Question: How many of our questions in the upcoming Q&A are you going to answer clearly? No jargon, no 3 paragraphs that say nothing and tell us nothing. Clear concise answers to the questions that we asked. How many of those can we expect in the next Q&A?
Are there any considerations for a cover trade/gifting/selling program, or the ability to use a cover you have maxed for a different color on the same character at a cost?
Are there any plans to alter the SHIELD Simulator in the wake of the PVP changes? The award levels are completely out of proportion given that most players are facing challenging fights from the beginning, lowering scores across the board, making the actual desired awards literally unobtainable for most people. Anyone who needs the 2s can’t reach the level they begin to be handed out, and virtually no one can reach the 3s, especially the people who need them.
A lot of effort has gone into tightening the balance between tiers with character buffs and nerfs. Yet after months of these changes you’ve gone ahead and added weekly buffed characters who have clearly dominated the vast majority of team selection since they instantly become ‘superior’ to the otherwise ‘balanced’ roster.
These decisions seemingly contradict one another in terms of design goals.
Especially in PvP.
Question: Why were weekly buffed characters re-introduced to the game?
I would rather they eliminate the points lost in the simulator and let it be a true place where we can test out character abilities against other players instead of a long PVP system.
Shield cooldowns drastically impact the way in which players that wish to achieve top PvP scores can allocate their playtime: players MUST devote 10-20 minutes of time to hopping every 8 hours. Shield cooldowns do not just gate how much we can play the game, they gate WHEN we can play the game. This is quite frustrating and not at all fun. Has demiurge looked at alternative means of achieving the stated purpose of the shield cooldowns? The most obvious solution is capping the number of shields that can be purchased per PvP event (something that is already a side effect of the cooldowns).
Has demiurge evaluated the effectiveness ofbshield cooldowns? Are they effective as achieving their stated goals? Is demiurge considering any changes to the cooldown system?
MMR currently seems too high – so high that PvE events are now mostly unfun for me. To beat many of them, I need to use an exploit team.
Why can’t MMR be Team customized instead of Player customized?
Team takes near zero damage – MMR goes up for that team.
New team is used, MMR goes down.
Team gets badly beat up but wins, MMR goes down.
Team beaten, MMR goes down.
In Deadpool Daily, A maxed Ares-MNMags-CStorm team wins handily, so the MMR for that team could increase some.
There is usually a required character in front, with two flankers. Two months ago, my own flankers were almost always 4Thor and XForce. The most popular flankers could be tracked by the game.
For each player, track the 10 flanker teams that are used the most.
For each of the 10 top-used flanker teams, adjust the MMR individually.
For a new team, start a new MMR calculation.
Certain teams with given covers and level ranges could be tracked globally. This would cause exploitative teams to get extremely hard challenges, discouraging them. Rare experimental or transitional teams would get easier challenges, no matter who was using them.
What stats can you share with us on character usage?
It’s always been some guesswork about which PVE’s are next (token spoilers often can tell us), which PVP’s are next, and now which buffed characters will be next.
This information is helpful, but not a huge hand up. Players just hoard ISO to put into characters when they are announced as the next one.
I would think a weekly announcement of “next week we will buff characters X/Y/Z and PVP’s A/B/C” would generate positive buzz.
Question: Can we get an indicator of buffed characters (and perhaps events) a week ahead of time?
Have you (and if not please will you) considered overhauling Lightning Rounds? With the health buffs there’s really nothing lightning about them except their length, and with MMR changes it’s not even worth putting much time into them since health packs are needed for the other game modes and the rewards are pretty poor.