_RiO_ wrote: Kiya-Elle wrote: I'm lucky in that I have no responsibilities besides my two dogs and my husband so I have the free time to play when I feel like it, I'm also a bit of an insomniac. Games like MPQ help keep me sane when I'm wide awake at 3am. Those personal conditions means you are not subjected to the original play-time handicap I posed. At 40 days you're also pretty far away from the more painful progression periods of the game and are still pretty much cruising easy street. No offense, but your personal story fails to provide a compelling counter example.
Kiya-Elle wrote: I'm lucky in that I have no responsibilities besides my two dogs and my husband so I have the free time to play when I feel like it, I'm also a bit of an insomniac. Games like MPQ help keep me sane when I'm wide awake at 3am.
pasa_ wrote: Yeah, I didn't want to ruin the mood but looks a safe bet the same player will turn up 3-4 weeks ahead crying about insane levels in the PVE and getting killed in 2 games -- unless took the wise route and left somewhat before. The game is seriously slanted for the starters poor guys think it gets easier as they develop the roster -- just as we fools did, and what is natural in other games.
_RiO_ wrote: Those personal conditions means you are not subjected to the original play-time handicap I posed.
Kiya-Elle wrote: I'm lucky in that I have no responsibilities besides my two dogs and my husband so I have the free time to play when I feel like it, I'm also a bit of an insomniac. Games like MPQ help keep me sane when I'm wide awake at 3am. I've spent about £40 altogether - I bought the Avengers Battle Kit during the Steam summer sale and I've paid a few £ here and there for HP to expand my roster and some Iso to train up one hero because I felt too lazy at the time to farm for it.
hurcules wrote: Lucky you. I'm guessing you are fellow UK player (the £££ gave it away ). Your insomnia is perfect for those ungodly PvE finishing times. Although I'm not sure how sustainable your sleeping habit is.
Demiurge_Will wrote: For one thing, the terms aren't necessarily clear or useful. A buff for one character/ability/mechanic/strategy is a nerf for everything else in the game, and vice versa. Any change can be interpreted as a buff or a nerf. Team healing not lasting between missions? Clearly a nerf, right? To Black Widow (Original), Spider-Man (Classic), and those poor long-suffering hot-dog vendors, you bet. But it's also a buff to health packs, Protect tile generation abilities, strategic play (vs. volume play), stun, users that play in typical mobile patterns (vs. those that play all at once), characters with self-heal, and so on. And it's a nerf to a bunch of other tangentially related things as well.
yogi_ wrote: A few weeks ago, I dissected this statement and some people commented that they did not agree and that the "true healing" change was indeed a buff to these other things. Now that some time has passed, I would be interested to know (genuinely), if the same people have been more actively using the below factors in a way that has buffed / enhanced their gameplay experience: * health packs, * protect tile generation abilities, * strategic play (vs. volume play), * stun, * users that play in typical mobile patterns (vs. those that play all at once), * characters with self-heal Thanks!
yogi_ wrote: Now that some time has passed, I would be interested to know (genuinely), if the same people have been more actively using the below factors in a way that has buffed / enhanced their gameplay experience: * health packs, * protect tile generation abilities, * strategic play (vs. volume play), * stun, * users that play in typical mobile patterns (vs. those that play all at once), * characters with self-heal Thanks!
yogi_ wrote: Now that some time has passed, I would be interested to know (genuinely), if the same people have been more actively using the below factors in a way that has buffed / enhanced their gameplay experience: * health packs, * protect tile generation abilities, * strategic play (vs. volume play), * stun, * users that play in typical mobile patterns (vs. those that play all at once), * characters with self-heal