Quantcast
Channel: General Discussion — Marvel Heroes Omega
Viewing all 11218 articles
Browse latest View live

Symbiote Wolvie gone missing?


Archangel For The AP4 Support Thread!

$
0
0

Playable Archangel should of been in the game already, unfortunately due to the Ap3 getting cut in half he didn't make it. Although he is one of the most highly requested playable characters I wanted to make a single thread for the community members to show their support for Archangel in the AP4 for Marvel Heroes 2017.

Embrace the CoK and maybe get a costume (X-defense contest)

$
0
0

Initially it was just a SG thing but then I thought just because you are in the church doesn't mean that there aren't other people you enjoy playing with.

Therefore we are opening it up to everyone. That way each member can play with whoever they want.

Starting January 9th until January 16th get any 5 yahoos you want. Screen cap or video to prove your highest wave of X-defense. In case of a tie the same teams will run again to determine an ultimate winner.

Team winners will receive a costume of their choice that is currently available in store.

Rules.
lvl60 start
List your team members and preferred costume if you win.
Bask in the warm embrace of the CoK

videos or screens posted after the 16th will be ignored. I go by my timeline in the eastern time zone. So account for that.

Rule Amendment

@Groozycool got me thinking about all youse shady sumbeeches

No multiple team entries. I don't care how many times you try but no submitting with more than one team.
@alunguy mentioned it so I might as well cover it. Don't be a cack and submit "proof" of yourself hitting wave 120 from 2 years ago. PLease

@BohemianRhapsody clearly has the lead good luck topping that

We need a calendar and a local time clock in game

$
0
0

In a game where it all revolves around participating in events like omega, Odin, mystic mayhem, cosmic chaos etc. It would sure be nice to have a simple calendar icon next to the minimap where we could click on to see a calendar and the scheduled events on it. Pressing on N and reading the release notes (which are most of the time not even current on events) is just way too clunky. I'm sure this would be a feature that keeps new players more engaged as well.

Also, please add a local time clock option :)

Weakest Character

$
0
0

I think the weakest character in this game is Doctor Strange.

Next Possible Heroes Costume Suggestions - Ms Marvel (Kamala Khan)!

$
0
0

Which of these are your favourites, and are there any other costumes or looks for Kamala that you'd like to see added to Marvel Heroes if she becomes playable in future?

Please note that, as with all these costume threads, this is not meant to be a complete list of all of Kamala's costumes and outfits. I will endeavour to update when possible, but please do not be offended if a particular look that was suggested in thread is not added to the list.

  

image image image
Original Lightning tee Casual Blue/White
 
image image image
1st Costume 2nd Costume Sweater
 
image image image
Masjid Dress Coat & Aviator Cap 3rd Costume
 
image image image
Disguise 4th Costume Plaid Pants
 
image image image
Ms Marvel Shalwar Kameez Cap tee
 
image image image
New Attilan Training Secret Wars New Attilan
 
image image image
All-New All-Different Christmas Pleasant Hill
 
image image image
Zenn-Lavian Horsemen of Apocalypse Improvised
 
image image
SlothBaby Venomized

Is the Wilhelm Scream in game?

$
0
0

Twice now, I "think" I've heard the
en.wikipedia.org/wiki/Wilhelm_scream

in game. It's very rare to hear, if I really did hear it. It's only happened twice, and I wasn't sure if I heard correctly, or imagined it. Is it being used in game at all? Anyone else heard it, or is the long play hours I have been putting in driving me a little batty?

It would be really cool if it was in the game, as rare FX.

What the heck happened to marvel heroes?

$
0
0

Hey all. I just returned to the game after (about) a 6 month break and there is only one new hero, Angela.
What's going on? When I was last playing they were launching a new character every few weeks. I see that there are a lot of new team up characters and some new costumes but the game has really slowed when it comes to characters and new content.
When I left things were looking well as the new Inspired by Ultron mode was added to the game.

What has happened with new characters and are we expecting a new one anytime soon? Is there any new content on the way? Or is this the slow end to marvel heroes?


Thanks for Avatars

$
0
0

Thanks for Carnage avatar ! its awesome

your favorite mobs?

$
0
0

what are your favorite mobs to fight? mine are the gangsters...i love fighting humans, as opposed to creatures or robots

Are you buying boosts in our last chance sale?

$
0
0

Considering getting Winter or iBoosts for Cosmic Prestiging. What about you?

Mobility: Too Much of a Good Thing

$
0
0

I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016. As you may know, the design team has been posting a series of design blogs about many upcoming systems updates, including Hero Powers, Items, and the exciting new end-game progression system called the Infinity System. Before finishing the series with a blog announcing the new difficulty slider, we need to discuss another major change that is running tandem to the suite of system changes: Character Mobility.

Since the inception of the game, mobility has maintained a binary state. If your Hero is moving at all, you are dashing. Stop and dash–that’s it. This lack of variability has crippled our ability to improve the game in some very meaningful ways. Level, enemy, and boss design hasn’t gone very far since we launched, because we gave all heroes an infinitely powerful tool to avoid anything dangerous or risky. The good news is that we’re going to do what’s right to increase the long-term fun of Marvel Heroes.

In order to move forward and generate fresh, exciting game content, we must give Heroes the opportunity to stop and enjoy that content for just a moment. The changes we are presenting here may seem contentious to some, but we do ask for constructive feedback as we get closer to testing. Keep in mind that in the long run, we know that these changes will open the way to better gameplay and more fun.

Here is an outline of the upcoming changes to mobility:

  • All Dash Powers now have a fixed distance and travel speed, uniform across all heroes.
  • “Dash” Powers (such as Combat Rolls, Lunges, Teleports, and Charges) have 3 charges and generate a charge every 4 seconds.
  • Teleports still begin their travel instantly, but move across the world at the same rate of Dashes rather than disappearing from one location and instantly reappearing at the next. They are comparable in distance per second to any other Dash Power.
  • Dash Powers now cleanse crowd control effects, and make the user completely invulnerable while travelling.
  • Travel Powers have a 1-second channel time before they start.
  • Travel Powers reduced in speed from 1000 to 700.
  • Ziggurat of Kargul will have a new ability replace its active power.

More Challenge, Decisions that Matter, and Better Gameplay

When Heroes boundlessly dash or teleport around the battlefield, limited only by their Spirit pools (and often not even by that, especially with endgame gear), there’s really no game situation that can provide a challenge. The only real threat to a player is an attack that is so damaging that it takes the Hero from 100% hp straight to zero. While one-shot attacks may have their place in extremely difficult content (as long as they are clearly telegraphed to the player and possible to dodge), as a rule, they become altogether boring and unfun unless they are implemented extremely rarely.

A far better gameplay pattern is for hits of various magnitudes to come at the player in a varying rhythm. Heroes don’t need to dodge every projectile from a Hydra mob because such minor attacks are relatively little threat unless present in overwhelming numbers. More threatening attacks such as the power brawler’s ground slam, however, should inflict noticeable damage but not instant defeat. These mobility changes will enable the player to face frequent and interesting decisions about what to dodge and when. And just as importantly, in the very rare cases when you’ve used that last charge on your dash power, it’s fitting (and fun) to feel a sense of risk as you move through the battlefield.

One important counterpoint that comes up frequently when we talk about making Marvel Heroes more challenging is how important it is for the heroes to feel true to their comic origins. This position is reflected in statements like, “a single Hydra soldier shouldn’t be a threat to The Hulk.” It’s important to understand that no one is talking about a single Hydra mob of any sort defeating a Hero. Heroes will still smash their way through hordes of enemies with little trouble. Only very large numbers of normal mobs in very difficult game modes will pose a serious threat to a Hero who is actively attacking and moving.

The tuning of endgame has become more and more of a challenge, and mobility is the primary reason for that. Those who have played the Cosmic Trial know that, for the most part, the only way to beat it is by being extremely mobile, dashing or teleporting constantly. That’s not how we want the endgame of Marvel Heroes to play out–there should be more to the game than just damage! Providing you with opportunities to make meaningful decisions and react to the challenge presented to you: that’s how we can continue to produce a variety of interesting content! To do that, we have to dial back on the speed just a bit so that we can trade it for strategy, decision-making, and better gameplay.

Let Nightcrawler be Nightcrawler

The Marvel Universe has a rich array of characters with different abilities and unique stories. One of the worst parts of limitless mobility for every Hero is that the truly mercurial Heroes such as Nightcrawler cannot stand out from the others. With these relatively minor limitations to mobility on all heroes, we now have the ability to let Nightcrawler and other very agile heroes stand out from the crowd. For instance, Nightcrawler’s Bamf power has more charges and a faster cooldown than the standard applied to most heroes.

Waffles Taste Good

Yes, Travel Powers were capped to 700 for a few weeks back in August, and we buffed the speed to 1000. That change was meant to be a correction for the fact that travel powers benefited from speed increases in prior patches. Now, we’re switching back to 700 and sticking to it. At speeds above 700, the controls became unresponsive on many Travel powers, such as vehicles with turn speed (Motorcycles), since they were never meant to be that fast. Increasing the turn speed would make them functional, but also reduce the visual quality and the feel of the powers. Many Sprint animations look wildly inaccurate running at lightning speed. These animations were authored at specific speeds, roughly twice the normal run speed. There’s no version of a Sprint animation that looks thematically correct when the user suddenly takes off a 3-4x times their former top speed. In addition, incredibly high movement speeds do not perform evenly on high- and low-end machines. One of our goals is to be accessible to as many gamers as possible, and this kind of speed provides a very uneven experience.

Honestly, we immediately regretted the change to 1000 and should not have waffled. We know that 700 is the correct speed for several reasons, and we’re owning up to the fact that we waffled and doing the right thing by switching back to the correct value.

Travel Between Combats; Dash in Combat

One last note about the one-second startup time that we’re adding to Travel powers. With the limits on dashes, being able to flick the Travel power on and off instantly is simply too powerful in combat, which is part of the reason why Travel Powers will have a 1-second channel time before they start. Ultimately, the path to good gameplay is to make it optimal for the player to use Travel powers between combats and Dash or Teleport powers in combat. This change is the least invasive way to achieve this goal.

The Road Forward

We’ve mentioned some of the gameplay improvements that these mobility changes open up, including more variance and opportunity for strategy. At a later date, the improvements that we’ve mentioned will get more detailed treatments in blogs of their own. Soon we’ll feature blogs on the improvements to enemies. In the meantime, our next blog post will continue with the series describing the biggest systems update in the history of the game! In it, we will share details about adding a personal difficulty slider that allows players to adjust the difficulty of the game. Until then, we will see you in the forums!

What to do at 60?

$
0
0

Hey all. I have all the characters in the game and I normally just work on getting them to the level cap. With no new characters launching I'm looking for things to do at max level.
So.... My main question is what do you do at level 60 (lvl cap), and why?
Is the content worth doing at 60?
Like are you just running midtown to try getting better gear for a max lvl character?

I wanna know what you guys (The other players) do with your max level characters, other then re rolling them and starting them back at the first level.

Now i'm a proud member of the 10k achievement point club

$
0
0

Woot! certainly took a while but i'm finally here. You guys gonna welcome me? :D

Neutral/least fun/improved heroes in TC??

$
0
0

hey there T__T

With TC not being up, thought maybe some testers roaming the forums might want to give some insight as to what heroes are looking awesome meh from the talent update and if there are any cool new things to look out for (more explosives, graphics updates, etc) things to dread (less explosives, ugly visuals, etc) when the super duper omega level update goes live.

Thanks in advance.

Since @AllThatRemains has the rainbows and ponies covered in Most Fun Heroes/Improvements In TC??, figured the thread could use its gloomy twin sister.

From what I've read/seen, I'd say the following are on the meh list:
Edit: Updating based on what folks are saying, what I'm remembering. Overall not too bad I think.

Meh
Angela (?): Loss of spirit on crit, traits that are just ports of her base live passives

Blade: Trait/talents that are basically just his live passives ported over. Poor ranged support.

Black Widow: Loss of ranged spec, movement, signature functionality, bleed, poor resource management

Doom (?): DPS, summoner lacking?

Elektra: Feels clunky after the movement nerf

Hawkeye: Spirit issues, loss of entire melee tree.

Iceman: "At least the heroes you like aren't Iceman," loss of spenders, crummy golems

Invisibile Woman: Her support ability doesn't work that well (she can't attack/move at all, mobs can enter her shield, ), isn't very invisible as traits force her to sacrifice too much DPS for that option, too combo-oriented (use X to boost Y, boost Y to boost Z), either-or build design, visually unsatisfying (invisibility, ultimate)

Ironman: Powers feel clunky, lack of aoe

Kitty Pryde: Major talent talent gating.

Loki: No ranged/sorc, has become a melee tank

Luke Cage: Seem to be reading a lot of "He's boring"s

Magik: Doesn't feel like a teleport hero, crummy summoner mechanic solely for anti-exploit

Moonknight: Nerfed low health mechanic -> generic hero

Nova: RIP movement spec

Taskmaster: Unviable ranged spec, only way to play is combo (?)

Venom: Needs moar deeps, poor melee support?

Warmachine: Virtually untouched, just a straight number buff. Not necessarily weak from what I hear.

Winter Soldier: Gimped melee, spirit issues, DPS

Neutral
Punisher (?): Only one viable build, nerfed/disabled powers, needs a damage pass.

Psylocke: overall plays the same, increased ranged viability, loses psi-thrust as part of her melee rotation, psi-strike doesn't animation lock, is spiritless, but never really had spirit issues to begin with (just by gearing for good stuff)

X-23 (?): loss of fluidity (the thing that made her fun) after the first iteration, clunky grievous wound stacking (1 stack per applier), cooldown on rending leap (despite heroes like Pyslocke having a similar power with no cooldown), signature mashing can be a bit of a chore. If you like managing her signature's buff mechanic and signature charge recovery, can be fun.

I'm sure/hoping others will chime in with more details.

Oh, and Happy New Year all! :)

(@AllThatRemains Hope you don't mind me quoting you. Had to have some fun while starting this gloomy topic lol)


I Give Up!

$
0
0

Let me preface this by saying that this is NOT an "I Quit" thread. I have too much time and money invested in Marvel Heroes to give it up. I will continue playing until the game either shuts down, or becomes completely unappealing to me. It should also be a relief to many to know that this will most likely be my last patented @lesotheron Wall O' Text.

So, since I'm not quitting, what am I giving up?

I'm giving up on providing feedback.

I've mentioned this several times in various threads, but I've felt for quite some time that my feedback is completely worthless. I'm not trying to say that Gaz doesn't care, just that what I want from the game has little or no connection to what Gaz wants from the game. Since it's not likely that I'll be able to change how I feel, and I also don't expect Gaz to reverse their choices, it seems we have come to an impasse. For the past several months, I've been beating my head against the brick wall of this impasse, and frankly, all I've gotten from it is a frustrated migraine. Since I'd rather have fun than frustration, it looks like I'll have to yield to the inevitability of not getting what I want.

I'm giving up on "Believing the Hype...or Hope".

Gaz has gone on the record, many times, with plans, ideas, hopes and even just general thoughts. Sometimes, these plans and ideas have come to fruition in very entertaining ways. Other times, these plans and ideas have fizzled and died, or fallen very short of expectations (both of the players and the Devs). I think it's time for me to accept that just because Gaz says, "We want to do this", or "We're planning on this" it doesn't mean, or even imply, that Gaz will actually be able to DO it. It's possible that Gaz has been "overselling" their intentions or they "bit off more than they could chew". Or maybe the problem is with me, not Gaz. Either way, another large source of frustration is the disappointment when what we are told to expect doesn't materialize. Once again, I don't want frustration, so I'll have to yield to the inevitability of not getting what Gaz says we're going to get.

I'm giving up on "supporting" the game.

Let me be clear, I'm not refusing to give Gaz money. Ceasing my support of the game is both a matter of financial support and support in a much more generic sense. Before now, I would talk about upcoming changes I was looking forward to. I enjoyed discussing things that entertain me on the Live Servers. And on the financial side, when I had an extra $10 or $20 and nothing better to do with it, I would happily give it to Gaz, "just because". That's not to say I didn't get anything out of it, but it's the fact that I CHOSE to spend my money on MH, even if there wasn't anything I particularly wanted/needed, instead of spending it elsewhere.

Moving forward, if I see something I desperately want, or feel I somehow need, I'll grudgingly give Gaz the money for it...when I don't have something better to spend it on. I'll believe half of what I see and none of what I hear when it comes to Gaz's announcements. I'll accept the game as it is, not as I wish it was and certainly not as I hope it could be.

Because at the heart of all of this:

I'm giving up on caring.

Marvel Heroes will continue on it's chosen path, with or without me. Is it the right path? Will it lead to the collapse of Gazillion Entertainment? Who knows. All I know is I'm going to wring every second of enjoyment out of the game and stop getting angry over all the paths that the game ISN'T taking. Trying to make the game more of what I want just isn't worth it anymore.

As always, the TL;DR is "If you want to know what this post is about...read it". :P

Heroes: Your definition of "acceptable?"

$
0
0

@Rasetsu said:

MichaelMayhem said:
Regarding the "schedule", we're pretty much at the tail end of pre-ship iterations. There will likely be one or two more heroes with a larger set of patch notes as we analyze and collect data, but for the most part, the patch is getting closer and closer to bug-free (over 1000 squashed in the last few weeks), and the overall status of most heroes is acceptable.

Well ... I suppose it's mainly a cause of us having a different definition of what is "acceptable". Personnaly I tend to take into account the flow of the rotation, the coherence of the skills, the builds's diversity and the enjoyability of the gameplay. For you it seems it is more whether or not the character is playable.

Read this bit in a different thread and it got me wondering what the rest of you folks consider "acceptable." This is also the tldr, the rest is just my wall of text lol

Flow of the rotation
Pretty much makes or breaks a hero for me. Things like power durations and cooldowns that don't line up neatly, weird animation hiccups/locks, UI issues like having to click multiple times when 1 would suffice, and funky targetting, are all things that reduce how fun a hero is for me. Ideally, the rotations would have some room for flexibility as well and interchangable pieces depending on the scenario.

Coherence of skills
Depends on its impact. For example, if my primary big DPS power is melee range, but the other powers in my kit are all long range, I'm not going to be too happy. Or if I'm a gun hero, but for some reason my primary spender/basic is a knife, or a supposedly tanky hero who doesn't have that tankiness supported via traits/powers, I'm not gonna be too happy either.

Build diversity
Normally I think it's pretty important and in an ideal world, there would be build diversity. But honestly, if a hero has one spec that works well (fun and effective), I can live with it (not the same as happy). Considering one of the selling points of the Big Update was more meaningful choices, I'd be a bit disappointed if a hero didn't have at least 2 viable/fun specs that play differently enough (i.e. range vs melee, movement, trash vs boss killer) and lots of "I want at least 2 things in this trait tier and can't decide!" moments.

Enjoyability of gameplay
Make or break. Don't think this one needs real explaining. It's also a really complex one since it's influenced by so many things.

Lore accuracy
Not too important. I'd rather have accurate, but I'd also be willing to see lore sacrificed if it means better gameplay. Not a comic book guy myself though.

Is it the same hero?
Make or break. When I settle on mains on live, it's because there were things I liked about them. If I'm not getting something that at least somewhat resembles that, I'd consider the hero's iteration a pretty big fail. If I was really unsatisfied with a hero, I'd want things changed quite a bit of course.

TTK/TTL
Nice to have, but not too concerned. This is probably the only category where I think my feelings are more or less in line with Gaz's "acceptable." Long as I can do the available content and have fun doing it, that's good enough for me. If the game had an emphasis on meaningful group gameplay, this'd be more important, but it doesn't, so I'm all right with not being Rogue tier lol

Is Gaz affected by the voice actors strike?

Why no Marvel Zombies costumes?

$
0
0

We need Marvel Zombies costumes. I would drop some cash on those. That is all.

Punch shockwave disparity Doom vs Luke Cage (Luke wins but how?)

$
0
0

Luke Cage punch to the ground creates a shockwave that travels off screen, about 110%.
Doom punch to the ground creates a shockwave that travels 65% of the screen.

How does it make sense, Luke being a street level and Doom being a cosmic level?

Also, Marvel official website states that Dr. Doom ranks higher in most statistics than Ultron, but in this game Ultron feels much more powerful than Doom?

Viewing all 11218 articles
Browse latest View live