squirrel85 wrote: Why would you EVER use ags with obw? Unless you have no other blue, there's no point.
Kelbris wrote: IceIX wrote: One of the intentions with this change is to cut down on things like Prologue Healing, which prolongs play time through something that is pretty obviously just a time intensive process that doesn't involve actual strong gameplay. It's something people do because it's there, much like tanking. It's not something that's fun. It's not something that's enjoyable. It's something that exists and is taken advantage of because of pure efficiency. Actual strong gameplay leads to fighting high level enemies. Fighting 395 enemies isn't fun. The only way to avoid high scaling is to take damage during events. The only way to offset the damage is to heal. But healing isn't fun, apparently. So the only fun thing to do is to take damage, then wait for your health packs to recharge. Although, taking damage in a game isn't fun unless you gain something from it, like a bloodletting skill where you gain a damage buff or the Psycho in Borderlands 2. So... I guess events aren't fun? I don't mind that you want to eliminate prologue healing. Just don't tell us what we think is fun or not. That's for us to decide.
IceIX wrote: One of the intentions with this change is to cut down on things like Prologue Healing, which prolongs play time through something that is pretty obviously just a time intensive process that doesn't involve actual strong gameplay. It's something people do because it's there, much like tanking. It's not something that's fun. It's not something that's enjoyable. It's something that exists and is taken advantage of because of pure efficiency.
Spoit wrote: Talking about spidey, does this swing the preferred build back to 3/5/5?
Pjoe0211 wrote: the spiderman nerf most people were ok with
mouser wrote: IceIX wrote: One of the intentions with this change is to cut down on things like Prologue Healing, which prolongs play time through something that is pretty obviously just a time intensive process that doesn't involve actual strong gameplay. It's something people do because it's there, much like tanking. It's not something that's fun. It's not something that's enjoyable. It's something that exists and is taken advantage of because of pure efficiency. And yet for most people: playing is more fun then not playing. Changes that reduce the amount of time people can choose to spend playing the game are generally not good for player retention in my opinion.
IceIX wrote: Narkon wrote: IceIX wrote: One of the intentions with this change is to cut down on things like Prologue Healing, which prolongs play time through something that is pretty obviously just a time intensive process that doesn't involve actual strong gameplay. It's something people do because it's there, much like tanking. It's not something that's fun. It's not something that's enjoyable. It's something that exists and is taken advantage of because of pure efficiency. You know, there was a much simpler solution. You could just lock out of the prologue heroes that heal. Just like that we would have no more Prologue healing. I think the intent behing this change is obvious to everyone. It's to promote healing pack sales. Absolutely not the case. I can definitely understand that the intent is that we're making this change to increase revenue through Health Packs. That's not the case. We do think that some players will buy a couple more Packs off the back of this change for a couple days after it. This is the case with any change, such as a buff to an ability for a character. Users then go out and spend some Hero Points on respeccing. But we don't buff or nerf an ability because we want it to bring in revenue. We do it because we believe it will be in the best long term benefit for the game and for the users. As for locking out True Healers, that also means that any future characters that would heal would also be locked out. Which would be a growing roster as our number of characters expand. As well, It would be pretty horrible for a player to pull a Spider-Man as a brand new player and be told that they can't use them because of a gameplay method they didn't even know exists is there. It's an interesting suggestion, but it doesn't pan out very well across the larger userbase that hasn't already digested more advanced gameplay concepts.
Narkon wrote: IceIX wrote: One of the intentions with this change is to cut down on things like Prologue Healing, which prolongs play time through something that is pretty obviously just a time intensive process that doesn't involve actual strong gameplay. It's something people do because it's there, much like tanking. It's not something that's fun. It's not something that's enjoyable. It's something that exists and is taken advantage of because of pure efficiency. You know, there was a much simpler solution. You could just lock out of the prologue heroes that heal. Just like that we would have no more Prologue healing. I think the intent behing this change is obvious to everyone. It's to promote healing pack sales.
someguy wrote: The following point has been touched on briefly in this thread but I want to make this crystal clear: Removing healing in this manner will force players to decide: either buy healing packs or stop playing until their injured characters recover. Players who decide not to buy healing packs, which will be the majority, will instead put down the game. Hardcore players who used to grind for hours to place in events will then play an hour or two until their characters are too dead/injured to play. More casual players who used to only play for an hour or so per session will play even less. When all players (except for a few whales) play for net fewer hours, this means lower user engagement and more dropoff as players use their newfound downtime waiting for their teams to heal to discover other games or pastimes. In plain English, players who more frequently put down the game are far less likely to pick it up again. When the players go away, there will be no one left to pay. This will directly damage D3P/Demiurge's bottom line. I know you think that making this change will force players to buy more health packs (let's not beat around the bush, that's clearly what this was about or you would simply have disabled healing in prologue but kept it enabled in PVP/PVE events), but it will have other ramifications as well. This game is not consumer packaged goods where increasing the price of canned tuna in aisle 3 will have no effect on the sales of eggs and bread in aisle 5. This game is a live, software-as-a-service product with very complex systems in place, many of which you've admitted to not actually having figured out yet (PVE rubberbanding, PVP matchmaking, etc.).There is no such thing as a simple, quick-and-easy, surgical change to better monetize only one area of the game that will have no effect on others. Is this change openly hostile to players? Yes. Does it adversely and directly affect player experience? Yes. And surely, these issues will only be articulated by the vocal minority on the forums, who, of course, can be safely ignored. However, I repeat: this change will also lead directly to decreased user engagement, attrition, and lower player population that will hurt D3P's bottom line. If you don't want to hurt your company, do not go through with this change. Instead, disable healing in the prologue only.
ZenBrillig wrote: Pjoe0211 wrote: the spiderman nerf most people were ok with Please send me the URL to the forum you were reading, because most people were apoplectic about the Spidey nerf.
Bugpop wrote: I really don't like the way this forum has turned into a hate frenzy directed at IceIX. This used to be a civil community. Occasionally one of us would step out of line but simple reminder from another forumite was sufficient for the forum to become civil. I'm disgusted with the lack of community here right now. Be civil.
Bugpop wrote: I really don't like the way this forum has turned into a hate frenzy directed at IceIX. This used to be a civil community. Occasionally one of us would step out of line but simple reminder from another forumite was sufficient for the forum to become civil.
HailMary wrote: After reading the first five pages of this discussion and skimming the next five, I'm still confused about how the "temporary" healing works. Option 1: your team's exit health is capped at their entry health. If you win with more health than you entered with, your exit health is bumped down to your entry health. Option 2: the game tracks all temp-healed health, then when you victoriously exit, negates all temp-healed health points, which could lead to (many) scenarios in which you win with a living team, but exit with a triple-downed team. Option 3: something else. Which option is it? Does anyone actually know?
pasa_ wrote: Bugpop wrote: I really don't like the way this forum has turned into a hate frenzy directed at IceIX. This used to be a civil community. Occasionally one of us would step out of line but simple reminder from another forumite was sufficient for the forum to become civil. Guess people don't much like being pissed on then told it's raining. Sure we could just resort to 'shut up and suck up'. Feel free to resurrect any of the praise threads. Calling out the **** -- no matter if it was born from mere stupidity, ignorance, delusions or direct malice -- *is* part of civil life. Some even say it's quite essential.