Chasm that broke the game on day one will have done a thorough and complete analysis of this decision.
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First time I see that -250 on a shield hop where I fight and win one match, the shield up again, I'm done with PvP.
Just throwing that out there. I have no idea if it's something I need to worry about with supports in PvP. But if I start getting cheese squashed because someone with three 5* supports can win matches as fast as they can queue you up, I'm so done.
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Two comments from me (I don't know if anyone's brought this up explicityly):
1) I don't know how much the DEV's know how effective some Support combos are.
For instance i use 1/2Thor+ShangChi+4Black Widow w/ 4Lucky (SC), +4Sanctum (Thor)+4*Sp/Dr (4BW) in PVE hard nodes. There are many times where I **START **with 10 yellow AP.Now obviously that team would get wasted in PVP and not be good, but I can easily change that out for 5Jane+5Shang+Essential and start w/ 8-10 yellow AP. Meaning I could cast 5Jane's yellow on Turn 1, even if i didn't get any yellow AP from her board shake power.
2) If this is done, will the Supports be "assigned" to a character, or will we be fighting the 3 toons+3 stand alone supports? Supports that can't be 'killed' or turned off until the 3 heroes are killed?
For instance, i take 5Chasm vs 5Strange+new TajMahal support. If i kill 5Strange, does the support that's "bound" to him is also 'killed', or does it last the whole battle, no matter who i kill? It matters obviously.
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