simonsez wrote: I don't see why the stated goal of this change couldn't be achieved by just raising the start values without raising the caps. Raising the caps means higher health, higher damage, so regen will take even longer than it did before. People referred to this as a "random change", but I see it as going completely hand-in-hand with the removal of healing. Waiting it out, rather than buying health packs, will be even less viable when this change happens.
john1620b wrote: So...you increase the healing time on characters, and then increase their health to make healing take longer?
scottee wrote: In reality, it's going to be maybe a couple minutes more of healing.
simonsez wrote: scottee wrote: In reality, it's going to be maybe a couple minutes more of healing. How do you figure? If you have 1.5k to 2k more health, and you come out of a battle at only 40-50% health, that's an extra 1k regen to get back to 100%.
jozier wrote: simonsez wrote: scottee wrote: In reality, it's going to be maybe a couple minutes more of healing. How do you figure? If you have 1.5k to 2k more health, and you come out of a battle at only 40-50% health, that's an extra 1k regen to get back to 100%. Why do you need to get back to 100% at all?
PPPlaya wrote: jozier wrote: simonsez wrote: scottee wrote: In reality, it's going to be maybe a couple minutes more of healing. How do you figure? If you have 1.5k to 2k more health, and you come out of a battle at only 40-50% health, that's an extra 1k regen to get back to 100%. Why do you need to get back to 100% at all? Because Ares is tight-fitting and hard-hitting. I am right now using Ares/OBW/AWolv with Wolverine tanking RGY so I can join with a damaged Wolverine and make some Yellow matches for Ares. Fielding a Damaged widow or a Thor/Ares (that tanks colors) under 50% of their Health is complete suicide.
GrumpySmurf1002 wrote: Not really. Get OBW her 9 blue and start shielding in game quickly, and you can survive quite easily. New system dictates you have to take calculated risks, and in fact it's almost mandatory to take some battles at 50-75% if you want any kind of extended play.
GrumpySmurf1002 wrote: PPPlaya wrote: Because Ares is tight-fitting and hard-hitting. I am right now using Ares/OBW/AWolv with Wolverine tanking RGY so I can join with a damaged Wolverine and make some Yellow matches for Ares. Fielding a Damaged widow or a Thor/Ares (that tanks colors) under 50% of their Health is complete suicide. Not really. Get OBW her 9 blue and start shielding in game quickly, and you can survive quite easily. New system dictates you have to take calculated risks, and in fact it's almost mandatory to take some battles at 50-75% if you want any kind of extended play.
PPPlaya wrote: Because Ares is tight-fitting and hard-hitting. I am right now using Ares/OBW/AWolv with Wolverine tanking RGY so I can join with a damaged Wolverine and make some Yellow matches for Ares. Fielding a Damaged widow or a Thor/Ares (that tanks colors) under 50% of their Health is complete suicide.
DD-The-Mighty wrote: GrumpySmurf1002 wrote: PPPlaya wrote: Because Ares is tight-fitting and hard-hitting. I am right now using Ares/OBW/AWolv with Wolverine tanking RGY so I can join with a damaged Wolverine and make some Yellow matches for Ares. Fielding a Damaged widow or a Thor/Ares (that tanks colors) under 50% of their Health is complete suicide. Not really. Get OBW her 9 blue and start shielding in game quickly, and you can survive quite easily. New system dictates you have to take calculated risks, and in fact it's almost mandatory to take some battles at 50-75% if you want any kind of extended play. Nope. OBW blue is not a true shield. It cant stack "False Health" on top of a maxed "True Health". its wholly reactive. so getting it too soon really does nothing special. At its best it just keeps your character from getting knocked out. before she was very good at mitigating nuke and aoe damage that would cripple you in the next fight. It made dealing with the glut of 2* ares/storm/thors much easier. now that balance is out of whack. even if you win they can pop off that aoe and pretty much hamstring you for the next fight. And really what is a calculated risk, when all of the teams are fielding aoe and nukes? A calculated risk is going one more match before you shield, a calculated risk is hitting that 141x2 team with a 2/3* mix before you shield, (because they will retaliate). Once your mmr is in the capped 85 and 3* level there really is no calculated risk. its just a guarantee that you're going to be hurting unless you have that very specific squad of speed killers. and if your still in the 2* 85 territory you losing 1/2 health a match is a very real possibility.
soursenseless wrote: Sounds good to me! One suggestion though: any chance you cold use this opportunity to fix up the scaling? Having a level 50 one-star be way stronger than a level 50 four-star never made much sense to me (and makes comparisons at simar levels much harder).
Lyrian wrote: soursenseless wrote: Sounds good to me! One suggestion though: any chance you cold use this opportunity to fix up the scaling? Having a level 50 one-star be way stronger than a level 50 four-star never made much sense to me (and makes comparisons at simar levels much harder). That's part of the point of these changes, to spread out the power of characters of different rarity levels. After the change, a fully covered 1* character with three powers will cap at level 50, but a 4**** with a single cover will now start at level 70. This should provide a considerable upgrade in health and well as match damage. There is still the downside of a lack of powers at 1 out of 13 covers, but that single cover now won't be completely useless to a player.
jozier wrote: Why do you need to get back to 100% at all?