Before I begin this rambling post, I should introduce myself: I’m a nearly 400-day player; I’m usually casual, occasionally playing hard to top a PvE or earn a desirable PvP reward; never pay-to-win but I did buy a chunk of HP during the anniversary to say thanks and take advantage of the great token odds. I enjoy speccing new character ideas, and generally side with the devs when changes occur. Roster-wise, I’ve got 52 slots; In PVP it seems I get placed with players who can spend much more time than me (700 points isn’t even enough for top 100, usually) which means no Elektra, Thor-4, or Squirrel Girl; and thanks in part to cover distribution on desirables like LDaken (no pheromone rage makes all my ranks in chemical reaction a lot less useful) but I’ve hit the 4-star wall hard. My XForce is only 1/5/1, 155 and once I get to around 700 points in a PvP I can’t compete with the level 200s with better cover distribution. I’ve given up being competitive most of the time, as time spent no longer equals the reward.
Recently in PvE I came to a realization. Classic Magneto is a really great character. ![]()
Polarizing Force does a ton of damage and saturates the board, making ![]()
Coercive Field inexpensive enough to play a couple times during a match.
But in a level 166 match, he gets a bad rap, because protection doesn’t matter. Match damage is insignificant and almost of the interplay and tension comes from “Can I get to 11 Black before my opponent does”. Roughly. Even though GSW gets a bad rap, I’m going to use her as a good example of the “standard” strategy in MPQ. The GSW strategy is: Get 9 Purple, which facilitates 19 Green, which means you can devastate the opposing team with Sniper Rifle. That power doesn’t win a match by itself, but combined with some other AP management you’re probably on the right track. All “top-tier” characters follow this pattern; Thor, X-Force, it’s all about getting one color to a certain point that lets you suddenly turn the tide and dominate the match.
So what’s the big deal? Dominating is fun, right? It’s super-satisfying to (pre-nerf) World Rupture, wait a turn, Sacrifice, and watch your enemy team drop like flies. Right?
Well let’s go back to that PvE I mentioned before. It was during the Hunt, and since it was a low-level node (level 100ish) I rolled some low-level characters; my CMags at 90 (5/5/1), OBW, I forget who else. Anyway, it was FUN. Really fun. I held off match damage with Coercive field, I got whittled down close to defeat, OBW had a perfectly-timed heal, and I won, after a tough fight. Why was it so fun? Because my powers were doing stuff. There was actual interplay on the board and a tempo to the battle. It wasn’t simply a race to OTK.
What I realized: The game is more fun, and gives more options for strategy in team construction and gameplay, around level 90, than it does at 166. Why?
When Healing was changed I was certain it strengthened the meta; Being a transition player at the time I saw a lot of OBW/Spidey and it was fun to finally see people try other strategies. Despite the meta changing for the better, as time goes on I’m not sure the game did.
You know what’s usually awesome in video games? Scraping a win. Beating the boss with half a heart left. Surviving a round of Counterstrike after taking an early helmet ding. Dragging yourself across the finish line, on fire, a split second before your opponent passes you.
You know what’s not awesome in MPQ? Scraping a win. Sure, it’s relieving to win a fight that went south (and get the points), it still sets you back. Thanks to heal packs, the point of the game is to win as many matches in a row as efficiently as possible. Two tough fights and you’re done for a while or shelling out HP for more packs. That means Damage is really the only viable strategy; a downed opponent can’t use his powers. AP steal is adjunct to this; it may prevent your opponent from costing you a heal pack, and give you AP for heavy hits. (Ex. Surgical Strike, the be-all, end-all of damage, AP drain, AP gain trifecta) Spider-Man may have the best heal in the game, but if you need you use it, you’re playing “wrong”.
The imbalance of different strategies are all rooted in the “economy” of heal packs. I just don’t want to face an opponent that has a good chance of downing one or two of my characters. What would be fun (defeating a tough opponent) becomes a drag (losing a couple characters and moving down in my roster).
This mindset leads also to the prevalence of boosts: Boosts help me kill my opponent before he deals a huge hit, saving me a heal pack, which makes them all but necessary. Against an identical opponent, boosts ensure that you can alpha strike before they do.
This mindset (and level shift into the higher 100s) has led to a shift toward extreme damage attacks, reducing the effectiveness of low HP characters.
But what if winning a match was all that mattered, not winning with as much health as possible? All sorts of strategies become viable. Look at how different characters shine in the new Survival Mode PvEs; Captain America becomes an MVP (for his defense and AP recycling), Spider-Man adds tons of longevity.
If there were no heal packs, Healing powers and Defensive powers would be good again.
If there were no heal packs, I wouldn’t swear at my phone when a scaled up Daken does 3000 damage to me on turn two for 5 blue; I’d just shrug and feel great about overcoming a tough opponent.
Boosts would still matter, as they would make it easier to quickly win a match, or overcome a high-leveled PvE opponent; speed of wins would be just as important. But perhaps we’d have a meta where Spider-Man was decent again. And perhaps we’d have a game that’s as fun at 166 as it is at level 94.
Thoughts?