I find myself REALLY enjoying the game play results of the character balance and health changes. There are so many more viable characters for all forms of play now. I get that PvP shield hop/defensive teams will always degenerate to a select few people but the sense of a balanced roster is better then it’s ever been.
This change has created a MAJOR problem though.
- Matches in general are significantly longer (easily twice as long).
- Matches are significantly more threatening. You take a LOT more enemy skill damage than ever before due to health and balance changes.
- Player Win Ratio has clearly dropped (or at least retreats have increased).
- The never ending threat of enemy cascades is more prominent than ever.
- Feeling of having LESS FUN in all modes of play despite opening up more viable character options
Combine all of this with the same 20 ISO node win or 1*/2* cover of a PvP reward and then net result is dissatisfaction when compared to our prior expectations with the resources spending vs reward system.
For clarity…when I say resources or resource spending I’m referring to things like health pack use, ISO boosts, TU’s being used, more characters on the roster being on long cooldowns before we can use them again. Things like that.
Bottom Line: It takes MORE TIME and MORE RESOURCES to obtain the SAME REWARDS.
In fact, the more balanced rosters make things more competitive which makes things even more challenging to reach the same rewards with any consistency.
To illustrate…If you take a game like Diablo 2 and cut the equipment drop rates in half the end result is always going to be LESS FUN no matter how fun or balanced the combat system is designed.
Possible Solutions
Reduced leveling costs:
This is already in the works but our player base doesn’t know the impact of these changes yet. This is the equivalent of increasing ISO. The question is by how much? If the net savings is 25% then I think it’ll still be woefully insufficient given the impact of these changes. You guys need to be AGGRESSIVE here if people are to feel their efforts for 20 ISO, 100 ISO, or 250 ISO is to be worth it.
Increased Reward Values and Availability:
Granted, reduced leveling costs are effectively the same as increased ISO. But psychologically speaking people will still feel like their efforts are worth less when they still visually see the same numbers pop up for their time and resource efforts.
I’d strongly consider an increased value of rewards in this game even if they aren’t substantial. This is more about the rewards on a match to match basis rather than placement rewards. So perhaps tripling the bonus ISO per battle in PvP would be a great way to reflect this.
- 90 bonus ISO for 0 skips
- 60 bonus ISO for 1 skip
- 30 bonus ISO for 2 skip
Deal with the base PvE Node reward of 20 ISO problem. I get that you don’t want people farming the easiest node to exploit the system but I’m sure you can make the experience of getting PvE node rewards more enjoyable.
Example: Guarantee a new reward for each node clear until all 4 rewards are given out.
- clear 5 the reward is 100 ISO
- clear 6 is 75 ISO
- clear 7 is 50 ISO
- clear 8+ is 25 ISO
Finally, rather than increase the placement rewards simply stretch out the number of players who earn them. This will help ensure a more consistent experience for the more competitive balanced game. You’ve done this already with 4* PvE’s.
- Reduce the 4* pvp prog reward from 1000 to 900 to reflect the added challenge of getting hit a LOT more in PvP.
- Extend the single 3* cover from top 100 to top 200.
- Extend the single alliance 3* cover from top 100 to top 250. (apply similar changes to PvE as well)
Improve Out of Battle Character Healing:
Characters are taking a beating now. Fury might last 2 battles before he needs a pack. This is true EVEN when you support him with Luke Cage’s protect tile. The fact of the matter is that you’ll take several enemy attacks per battle relative to before. The increase match length also adds to the increased threat of enemy cascades which just compounds the damage taking problem.
My ideal solution to this would be to completely remove character healing timers from the game entirely. Did your character SURVIVE the match? He or she is returned to full health. No more timer upon timer garbage that is the bane of the worst F2P/Facebook/Mobile practices. You still have limited health packs to REVIVE characters but not to heal them.
That change is super extreme though I don’t see it becoming a reality. So if you can’t take it that far then please STRONGLY consider a massive health rate increase. Think of it like a full heal from 1 hit point in an hour. This is enough of a deterrent to impact grind pushes for PvE’s and PvP’s but not enough to prevent frequent use of a character throughout the day.