Mayo said: DAZ0273 said: Mayo,I don't understand this talk about "exploiting the system"? How have any players who chose to chase Okoye exploited anything? Tall rosters v broad rosters has always been a thing, no? Pursuing an "all eggs in one basket" strategy is always risky (same for 4* players who exclusively chase Kitty, likewise see GAMBIT) but I can't see how it is an "exploit"? Your additional comments in point 3 seem to be also heading towards some strange place about relating a mobile phone game to people seeking a competitive edge in a competitive game as somehow making the player morally bad?!?!?Levels as requested: Okoye 5/3/3 lvl 390 and iHulk 2/2/1 lvl 300 but I don't really use either much. So I have no dog in this fight at all but your last post is verging on paranoid, matey! Hi, an exploit us anything that should not happen in a system, like parking your car in a place reserved for pregnants or having a winfinite with 5* captain marvel that worked flawlessly against almost any team.As it has been abundantly commented, okoye amplifies damage to unexpected levels. With half thor you have very good attack and poor defense but with ihulk attack and defense are supreme always.I am not pro okoye nerf, as stated from the start i prefer devs taking a mitigating acción, why? Because the only way to counter that team consistently is with the same team. So go ahead, do so but in the way dont baby seal everyone else since it is bad for gameplay and business. Would you play a game where you have no chance to win?Would you play a game where one day you are playing against other players qui pro quo and the next few weeks they got okoye 50+ levels up? Better offer a 50lvl boost for okoye at 1000usd and watch how it sells while the game shuts down.Can you play the game that way? Of course, but that does not make it correct or the way to go.Having so many teams and ways to play is this this kind of exploits that will end the game in the long run.Devs read all posts i guess and being repetitive is something i dont like. I myself have spent too much money for the season after spending no money since the first shardmagedon. I started putting some money until last week but now i will again return to making my target wins in pvp and do pve, i already have the roster to play without money and will probably start investing again when devs address this issue as they have done before.Devs have many options to mitigate any exploit as they have done before and even if the affected players leave the game (only the specialized ones will probably leave but as we all know evolution does not favour them) is better to lose some fingers than lose an arm. Cheers!
DAZ0273 said: Mayo,I don't understand this talk about "exploiting the system"? How have any players who chose to chase Okoye exploited anything? Tall rosters v broad rosters has always been a thing, no? Pursuing an "all eggs in one basket" strategy is always risky (same for 4* players who exclusively chase Kitty, likewise see GAMBIT) but I can't see how it is an "exploit"? Your additional comments in point 3 seem to be also heading towards some strange place about relating a mobile phone game to people seeking a competitive edge in a competitive game as somehow making the player morally bad?!?!?Levels as requested: Okoye 5/3/3 lvl 390 and iHulk 2/2/1 lvl 300 but I don't really use either much. So I have no dog in this fight at all but your last post is verging on paranoid, matey!
ThaRoadWarrior said: Exploits are a bit more like finding a bug and making use of it - to me that's like taking BRB/Polaris up against Carbage, and then having the opponent Start of BAttle auto-turn give you a bunch of free protect tiles because of the bugged interaction with Polaris on their turn. Okoye's damage isn't "unexpected," it's just how the power works. I would grant you that the winfinite is probably more of an exploit, but also it must not have been that much of a concern to them because they "fixed" the least important part of it - there are characters at all tiers of the game that still work just fine with that same combo from 1* Juggernaut up to 5torm, so I remain baffled by the choice to destroy Danver5 rather than adjust one of the actual lynchpin characters involved in it myself. I'm still waiting for that yellow-power killer to come out and reveal itself to us. I thought it might be Magneto, but I don't think it would have been that dominant actually.
DAZ0273 said: I think the Devs demonstrated pretty clearly what they think of easier progression in PvP when they scrapped the original SCL10 progression structure in fairly quick time. We are not getting any free rides to 1200.
HoundofShadow said: They have already improved it by implementing wins conditions, which was suggested by that segment of players. Back then, the probability of hitting the last progression reward is virtually zero.
Bad said: To summarize things(another time):-Ihulk deals 15k damage per turn(5000 AoE) on a hard to counter passive that will take its tax on the initial turns. Its the most powerful and free passive on game( perhaps mitigated by damaging allies reviving. But what is the point of that on pvp, isnt it?)-okoye with just 3 TU doubles that passive, in other words accelerates by 2 that passive without any tradeoff. But there is more folks. With 6 TU triples that effect.In a game were all characters need to collect AP before doing anything THERE WILL BE NO BETTER TEAM THAN THEM. In other words, A BROKEN META. How it is posible to counter a broken team? With characters with broken passives. Or perhaps needing AP to fire it, hence another time inefficient.I think the blame is not on players for exploiting it, its on devs for allowing it and no taking actions.Now that I think its clear that its a team that cannot be countered miraculously(dont expect to come another savior of the mutantkind) and its clear than they top the pvp ranking, they are populating pvp and obviously all players will chase them more. What it was a mere issue 6 months ago, now is a fact and in the future will be the rule as more and more players joining the meta.Lets look at the only options available for all teams having a chance, thats it, nerfs:Ihulk and okoye could be nerfed in a soft or in a radical way:The soft way would be to collect some AP or TU before starting their rolling. That would make them less excelling on defense, as players could have a bit more of time to deny or do their play before wasting all the health packs. Still they would be the best on ofense. The radical way would be to make Ihulk or okoye unable to be boosted/boost AoE. Certainly that will end hulkoye meta, but it is not recommended. From my pov, both should follow the first option. Although I would expect only Ihulk being changed.It is posible to make positive changes with it favoring the characters: Ihulk would need to have perhaps 3 green AP to activate green door, and in exchange he could damage less his allies. That way people could be chasing him.And like I said on other thread, okoye could have 3 TU before activating WF, in exchange she would not lose TU anymore.
HoundofShadow said: [...]I'm curious why players need to wait for the devs to do something in order for them to use other characters. [...]
DAZ0273said: So what about Thor you might say? It does appear to be double standards on the face of it but he has been "fine" since 2017 so I can't see anything happens this far along.
HoundofShadow said: I couldn't remember the term cupcakes so I googled it and found this thread.https://forums.d3go.com/discussion/52048/whats-a-cupcake It seems it has already ended in 2016. I joined the game late 2017 and I'm sure win-based was implemented somewhere in 2019?
ThaRoadWarrior said: The lingo for hardcore PVP play is like joining a secret society lol. Grills, cupcakes, trapcakes...I assume that community spends most of their time on Line but occasionally it bleeds over into the forums and I'm just like "yeah, i'm not about that life but i'm glad y'all are having fun..."
Kolence said:@fight4thedreamI would add as one of the big "pros" for Hulk that his adding a single green tile, then destroying two, somehow manages to create a lot of cascades. It happens quite often. My guess would be trying to outpace his auto damage and deny the AI TUs, yellow or red matches, we players are likely to make match-4s. Whether to try and get as much AP for some active powers that can somewhat counter Hulk's passive - mostly by spamming the board with special tiles, or making a match that the AI certainly would have on next turn. Doing so it just makes more new (green) tiles drop onto the board, and likelihood of removing already present green special tiles also increases.BTW, his threshold number really is on the low side, but maybe straight up increasing it would make him too unreliable? Average number of tiles of a color should be 9. He'll do his thing if there are 7 (and spawning the tile doesn't make a match). But at the same time, when there are much more green tiles, spawning the tile can more easily cause extra cascades.I actually really like how that plays and how it makes Hulk feel dangerous. But it is maybe a bit much? Maybe if Hulk would prevent green tiles from dropping on his start of turn passive resolution? Or reducing the chance a lot? That might slow him somewhat. While also giving other chars like Storm or Onslaught more value as partners for him.For all the good sides Okoye has, she's not really self accelerating. It kind of helps my argument too... Also, don't agree about Bishop and stun being the only counter. Once a stun power is the only counter for something, that something is too broken... (slightly joking, but not really)
tonypq said:Ihulk isn't going to be the last character to make a super strong combo with Okoye. Whether some other character has passive damage, cheap actives, or used with a third wheel character who can reduce ability cost, greatly accelerate attack power generation etc. The way WF works with no ramp up time or boost limit, there are likely going to be more juiced up team combos to come.