Cryptobrancus wrote: If only for every strong character there was a viable counter, instead the counter to a strong character is a stronger character. Saying that really makes me want a character that can negate/shield powers or 'counterspell' or reflect powers. cStorm and hulk do things when they get hit but how cool would it be to have someone who could take a world rupture and make it fizzle doing nothing, or someone who could survive a call the storm and if they have the AP return a full strength CtS back at the enemy team. Why have power creep when you can have specific types of powers that can deal with the overpowered and use it against them. plugging for a third power for loki, Disguise: Loki drops an illusion tile on the board and the next power targeting loki affects a random member of the enemy team instead, consuming all illusion tiles. More covers = more tiles = harder to remove to be able to hit that sly bastard in the face
Thanos wrote: What if they just dropped the points structure altogether and scoring was instead based on the number of matches won. Progression rewards could be awarded say after 3 wins, 5 wins, 8 wins and so on. Placement rewards would also be based on total matches won. To keep this from just being a grind fest they could give you a certain number of health packs and that's all you get for the event. This would encourage roster diversity cause you need to spread the damage around and would also be a step towards D3's desire for a "higher level of play" cause instead of having to win a match as fast as possible you could take your time and think out your moves. One of the things i hate now is always feeling rushed to finish a match asap and often times I'll miss match 5's or other more optimal moves cause I'm trying to win as quickly as possible. I get a lot more satisfaction from taking my time and studying the board to find moves that'll result in multiple matches or cascades. In fact some of my most exciting moments were when i was one move away from being wiped out and i had to find a move that would result in two matches to take the win. Of course this would also require D3 to tighten up their match making system so your not facing overly powerful or under leveled opponents.
Phantron wrote: Explain to me why The Hood, despite being one of the most powerful defensive characters in the game, is still not seen very much at the top. This is because The Hood, despite his power, is very easily dealt with when you can see him on the opposing team. He utterly dominates guys with high cost moves, like Thor and Fury, to the point where a fight like Thor + Fury versus The Hood + anyone is almost unimaginable that it'd ever start without boosts (and he's even strong against AP boosts).
Zhirrzh wrote: I don't really care that much about opposing rosters but that's because I'm at the roster stage of lots of maxed 3* characters. I tend to pick targets strictly by the points they are worth. Maybe if there's like 3 minutes left before an event finishes I'll try not to pick a team with max Hulk.... If you hid the amount of points a team is worth it all becomes a joke. It's already annoying enough that you often have to skip a half dozen or a dozen people before finding someone worth over 25 points, and that's when you're still below 500 points let alone above that. If you're on the 2*/3* cusp it can be vitally important to how long you can play whether or not you can avoid hitting teams which are going to do a lot of damage or wipe you. Finally, this would also require taking away the ability to see other players' rosters as otherwise you could take a pretty good guess by checking the roster what you're likely to be facing. If the absolute top end wants to pay to win by spending a ridiculous amount of time and money on collusive shield hopping, good luck to 'em. I don't see why the rest of the game needs to be warped to stop them. Also this would neuter the deterrence factor that some characters have on defence and take away even that bit of variation from team choices.
Tharos wrote: tl,dr: See what a lot of other pvp games are doing: they are rewarding your play results, not your ability to pick your opponent.
Tharos wrote: Another way of balancing the scoring system, and fitting very well in your "random opponent system", is to have some king of "character or team MMR" instead of "player MMR". This 'character MMR' reflects the "power" of this character, every time it is played by any player. Thus, tanking will have no effect: you may suicide your LThor many times trying to trick the system, the thousands of players winning games with him tells the opposite. The scoring will be based on this character MMR, not on placement: if you beat a strong team with a low team, you will win a lot. But if you lose against a bigger team, you will not lose a lot. Pros: - Even lower roster will have a chance to compete, thus you can play with lower characters if you like them, you will still have a chance! - Tanking will be useless - No point lost on retiatations: you only way to lose points is to lose a game you started (and you will lose much more often than now!) Cons: - As losing will be part of the game, much more than now, we must no longer be punished twice for losing (points loss + character dead is too much) - Characters are stronger depending of their teammates. A "Team MMR" is preferable that a "character MMR", but harder to define (although the TrueSkill algorithm can do it perfectly) Pros & Cons at the same time, depending on your preference: - Not being able to chose your opponent is a must with this system - Shields income for demiurge will be replaced by Health Pack income (shields will be useless, while health packs will be more meaningful: to earn more points, you need to play more) - It is ok to lose a game! (same as Starcraft/Hearthstone/a lot of games, where you lose about half of your game) tl,dr: See what a lot of other pvp games are doing: they are rewarding your play results, not your ability to pick your opponent.
papa07 wrote: I would like to see an adjustment to the points won and lost in PvP, based on team strength. A character would be worth 1-10 points based on covers and levels and each character would have a multiplier (1x for 1*, 2x for 2*, etc). For example: A lvl 166 Patch would be 30 points (10 x 3) A 7 cover lvl89 Hulk would be 18 points (6 x 3) A lvl 94 Ares would be 20 points (10 x 2) A lvl 50 IM35 would be 10 points (10 x 1) A 1 cover lvl40 Psylocke would be 3 points (1 x 3) Scores would be totaled for each team and used to adjust points won and lost in a battle. For example, a transition player with 400 points has a score of 500 in PvP. A max player with 800 points has a score of 200 in PvP. Currently, they would be able to win ~40 points, based on these adjustments it would be closer to 20. And if both players had 500 points in PvE, the transition player could win 25 attacking, but the max player would only be able to win 12. This would produce roster diversity, as everyone would have to use every viable combination in order to compete. This would be similar to Clash of Clans, where attacking someone 1 level below you results in 90% of available loot, someone 2 levels below 50%, someone 3 levels below 25%.
Phantron wrote: It'd make more sense to dynamically adjust the levels of characters based on a 'character MMR'. That is, a victory by a Sentry/Daken/featured team counts as a win for the hypothetical Sentry and Daken player, and they'll be given a MMR rating based on that. Conversely if you lost a game with them then that counts as a loss for them. This will obviously also be weighted by the MMR of the defending player so that winning against a strong player counts more. Then, the lowest MMR characters will be given a level adjustment relative to other characters of the same * tier. This wouldn't require blind matchmaking. New players without the best characters will have higher level characters to compensate, and if Daredevil turns out to be too good in this scheme there's nothing stopping any established player from using him too. As people start winning more games with Daredevil his MMR will increase and he'll lose his buff.
daibar wrote: Couldn't you then tank with level 1's and lose next to no points in losses? This system wouldn't make a distinction between people with starting rosters who worked hard for rank vs normal players.
papa07 wrote: daibar wrote: Couldn't you then tank with level 1's and lose next to no points in losses? This system wouldn't make a distinction between people with starting rosters who worked hard for rank vs normal players. Points would be based on total roster, not just the three characters fighting.