I wanted to be excited about the rotating PVP buffs. I wholeheartedly agree that games like this are more fun when you bring more of your roster to bear. There are a lot of cool characters in this game that are fun to use. They do different things, there are a multitude of interesting combos. And, as a player with a 553 XForce, this character does not discourage me from using other characters. Particularly if climbing with other characters save XForce health for bigger opponents. And I have a deep enough roster that I could push for a long time from 500 points until everyone ran out of health.
The biggest problem in PVP is the dreaded WALL. And I don’t mean the "All my opponents are maxed 166 or 270 XForce/ 4hor wall. That wall doesn’t intimidate me. My XForce is only L225, and I have three L150 3*- Doom, Thor, Cap. So with those and +2 G/B and (P/B or R/Y) and a +2 all, there isn’t a single roster in the game that I can’t take down. Now, I may lose occasionally due to an unlucky cascade, but more often than not I will win.
But, once I cross about 750-800 points, it doesn’t matter how many characters I have, it doesn’t matter how much money I’m willing to spend on HP. I have to shield and stop playing. If I don’t, every attack I win will be lost to 4-5 attacks from others that occurred while I was winning a match. And some of these will be to rosters vastly inferior to mine. Which is fine. If I can take down 249/270/270, it seems reasonable that someone weaker than me could beat me.
Anyway, once I hit that first shield, then the of matches that I will play for the rest of the PVP is approx. 1.65(# of shields I can fit in in the time remaining). If I win my first match quickly, I can probably squeeze in a second attack. But otherwise I run the risk of getting hit for more points than I win in the 2nd match. And god forbid I try a third time. I’ll be looking at a-50 at least, and could easily lose over 100 points. I imagine this is the same for even the strongest rosters, just that it begins 100 points or so higher. But basically, once you reach a certain point in PVP, continuing to play, even if you have the characters and HP to do so, is completely counterproductive.
And I don’t see buffing additional characters making this any better. Again, I’m COMPLETELY in favor of anything that encourages me to use more of my roster, and that rewards me for astutely combining characters with good synergy. But, buffs simply broadens the base of players who will be able to pointrape me once I hit a certain threshold. As long as attack input a player receives exceeds the attack output one can produce, then playing more than two matches off of a shield hop is a losing proposition.
I’m not sure how to fix this, but here are some ideas:
-
Buffer between when you become visible and when you start losing points. Currently, there’s roughly a 5-10 minute lag between when I break shields and when I can be attacked. Mainly because it takes that time for me to move to the top of an opponent queue, and for the attack chatrooms to find me and tell everyone to look for me. But, let’s say that after I break shields, my points are still protected for either a certain time period (an extra 15 min, or something related to the price of the shield) or, even better, a certain # of matches, say 5.
-
A timer that allows you to attack for a short time after you shield. So, let’s say I shield at 850. Instead of not being able to attack at all, it starts a countdown where I have five minutes/10/15 minutes to attack without breaking my shield.
-
Shielding banks points. Once I shield, the points at which I shielded are protected. I can still be attacked and produce points for others, but my points won’t drop below this point. So, if I shield at 876, I don’t have to worry about falling out of range of the 3* cover because I can never drop below that point.
-
Choosing defensive rosters. Some characters are nearly useless in PVP because they are either highly ineffective at attacking, but great on defense. Characters that are a defensive liability don’t really matter, because defense is almost irrelevant in PVP anyway. But, if I could set a defensive roster where you were going to have to go through Loki, Falcon, or even a Falcon/ Spidey combo (spamming defense tiles, yellow healing AND boosting them, cheap stuns right when you get enough to fire SS). Rage of Bahamut had a system where you set 3 defensive rosters, and one would be randomly selected when you were attacked. This would REALLY encourage roster depth. Even if characters have a XForce or 4hor, they either have to split them up defensively or there is a 2/3 chance that you see neither.
Anyway, these are just some ideas. I’m sure each has potential problems, but subjection to dialectic may refine them or spark some other idea. I would just like to see some middle ground between the soul crushing grind of PVE and not being able to play much in PVP after a certain point.