Cost of powers and balancing

wirius
Posts: 667
First of all, I've invested 40 dollars happily in the game, and am very satisfied with the product thus far. However, I see that your vision for the game has not been completely fulfilled, and I believe this is primarily due to an undervaluing of direct damage versus board control.
Looking at your champs offered, you have quite a few that have countdown markers, moving countdown markers, converting strike or defense tiles, etc. However, these are mostly currently useless for really one reason.
Direct damage abilities are too cheap while tile abilities are too expensive.
Here are a few points to argue why:
1. Tile abilities have counterplay, direct damage does not
2. Tile abilities require player forethought and skill, direct damage does not.
3. Most of your tile abilities have small impacts over the course of the game, direct damage typically has a large one.
4. Good burst is something that should be built up and used correctly. For example, saving up burst abilities to down wolverine in one turn. As it is, burst is almost ALWAYS the most optimal thing to do.
Some solutions:
1. Tile abilities should have the "reduce AP cost" label, not direct damage.
2. Increase direct damage ability cost by 3, or another round of matching. Decrease tile manipulation costs by 3, or one round of matching.
Why will this be better?
Because I see your vision. You have all this tile play, and counter tile play that is USELESS because direct damage is so powerful. You'll increase the champion pool, you'll allow people to say, "I want to blend these two champs together for some great tile play," not, "Where can I get the most direct damage for my buck?" This will make the game more exciting, strategic, and ultimately satisfying for us puzzle strategy enthusiasts out there.
Looking at your champs offered, you have quite a few that have countdown markers, moving countdown markers, converting strike or defense tiles, etc. However, these are mostly currently useless for really one reason.
Direct damage abilities are too cheap while tile abilities are too expensive.
Here are a few points to argue why:
1. Tile abilities have counterplay, direct damage does not
2. Tile abilities require player forethought and skill, direct damage does not.
3. Most of your tile abilities have small impacts over the course of the game, direct damage typically has a large one.
4. Good burst is something that should be built up and used correctly. For example, saving up burst abilities to down wolverine in one turn. As it is, burst is almost ALWAYS the most optimal thing to do.
Some solutions:
1. Tile abilities should have the "reduce AP cost" label, not direct damage.
2. Increase direct damage ability cost by 3, or another round of matching. Decrease tile manipulation costs by 3, or one round of matching.
Why will this be better?
Because I see your vision. You have all this tile play, and counter tile play that is USELESS because direct damage is so powerful. You'll increase the champion pool, you'll allow people to say, "I want to blend these two champs together for some great tile play," not, "Where can I get the most direct damage for my buck?" This will make the game more exciting, strategic, and ultimately satisfying for us puzzle strategy enthusiasts out there.
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Comments
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Couldn't agree more with you.
An example of character with good tile skills is Modern Hawkeye. Tile countdown is ok for max level (2 count), but AP cost is too high. Lowering down the AP cost would make it a lot more playable, let's say, 7 AP for blue and red.
Let's hope for changes like this.0 -
If you look at the list of characters to be balanced it seems likely most of the strongest direct damage skills will see some nerfs.
Looking at the changes to IW I think they're aware of this. IW's special tiles are very strong now. They're still not on on the same level as Feral Claws (which is closer to a direct damage skill since you can spam it so often there's really no strategy involved when you just blanket the battlefield with red strike tiles) but I'm sure they'd be nerfed soon.0 -
Also seems likely Mawkeye will get a boost of some kind -- they've been pushing him hard in the tournaments with buffs and as guaranteed rewards. Maybe countdowns reduced by 1 at all levels? Seems like that would make him pretty viable.0
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mischiefmaker wrote:Also seems likely Mawkeye will get a boost of some kind -- they've been pushing him hard in the tournaments with buffs and as guaranteed rewards. Maybe countdowns reduced by 1 at all levels? Seems like that would make him pretty viable.0
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Agree, having 1/3 damage tiles you can place that cost 3 would be a ton of fun, and would probably be fine at a 2 turn countdown since you have less riding on any particular tile.0
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Placing his tiles would make a big difference. There are times where you feel you have to clear a couple more matches even after getting enough AP to use his power, simply because otherwise the tile will most likely appear in a place it can get immediately matched away (and this also makes M.Hawkeye even weaker in the hands of the AI). I think that would be enough extra power- also reducing the countdown to 1 would all-but-make his powers into direct damage and they'd be very very cost-effective direct damage.0
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