Carry over between fights

Have you ever dealt the final blow to your opponent only to see a sweet match 5 on the board?
Ever finished a match with a ton of AP saved up or created several strike tiles to finish off that goon with only 10 life left?

Wouldn’t it be nice to carry some aspects from the end of one fight into the next one?

Before any one gets carried away, I know this would be a massive change to the game and strategy. It could completely break Versus mode, because you could build up stats in an easy match just to decimate a more difficult opponent. This is more of an else-world idea. In other words, I know it will probably never happen, just wanted to share some thoughts I’ve had.

Particularly in Story mode, if you are progressing through nodes it seems to me it would make sense if the next match would pick up where the current one ends. Things like stored AP, board layout, and special tiles could stay. These would all reset if you changed the team lineup or waited an extended period between fights.

What do you think?

Almost like some kind of match where you can defeat all enemies you face, maintain your AP and health, keep all the special tiles on the board and any friendly countdown tiles, and then face more enemies. They’d come at you in groups, or ‘waves’… as it were. Different missions could have a different number of ‘waves’, and when you complete them you should get rewards based on how many ‘waves’ you completed.

I actually love the idea. Should be more of a “reward” for making stellar matches and playing the board.

Thought about this myself, applied in a different way…

  1. PVE changed to a points based system where matching impacts your actual score. Cascades, match-4, match-5 earn you more points. You get more points for making better matches, rather then just charge a super power and drop it. I realize it has a lot of pros and cons, but just an idea.

  2. A daily “wave” mode where you must acomplish certain “in game” tasks to progress and win awards. For example, “ONLY match-4s or greater will do damage in this wave.” Or “only cascades do damage.” Or “only critical matches do damage.” You could add bonuses in there like “earn a heroic by making a match-5 black this wave.”

To me, the “puzzle” aspect of the game is somewhat simple. I’d like more challenges and actual puzzles. Make me use characters outside of the metas.

Again, just spit balling.

Yeah, I see what you’re doing there…

The difference would be that between ‘waves’ you have the option to use health packs, or change your team at the cost of losing any stored AP or special tiles. So, if you are dominating you can continue to do so, but if you are struggling you are not locked in.

When I use boosted Grocket, if any of his strike tiles are left out does he generate a whole bunch more at the start of the new match? If so, I am IN.

I have always wanted a survival mode type play mode where you just keep fighting and each wave gives you increasingly better rewards. Something like the Gauntlet but instead of individual fights they are all together and you just go until you are wiped.

Yeah this basically started because I’ve been running boosted Grocket and Nico all week, and loving the 6K+ strike tiles at the end of the matches, and wishing they didn’t have to go away.

Adding a feature like this would finally take some of the sting out of me frequently saving up AP for the next wave in a wave node, only to realize I was on the last one already and was only needlessly toying with the last guy left…

That’s certainly an interesting idea, however how would this kind of a mode be balanced? I’m sure there are plenty of creative players out there who could find a way to create some sort of near-infinite AP gain, or high enough power strike tiles to down them all in one cascade, if they were to all carry over to the next fight.

Beat me to it… well done.

REALLY good point about the impossibly high strike tiles. Can you imagine every match having 100+k strikes out that obliterate the enemy in one match??

ALL. THE. TIME!

All we need is C4rol, probably a team healer or protect tile maker, countdown tiles makers to setup strike/attack/protect tiles of doom in the first couple of match and then it would be an auto-win virtually every match. Imagine taking not more than 3 matches to down the entire team every subsequent match in PvP…

It would also work with other tile-buffers. Nico, either version of Flying Sam, probably someone else I’m forgetting.

Also, Winfinite teams take a while to get going, but once they’re there, they can cruise more or less indefinitely.

There are other specific special tile buffer like Bl4de. He’s the first one that came to mind. C4rol, Nico and Wasp seems to be a good setup for destruction. Wasp to trigger C4rol’s passive ability to buff special tiles, and Wasp’s other ability to flip protect and strike tiles, and at the same time strengthening them. Nico to buff them constantly.

The console version’s XP system works somewhat like that. You get bonuses for making match-4s and 5s, for how much AP you use over the course of the battle, and a number of other conditions.

Yes, there would need to be limits. My initial thought was that it wold only carry over when you played the nodes in sequential order in Story mode. Once you finial the final node, everything resets to zero. If you go out of order, or repeat the same node, you start over from scratch.
Another option would be to have everything reset if you don’t start the next node within a certain time limit. SO, as long as you are grinding away, you keep everything, but if you put the phone down for an hour or more, then it resets.
Of course, any option would bring its own set of complications and potential for exploitation.

I don’t think the carry-over is doable with the way the game works right now, but I always thought it would be nice to have the option to go straight into the next node clear, for time’s sake. Instead of having to select the easy nodes 4 times in a row, you could just beat it, everything clears, and you go straight into facing it again. You don’t have to go back to the character or node select screens or anything.

Of course, tapping would be even more insane if this were a thing, but it would certainly save time in some of the PvE speed runs.

Someone wants to Raid.
Carry over AP and health and enemy health for retries, but disallow healthpacks.

Or I guess they could add a different feature which indicates which wave (and the total number) you’re currently on. :wink: