PvE: The grinding aspect of PvE is what makes it so unappealing, in order to improve this section of the game I would suggest the following:
- Remove final score ranking, PvE should be run via the Growth Industries/Gauntlet model. Each sub should be made incrementally more difficult with incrementally better rewards.
- Essentials should be removed.
PvP: Grouping players of different level and ability together chasing the same reward is growing increasingly problematic. The following would resolve:
- Introduce difficulty tiers, players can enter multiple tiers with each tier having appropriate limitations and rewards. Tier 1 would be for max 2* characters with a 3* based reward. Tier 2 would be max 3* with a 4* based reward and tier 3 would be max 5* with a legendary based reward. This would allow players to compete at the right level for the right rewards. Longer term players would be able to get the rewards appropriate for their investments and also be able to compete across multiple tiers.
- Shields should be modified, firstly change the shield times to 6, 12, 24 this allows people to better play around life commitments. Secondly you should be able to hit people who are shielded, they won’t lose points but you will gain them, this will improve competition and gameplay all round by removing player frustrations (same targets, double tapping etc…)
- Team composition; You should be able to set roster teams and save these combinations. When creating a rostered team you should be able to set a colour and ability priority list to direct the AI. By assigning a colour/ability as your teams top priority they should look to match/use that colour/ability first, having priority 2 and 3 would complete your ‘defence strategy’.
DDQ: Perfect apart from the 4* node, just change it so it mirrors the – very successful - Big Enchilada format (3 characters, 1 essential 4*, 4 waves).
Tokens: Keep standard, heroic and legendary as they are however the others need a change:
- Event specific tokens need to give a 3* minimum reward, make them less common but increase the value.
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You should be able to exchange tokens for different commodities dependant on token value - HP, ISO & CP's.
Iso: Simple, drop less tokens (but make them more valuable) and drop more Iso.
Command Points: CP’s should have more uses, the one I think would be ideal is:
- Use CP to change cover colour/ability, tier the cost dependant on cover rarity.
5 Release:* Start dropping these in as daily rewards for the long term players, they’ve earnt it!
Boosts: Slightly leftfield on these, they don’t need a fix but I still feel that it’s a missed opportunity, I would suggest the following:
- Limit the 3 slots to 1 ap boost, 1 colour boost and 1 TU.
- Create 2 types of ‘hidden boosts’ that can be made available in play when certain conditions are met. The two types would be ‘nemesis’ and ‘Synergy’ boost. Nemesis boosts would generate when a player on your roster directly clashes with a player on the opposing team (Spidey vs Doc Ok) for example and would give each team a specific boost that relates to their story fluff. Synergy boosts generate when certain characters in your roster complement each other ‘fluff wise’, so Gamora, Starlord and Grokket would generate a boost.
All of the above – imho - would do two things, improve the gameplay experience for consumers and drive your revenue. The information I’ve gleaned shows that your customers primarily purchase HP and HP and primarily used for roster slots, allow people to access more characters and they will need more slots. I welcome feedback from all.
Edited to show just the juicy bits…