The recent survey was taken with supports in PvP.
Imagine you do care about pvp and placement and your doing a hop at the end of the event that will boost you into top 10, or 5, or first place or that will give you enough points to break 1200 and get that sweet sweet cp.
Now imagine you come out of that fight to find that some jerk hit you and stopped you from reaching your goal. So you hit them back repeatedly and then you see them climbing in the next event and hit them repeatedly.
Player X is now your enemy for life and any time you see them in pvp you’ll try and ruin their day. If you see them climbing, you wait for them to get almost to the point where you know they will shield and then start hammering them before they can shield. Then when you climb you got to be wary of them, but you time it right and shield right before you see a bunch of hits from them bounce off your shield.
Definitely a dopamine hit, and pve doesn’t offer anything that comes close to it.
Wow.
Horses for courses i guess
If they made defensive losses take away a win? Yeah, probably. We’d probably see the pendulum swing back toward defense, at least as much as it exists in MPQ anyway.
I just thought it was funny. The only reason to NOT run one of the infinite combos right now is “you’ll lose tons of points on defense.” So their fix to disincentivize infinite combos is…removing point loss on defense! The fix would encourage the thing they’re trying to prevent!
To be somewhat fair, I assume they aren’t thinking of just infinite combos as bad, as much as trying to create space to use characters who might take longer for a win and hence add variety to the game, and allow people who don’t want to just use the fastest options to do so. Or also use the Heroic teams we are disparaging under what seems to be the plan. Or maybe use a boosted toon with a sub-meta unboosted.
Just as an example you can do pretty well with using Elsa, who’s boosted, and Sunspot, who’s not, together. But they’d get destroyed on defense or at least hit because of the lower overall health etc.
If that’s what they were thinking, why didn’t they, y’know, say that?
Ok had a think, how about a pvp omega level for all you dopamine addicts? (I mean that in a nice way)
If you join this level you know you will be attacked and will take heavy losses, however the rewards are substantially increased, 10k gold, 10k 6 star shards, roster slots, any other things you can think of that will give competitors a real feeling of accomplishment.
How’s that sound? Again im not a dev and have no power but if we can get some sort of consensus I can try and float the idea with ip2?
So no interest in this? I honestly dont mind suggesting something I just need enough people to give me their thoughts.
All joking aside, I cringe when MMR serves me the same few opponents, even if I skip. And I’m not post-ISO, so I refuse to use my precious purple stuff on skips. So, I do honestly like this change because I don’t have to feel bad for repeatedly hitting anyone. But I play for progression and covers, so the point inflation at the tippy top doesn’t affect my play.
I have said before that I think something like this would be a good “team ability”. X thing happens when X Liefeld characters are on the same team. Really explore that team space and make the synergies awesome. My dream Liefeld team would have a synergy of no feet appearing in the animations.
No beneficial power synergy just no feet?
I can ask if you want? Im fairly certain ill just get a reply saying " are you feeling ok? Hows things at home"
Depending on one’s proclivities…it might be beneficial to not have feet around?
Oh… you’re one of those people
No judgement here
Mr. Liefeld, don’t you have a Youngblood comic to put out?
Almost every MPQ player used to be like us – you HAD to be, if you wanted to get ahead in the game. PvP rewards were just as good as PvE, and you couldn’t get them at all unless you were competitive.
The big change they made was moving to wins-based, which gave everyone the same rewards we got, just for showing up. Now there’s a whole group of players that never bothered learning how to PVP, because they never had to.
When they went to wins-based they should’ve just trashed the whole thing and started over. Half of the current mechanics don’t make any sense if you’re not playing for points. Instead they tried to have it both ways, and we’re left with the current pile of nonsense.
Ok so if we say omega is purely points based?
What milestones would you want awarded or is it finish in top 100, 50?
I don’t think there’s a way to do what you’re suggesting. If the traditional PvP mode gave out significantly better rewards, most players would feel forced into it, and we’d end up right back where we were.
The devs should decide what they want the game to be, and then we can decide if we want to play it. Trying to make everyone happy will just result in more of the same mess we’ve got now.
Weird that a character who’s a liability is meta in PvE, PvP, Sim, and LR… bizarre…
Im not a coder but if they could create a pvp level above 10 (this goes to 11) and they make it clear it is for advanced players only and then they can cater to long term players who want a challenge and to be rewarded accordingly.
I may suggest it next time I see one of them about. Think its quite important to retain players with the state the game is currently in.
Again, for me…I think they should start telling us what the game is, instead of asking us what we want it to be.
Like, are they ok with turn0 infinite combos in the metagame? Why? If not, why not? What is the threshold where a character is appearing too much? How much diversity do they expect to see? Are they ok with a metagame where only a handful of characters are relevant? How do they define relevant? Basically: What do they want MPQ to be?
Ok bud leave it with me, ill see if I cant get some sort of response from the team.