IP2 Dev Q&A [JUNE 2026]

We’ll take a look into it!

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I believe the Galaxy A13 series had to be excluded initially due to some relatively dire issues with the live Unity version (unfortunately it was common across a lot of games in the last couple of years). We can look into possibly testing bringing these back after we have released our next update with the upgraded Unity version.

You can already do that, and have been able to from the start of the game (though they stopped abuse of the feature by sniper families going thematic with their names for holiday events). You just have to mail customer service.

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I reckon we can do that, yup!

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I’d like to know if the team that are looking at balance are making a distinction between turn 1 offense teams and turn 1 defense teams?

While both are problems, the defensive teams seem like a bigger problem to me, since they can often force use of a turn 1 offensive team, but a lot of the groundwork for counters seems to be aimed at stopping the turn 1 offense teams and nothing is being aimed at the defensive teams.

Edit: I’m going to rephrase this as it’s maybe not accurate to say turn 1 defensive. Do the team acknowledge that there are two types of meta team: infinite combo teams and massive passive damage teams? While the infinite teams are terrible on defense and don’t really restrict which characters you can attack a team with, the massive passive or single activation teams work on defense and are what force players to use with finite teams?

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We are planning a blog post to cover more of this in the near(ish) future, but @F0nt had a few thoughts to share for now:

I think I spoke about this a little earlier in the previous iteration of the forums; it's a tricky state! We have some very powerful characters, some uninteresting characters, and some interesting but not very powerful characters. For a game that has over 400 characters now, I'm impressed that there are not as many insane combos as there could be. But in my eyes, and from some of the general player sentiment that I've seen, the ones we have don't allow room for some very interesting builds or unique combos, the game has very much had a lot of the fun optimized out of it by what's been supplied. As we release new characters, I'm going to continue exploring how we counter what's already in the game to build a healthier meta.

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We’ll have more in the aforementioned blog (coming soon™), but @F0nt had a response to this one as well:

It's an issue we're aware of and want to resolve. We ideally want to get MPQ to a place where players feel like they can get use out of their entire roster, and don't just have to be restricted to a very core meta. The current speed meta and winfinite combos that exist don't allow room for strategic play outside of a very narrow window, and we'd like to fix this. We do plan on talking about this more in the future :slight_smile:

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  • What are your plans for Heroic PVE? Making the mode mandatory wasn’t the intent as we can gather from being able to do this node per node, but the giant point boost did make it so in effect. Can we have the list be at least boosted? Or can we have the essentials be part of the Heroic list for the other nodes (as tradition)?
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As Lightning Rounds still exist without supports there are actually 2 meta that exist (with and without supports). Which, if either, of these meta is considered a priority when planning for future balance of the game?

There’s 3. Sim has the banned supports. People don’t use them that much because it goes against the grain of the cover farming event that Sim is for 26 out of 28 days at least, but it’s still a third flavor of PVP.

Also LR has the level 800 3as5 essentials making them somewhat more different than just “supportless”

Has rule 1 especially been implented because of me?

Are there any more community challenges planned (hopefully with mind/reality stone as reward)?

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And tied to this, if and when you give away those last two Stones, will we then finally get a rework of PVP season rewards many years later?

A game mode without any chase items doesn’t bring in players or keep players active. You alway need to have something players actively want to spend on to keep interest alive.

I’ve told this many times before and it is from before your time and before BCS’ time, but the introduction of the Stones saved PVP as a mode. So many whales. And so many retired since.

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How about a new loading screen? Obviously way down on list of priorities but it would be nice to see IP2 having their mark on the game even more officially.

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I need the Mind and Time Stones, but a path to acquiring the Stones would be a great addition.

My question is when will you fix the bug where a board reset often gives the opponent free matches that cause damage to my characters and give the AI free AP?

Edit to add: I lost the CN twice in a row today because of board reset. Once it finished off a lynchpin character, and the other it gave the AI enough AP to fire powers and wipe out 2/3 of my team.

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I have a couple Supports in PVP related questions.

  1. As mentioned earlier, there are 4 supports that are banned in PVP because they made the game less fun (they were too OP/made you skip to avoid long enemy turns etc) and the prior devs said they were looking at revising them to add them back in. Does this seem possible and/or is this in the plans at all? I am just curious.
  2. When Supports in PVP were launched there was a statement that they might try to have different supports in different events, or some with no supports (like LRs now). This relates directly to the meta teams which all rely on supports to exist and be truly viable and dominate (other than Samjuggs which can do just fine with zero supports and would be the default team for many players without supports, as they were absolutely dominating meta before supports in PVP). So the question is whether there’s any thoughts or if it seems possible to tweak which supports are in which PVPs to try to impact PVP meta without hitting anyone with a nerf bat. I do realize this could be a tricky thing to communicate as is, but it could be in the event rules (a list of banned supports). And also requires more hands-on work etc.
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Other than the fix to the alliance chat is there anything new coming on that front soon (alliance features or even alliance based events besides the monthly boss ones)?

As a member of a casual alliance many players have gone inactive. I used to be able to kick a few out and get filled again easily but in the past year or so it’s often taken months of time to get 2-3 slots filled if I have 17/20. It would be nice to be able to remove a bunch (3+) of inactive players and ‘advertise’ to the random join alliance feature (or something similar) that we need players and want to get filled ASAP because we are still an ‘active’ alliance. Another useful option would be a way to merge 2 partial alliances (that say had only 8-10 active members) into 1 alliance keeping commanders rather than force everyone to exit and rejoin etc. Basically the game needs a way to distinguish between truly dead alliances and those struggling to attract enough active members to play boss events. Another useful feature would be to let players know the language spoken by most members in the alliance to help with alliance chats (unless you are also adding a google translate feature :))

KGB

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Can we get an update on node placement for PVE? Strange Sights in particular has a bunch of nodes clustered on top of each other and the whole event is only covering about 1/3 of the available screen. Deadpool Daily has a little problem with this as well.

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Too many new characters are dead on arrival. “Power budget” Can only explain so much. Even when characters are released with theoretically good kits, they are weak numbers wise making them much less useful than older characters. Whats the reasoning for this?

Recent Examples…

Shatterstar

His purple is not good. 9AP, does some damage, gains random AP back. High cost, mid to poor damage, bad AP gen. It is a head scratching power due to costing so much and doing so little.

Yellow reflects 50% but his increase caps quickly and resets every turn. His 3 repeater tiles may as well not exist, most pvp matches will never have them activate. In pve his heal even max boosted isn’t enough sustain at SCL 10 even when they do go off so what exactly is this power for?

Red does bad damage with the stun neutered by cart, a near required support in PvP now. This power is DOA.

Frankencastle

Red does bad damage for lowish cost and some board shake. 3a4 May can’t bring this damage to serviceable. The passive is fine but really niche. Shaw does about the same thing but better with black. The damage isnt enough to justify it being a worse version of Shaws.

Purple…players have to go out of their way to get value here. I can roll a PvP team 3 times over before he has enough rage to start doing passive damage, and in pve its nowhere near enough damage to make a dent even max boosted and thats if you are dead set on getting it going anyway.

green is fine but why is their a penalty for matching his own colors? Hes not even close to OP, meta or even really mid tier even if there was no penalty.

Famine

Purple is okay-ish. It does meh damage but the repeater + Heal is never going to be enough to make any significant difference. This guy is supposed to feed himself destroying strike tiles, so why is his tile destruction random? It costs 8ap and takes 2 turns, thats already quite a hill to climb when most matches last as long as it takes for Hawkeye and Namor to drop crits, which is turn 0.

blue is a half measure that is completely dominated by the same characters it’s attempting to counter. The original iteration of this power was too strong but this is just too weak. The computer having enough ap to fire the same color more than twice is unlikely to say the least and we as players have numerous means of working around then restriction without missing a beat.

Green is terrible. Thats it, its just bad. There is little to no redeeming qualities about this power. Captain Britain purple is 8 ap, isnt capped, doesnt require destruction, is an aoe, boosts the tiles, AND increases protect effectiveness while in front for 1 ap more.

I get not all characters can be equal but aside from Toad, new releases are weaker with higher requirements to even be decent.

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Can we please get a release date on R343?

Because I just crashed FIFTEEN TIMES during grind and clear of an already tough Heroic event.

That is an insane amount of crashes you expect us to play 30-35 minute clears through (partly because 10 minutes were spent TRYING TO RESTART THE GAME)

UUUURGHHHH

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