During last night’s very informative question and answer session with IceIX, this nugget of information was buried under the giant haystack…
So… in one form or another, the ability to run to the Prologue to heal between matches for those who can is going to end sooner or later, probably sooner.
Before the anticipated riots and table-flipping is sure to commence when the discussion thread opens 24-36 hours before the change goes live, I thought it would a be a good idea to try to ***generate some constructive debate ***over the pending change and to allow players to prepare for it.
Thinking about how to stop prologue healing from occurring, the first obvious thought was to simply disallow OBW’s AGD and Spidey’s Web Bandages when on Prologue nodes. Simple enough, but this really doesn’t make any sense. Disabling abilities in events seems like a lot of unnecessary coding, and Spidey’s new healing was just approved… why would they throw that out the window?
Then it hit me like a 395 Juggernaut Headbutt… the changes to how the game is played would be humongous and definitely HULK SMASH worthy, as noted by IceIX.
Think about this and consider the implications…
– What if characters’ health pools were treated in the same way as a tag tournament fighting game (such as Tekken Tag Tournament)?
** The health pools of a character is limited to the health that they started a fight at. If LazyThor entered a match at 5000/8700 health, then no amount of healing in-match will increase his health over 5000. (Incurred damage in-fight would be equivalent to the red portion of the health bar, but not black).
** When a fight ends, the remaining health of a character becomes their new health cap (all remaining health in the red portion of the health bar becomes black and unrecoverable). Thus, if LazyThor is damaged to 2500 health at the end of the fight, that becomes his health cap for the next fight.
** **For healing to occur, a healer MUST be brought into fight and damage healed during the same fight in which the damage was inflicted**.
** **Outside of a match, damage can ONLY be recovered by either natural regeneration or through the expenditure of a health pack**.
If the changes were to be implemented in this way, the nature of the game would significantly change as PvP would become much more closely aligned to PvE in how rosters would need to be constructed. Currently, 1-2 141s can be enough to lock down strong placement in a Versus event. But, under this new system, such a narrowly balanced roster would find itself burning through health packs quickly and then have no one else to fall back unto once those health packs deplete. Bringing a healer would be required for endurance runs, but would come at the cost of guaranteed weakness on defense and would likely be sought after easy win targets. Placing all of one’s powerhouses in the same roster would be a highly risky move, as a bad cascade would be very highly detrimental to one’s run to the top.
Retreating would have massive consequences, as running from a potential bad cascade would not only incur lost event points, but also 33% unrecoverable health loss (outside of using a health pack) to everyone on the match’s roster.
So, the question to be asked constructively, is that “is this a good change” for the game? How would the game’s meta change if this were to occur?
– Would players start to build 2x 102s for the cost of 1x 141, to field a more diverse PvP roster and to hedge against a bad wipe/cascade?
– Would players start to use 1* and 2** characters to rise up the leaderboard (for those who still tank), saving their 3***s until absolutely needed?
– Would this change cause more players to purchase health packs?
– Would this change require players to play Versus events in spurts to allow for health pack regeneration over crashing the event in its final hours?
– What are some concerns that I did not think of that should be addressed?
My thoughts to these questions:
– Not initially, but over time maybe. That said, 3*** 102s is really functionally equivalent within reason to a 2** 85. I would think that a player would be more inclined to use the 85 over the 102, unless cover-maxed. The only real benefit I see here would be that the extra 102 over a 141 would be an “extra life” in an event, albeit 30-35% underpowered than a 141.
– Plausible. Irrelevant, for those who don’t tank. The matchmaking system would need to be changed, in my opinion. For everyone not tanking and seeing 3x 141s, they would out of health packs before they ever hit 100. A fairly massive advantage would be gained by those who tank over those who don’t in terms of PvP longevity as they can benefit from throwing 1* and 2** characters at matches, whereas that would not be practical facing 141s. Perhaps change the MMR system for all to see only 1* and 2** in appropriate event point buckets, maybe the same as the current matchmaking ones?
– Plausible. From a business perspective, I can definitely see this angle. May come at the cost of user engagement in events though, if players’ health packs are wiped out too fast/frequently. Quarter munchers were left in the 1990s.
– Plausible. This could be a change in the style of the recent PvE, where rubberbanding didn’t help most catch up and required active engagement in the event. Sharding might also prevent players from sneaking into last second brackets for easy wins.
What are everyone’s thoughts on my conjectures?