MARVEL Puzzle Quest: Shaking Up the Meta


Marvel Puzzle Quest is, at its heart, a game about collecting heroes and villains from every corner of the Marvel Universe, then learning how their powers, mechanics, and team synergies fit together. Much of the game’s appeal comes from that sense of discovery, but unfortunately, the current meta does not always support it.

Addressing that stagnant meta has been one of our top priorities since IP2 took over the project, and the team has been hard at work identifying the problems and exploring how best to tackle them. So, what exactly needs to change? Let’s look at the issues we see in the current meta, the design philosophy guiding our decisions, and the many rebalances and reworks we believe are needed to shake things up.

What do we see are the problems with the current meta game?

While there are several factors shaping the current meta, we think most of them fall under two major themes:

The Grind

Experienced players often describe MPQ as “a marathon, not a sprint.” For newer players, that can feel intimidating, particularly when progression through the early and mid-game becomes a grind. Building a complete 1–3 Star roster takes significant time and effort, and when many of those characters do not feel relevant to the meta, that progress can feel less rewarding than it should.

Outside of character issues specifically, the Campaign is very short which means newer players have very little runway before they run into the repetitive rotation of the same PVE Events, Milestone Rewards that haven’t kept up with the scaling of the game, and an ISO-8 shortage in the mid-game where the cost of developing a growing roster begins to outpace what players can earn..

We want to keep the focus on this blog on the MPQ character meta-game, but grind is an important issue that we’re looking to tackle, and we wanted to at least acknowledge it here as something that needs attention.

The Speed Meta

One of the things we found most jarring when we came onboard to MPQ was the strict timeslices for events. Players can feel pressured to log in at very specific, predetermined times just to keep pace, which doesn’t feel healthy.

Right now, nearly every character and team composition is judged by how well it fits into an extremely narrow Turn-1-Winfinite meta. That leaves little room to experiment, build teams around characters you enjoy, or explore creative combinations. Instead, players often feel pushed toward a small handful of optimal teams and are expected to use them as quickly as possible.

There’s nothing wrong with having optimal builds, but when the strongest options are limited to such a small and entrenched group, it negatively affects many aspects of the game.

What are our goals for the MPQ meta game?

The shortest summary would be “make it feel like the 400+ characters on the roster might actually be useful somewhere for something.” However, below is a longer version with a few of the key points we intend to tackle:

  • A metagame that allows for a variety of solutions, not just one viable team

  • Players not feeling obligated to race through PVEs as fast as possible in order to get the best leaderboard position

  • Not having teams in PVP that are skip-on-sight because they’re boring and tiring to play against

  • A game with enough depth and variety for both competitive and casual players to find enjoyable ways to engage

  • Having the “Puzzle” in “Marvel Puzzle Quest” be a bit more of a consideration

Those are the problems, and what we want to do, so let’s get into more of the details.

Shifting the Meta-Game

How do we balance the needs of players at every level?

From our perspective, a healthy game eco-system needs to have levels that players across the spectrum can engage and have fun playing.

The hyper-competitive group of players is definitely the smallest part of the player-base in most games like MPQ, but that doesn’t mean that’s how their needs are weighted. It is very important to have a solid competitive space in the game because it’s where a lot of energy in a community comes from. The trick is making sure that it’s possible to smoothly move between the newer and more casual space and the competitive space while also having things to do that make sense.

We need to understand and support the competitive meta while also creating meaningful options for players who want to enjoy MPQ without the time or desire to compete at the highest level. Achieving this will require a combination of thoughtful meta balance and a wider variety of events.

Character Rebalancing

A huge portion of the characters in MPQ have been left behind in the years since they were first released and very few characters have really made a dent in the metagame. Overall balance in MPQ is complicated because different generations of characters had different rules and environments they were being designed for, meaning that there wasn’t necessarily a lot of rationalisation done to make the power curve consistent.

A good example would be 5-Star Green Goblin (Norman Osborn) who we recently reworked to have his power match a modern 5-Star rather than a weaker 4-Star. The further characters fall back in the game’s history, the less consistency there is as well. There are even other characters where the team can’t figure out why they were previously designed with so much power (which we intend to address).

It’s not only subjective experience that gives us insight into the state of the metagame in MPQ.

Of the top 10 most used characters in MPQ, most are more than 5 years old and 3 of them were released in 2013. Also, out of all the characters released since 2023, only 1 character from 2024, 2025, and 2026 has ever entered the top ten.

That’s a staggering statistic when we have a game where a new character is coming out every two weeks, so you can imagine the challenge facing the team as they look into shaking the meta up.

What’s the overall intention?

So with all of the above challenges in mind, here is a summary of the priorities that the team aims to begin with:

  • Generally balance the 1-star to 4-star characters so there’s a more coherent power scale up to 5 and 6-Star characters

  • Create a more distinct difference between all star rarities and how each rank grows in depth and complexity

  • Make the early game characters feel a bit more rewarding for new players

  • Start shifting the meta away from a few dominant character play styles

How are we doing that?

1 to 4 Star Character Stats Boosts

This involves a general stat boost to match damage, ability damage, and health across 1 to 4 Star characters that are not currently overtuned (Aunt May, I’m looking at you).

We want to bring 1 to 4 Star characters closer to the standards established by modern 5 and 6 Stars, while creating a clearer and more consistent power curve across each rarity. Every star level should have a distinct sense of progression, with recognizable expectations for strength and complexity. Our initial focus will be on 1 to 3 Star characters.

Addressing broken characters & over-powered combos

While being underpowered is a widespread and consistent problem for older characters, there are… exceptions… Part of rationalising the power curve for the star rarities will be cutting the worst offenders back down to an appropriate size.

The above priorities will be done in batches to keep the scale manageable across the number of characters in MPQ who need attention.

Overhauling the tools used to create and balance characters

There are balancing systems in MPQ that are currently used only for 5 Star characters. These systems were originally intended to be expanded to support all rarities, but that work was never fully completed. We want to finish building those systems so we can make adjustments more efficiently, apply the same standards across the roster, and maintain greater consistency moving forward.

Understanding and removing “magic numbers”

Without going into too much detail, the existing power scaling relies on a number of “magic numbers,” meaning values that do not always have a clear or consistent rationale behind them. We’re going through and correcting this to make all future work more efficient and adjustable.

What about 5-Stars?

5-Stars overall tend to present less of a problem than 1-4 Stars generally, but there are obvious cases where they are either very under or over-powered. Our current plan is to chip away at these in smaller numbers alongside the batches of lower-rarity characters.

Outside of Character rebalancing

Character rebalancing is only one part of improving the meta. We are also looking at broader changes that can help create a healthier and more varied experience. Here are some of the top level targets.

The Anti-Meta

Designing characters that intentionally broaden or disrupt the meta game is another lever we have to pull. However, until there is space made by bringing the power levels back down to a reasonable baseline, it is difficult for new characters to establish a meaningful place in the meta.

For example, you’ve seen characters like Famine and Celestial Brawnbuster start entering the space to bring more of this style of play to MPQ, and although their abilities are powerful, the sheer strength of some of the overpowered winfinites means they haven’t quite had the impact they should. However, we will continue to design characters like these with an eye towards the future, while we address the metagame environment via the buffs and nerfs previously discussed.

Campaigns and Events

Eventually, we would like to extend the Campaign to give a more coherent start to MPQ that eases players into the game more.

You’re all aware that we want to add new PVE Events and bring back more of the “Cursed” PVEs from MPQ’s past. As a longer-term goal, we’re also considering what we can do to expand the PVE options so the game feels less repetitive, offers more varied challenges, and gives players meaningful alternatives to the Speed Meta.

We’re currently considering a few options around how we do this, as there are a few levers we can pull. We’ll provide more information as we see the impact of the buffs and nerfs and the path we’ve decided to take.

What about Supports?

It goes without saying that Supports in a game like MPQ should serve as a meaningful part of team building and the wider meta. The fact that some need to be banned from PVP shows that the system is not where it needs to be. Our first priority is to review their balance so we can work toward removing that banned list.

Beyond that, as another long term goal, we also need to rethink how Supports function as a whole so they feel like an integrated part of the game rather than an added extra.

Where do 6-Stars fit into all of this?

As we discussed in the Summer Roadmap Update, we are thinking carefully about where 6 Star characters fit within the game. We know their limited availability affects how players view and engage with them. Our goal is to give 6 Star characters a distinct and meaningful role in the meta. In the meantime, we will continue creating interesting designs that reflect their intended level of power.

Ultimately we’re working on a system where 6 Stars can feel unique, worthwhile, and contribute meaningfully to MPQ in ways that actually provide an excitement that is befitting of their stature..

Goodbye For Now

There is a lot to tackle as we work to shake up MPQ and create a healthier, more varied experience. We hope this blog provides some helpful insight into how we are thinking about the current meta, the challenges we have identified, and how our upcoming work fits into our longer term plans for the game.

We’d like to follow with blogs about other areas we’ve touched on here, but that’s all for now. If you’ve got further questions, please keep sending them in!

As always, thank you all.

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This is basically last thing at night for me and I expect reams of vitriolic comments here by the time I wake up, but for what it’s worth, this is a good attempt to put across the philosophy. Thanks for sharing. Shame it wasn’t a little earlier.

The theory is nice. It will be nice to have a smaller power jump from 4 to 5. I’m grateful that the goal is to slow down the meta and allow more playable teams. I think the road is going to be bumpy though. There are some 5s that need bringing down too, not just the ascended 1s and 3s. Good luck, be careful.

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That’s great, alot of words there

I think people are more interested in today’s balance and how we stand

Is this permanent? Did something go wrong as some of the changes dont make any sense (characters getting less powerful etc)

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Appreciate the blog, though sad to say it’s not aged well since its recent creation. Coupled with the recent fumbled character tweaks it leaves kind of a bad taste in the mouth…

That being said I can see they’re absolutely coming at this with the right intentions, and whilst I see their recent changes as a bit of a failure to launch (maybe develop those tools for character changes first?), I have faith that they’ll put this thing back on the rails.

Hopefully much of the disbanded playerbase will revisit, or the game will attract new players. I think much of that hinges on how well the new Avengers movie lands.

I’ve always said I’m here until the end of the line. Regardless, I’m still having fun with the game, but maybe enjoying the community drama even more? :popcorn::popcorn:

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Goblin is comparable to a modern 5star only because all the 5star releases under IP2 have been incredibly weak and underwhelming and DOA.

This is a really bad example to pick.

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Addressing the “Speed Meta” would require nothing short of a completely new game mode that doesn’t revolve around matches for points in a given timeframe. As long as PVE progression is based on optimally scoring the most points from each node, with its predictable “three/four clears, then one/two more close to the end” pattern, you won’t be able to escape players picking characters who can do this quickly and efficiently, and never choosing any others.

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That you feel Famine and Brawn are powerful is a bad sign for the future of character creation.

as a near 12 year player I cannot see a time in which these characters would be considered good. Maybe if Brawn was released as the first 5 ala Silver Surfer, when synergy was irrelevant and brute force was all that was needed. Besides that though, he would never be considered good.

Even in your post rebalance, power reduced utopia, they are still are not good. They add nothing, they do nothing, and their powers are done better elsewhere. In the case of Brawn he basically has 2 powers because blue is so bad it actually hurts not only his own green but actually nerfs itself by reducing his match damage bonus by taking them off the board.

I get taking power levels down some, they are off the rails but do not mistake that as the reason characters are failing. Most characters have failed because of bad design. Toad was designed well and even after his nerf, which was justified, has maintained a strong presence in pvp. That’s not a coincidence.

I’ve read a number of times you guys requesting feedback but reading you defend these characters makes me wonder how legit your intent to take it is.

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They done messed up. The patience of the most patient players is wearing thin, and they keep shooting themselves in the foot. There’s not a lot of joy in continuing to play where most of your decisions do not benefit the players (or most players). And there’s even less desire to keep spending money on a game that will actively make you waste more time, give way less things in return.

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They’re not saying they think those characters are super powerful. Quite the opposite, I believe they’re saying that if the overtuned guys didn’t exist that’s the sort of character we should be experimenting around with. And they will be working towards a place where the overtuned guys are taken down a peg or two.

I don’t entirely agree with your analysis of BrawnBuster. With the right teammates (buff and/or discount characters) he could shine. I think his green is actually the most anti-synergistic power, as he risks randomly destroying his own countdowns without being able to use the blue to refund AP. This should absolutely not be random, especially when it says in the power flavour text “mathematically formulated to strike its target”. And then it’s random?! What?!

Famine isn’t entirely terrible, but certainly not in the top half of characters, and I agree with your comments about toad and character design generally as of late. Other than Man-thing, there hasn’t been much that has excited me (interpret that how you will :laughing:)

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So this is the BLOG.

Thank you for not answering any questions from the Q&A post!

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“Let’s see how bad we screw up each batch, how long it takes to fix, and how many players are left before we throw another gas can on the fire”

This whole sentence is wrong from top to bottom and if the goal is for the game to have a similar “style of play” to those characters, just take the game out back and get it over with.

Correct. Maybe focus on the more fundamental changes/issues you refer to and see how the meta game shakes out before you go around destroying characters that you have no idea how they’ll fit into this new world you’d like to ideally build.

They should all be banned as they probably shouldn’t have been introduced in PVP to begin with.

Again, backwards ideas. This should come before you review balance. You’re creating both more work for yourselves and alienating the playerbase while doing so. How are you going to “balance” supports for a long term integration you have no idea how it will play out?

Contains little of way of hopeful timelines. Is your longer term plans months, years? The last dev had long term plans too and they left both the current team and remaining players holding the bag when they couldn’t deliver.

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With the right teammates, anyone almost can shine. Like Darkveil. But if they shine too bright, they’re “targeted for review and rebalance”.

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Wouldn’t that be nice, but sadly I think that’s not true. Mostly it’s those particular teammates shining and the ‘any character’ is just being dragged along for the ride

Using him at 700 I can tell you with certainty he does not. He is easily the worst 6.

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Oh sure, given that he’s a 6 and very hard to obtain I absolutely agree his power level is not where he should be. I don’t think 6 stars should ‘need the right teammates’ to function. They should be powerhouses in their own right. I just think he’s not outright bad

Also, kudos for fully covering him already!

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You had my attention at the start with acknowledging the grind and time slices, but then dived right into characters. The reason for the meta is the grind. Leave the characters alone and focus on tweaking the game to not feel like a 2nd job.

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Hold on paraphrasing all of this,

“so the grind is a problem…to address that we are going to slow the game down. So the speed is the problem so to address that we are going to slow the game down”

They want it both ways. If they start tearing down the fast characters newer competitive players have developed it could drop competitive PvE in the laps of the older players who could win more simply because they have those 550’d due to having had access longer to them than newer players. Newer players wouldn’t have had the same access whereas the newer toys those older players have the same access too as newer players. So in a way you are just punishing one group. Anyway…

They cannot accomplish their PvE goals unless they get rid of placement rewards in PvE…it is designed for speed.

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I’m curious if many players were consulted as to what they wanted. I realize some will like the changes. I do not. I just wanted the game to work again. I did not need you to neuter the characters I like to use, but you did. Congratulations, you have given me the incentive to walk away after all these years.

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This is all positive stuff, and I’m glad to hear it! I’m looking forward to the rest of the balancing batches, and I hope they work out as well as this one did.

This is a very, very big task, so please stick with it. Previous dev groups started balancing then abandoned it after lots of negative feedback, and that’s what’s got us to this state.

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Weird almost like negative feedback is bad for the game and this particular batch has been almost universally bemoaned because of how terribly it’s worked out.

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