Power creep in most games I play give players incentive to purchase…now there will always be complaining with power creeping but I do feel its the lesser of the two evils to nerfing.
Yep great game did it the right way. Marvel: War of Heroes on the other hand. Jeeeez. You get a good card and next week he is junk no strategy at all. Just Arabian princes playing against American drug dealers. Marvel Heroes is a great Diablo style game with great dev communication. Man I’m giving way too much money to marvel.
I think the problem is that can we really power creep up above 2 turn battles? So…1 turn battles? …0 turn battles? Or does everybody just triple in health?
I think hulk was the first step in that. You cant end a fight on turn 2 with max rags/widow vs rags/hulk/whatever. It’s just a good fast noob stomper.
You could also put out heroes that directly counter ragnarok. Power creep doesn’t necessarily mean “everything gets better”, just “keep introducing stuff that shakes up the meta”.
For example, I’m going to use a fighting game example
In SF4, Sagat was the king. However, he got absolutely owned by C.Viper. C.Viper on the other hand, lost to a lot of other characters. Thus it was advantageous to not only rely on Sagat (or C.Viper), but others as well. As a result, although Sagat was clearly the best character in the game, he hardly won any tournaments.
Nope, go play MAA. Quicksilver (introduced 1 year ago) and Captain America (introduced at the start) are still near the top in the metagame, along with latest additions.
Agreed, though perhaps not so suddenly. But Nemek hit the nail on the head. Powercreep can only go so far in a game like this, where we had already hit reliable 1 and 2 turn wins.
Yeah, “power creep” by definition means that newer things are stronger than older things. Serra Angel in magic was originally printed as a rare, but 10 years into the game was only effectively an uncommon because the relative strength of cards (in most ways) had increased. That’s power creep. And, as said, there’s really no creeping room over a 1 turn game. If you’re suggesting replacing Rag with a character who has a slightly more efficient red ability, then all you’ve done is given players a different must-have build-around one-turn killer. The devs are trying to make games take longer, and I think that’s the right direction.
Just to be clear, the nerf was too strong. But Rag in his previous incarnation didn’t really allow for power creep in the traditional sense. Can’t creep past the game’s ceiling.
The people saying you cant creep past 1-2 turn kills aren’t looking at the big picture here, only numbers
How about introducing a 2* hero with the following ability: Any time green is matched (by either side), subtract 3 red from the opponent. If enough people used that, Rags becomes a liability, which has ripple effects towards the entire meta without directly nerfing Ragnarok.
This is how MTG and MAA shake up the meta without completely nerfing top tiers. Introducing hard counters.
That works a lot better when you can’t choose your opponents. You introduce that character, and when that’s your opponent, you either skip them, or just use a different character. Thats assuming the meta of speed doesn’t just overwhelm that character. Oh, you are running her. First target on the list. She becomes a speedbump that takes a 1-2 turn win and turns it into a maybe 3-4 turn win.