Debate on Character Valuation
Comments
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I'm not sure which came first actually - 5* Storm or Puzzle Gauntlet? If it was Storm did they design some of the Puzzle Gauntlet nodes to find a use for her? Or was it just co-incidence?
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Looks like Storm was released in 2019 (to a collective "ugh" from the forum). Puzzle Gauntlet seems to have started in 2021. I doubt the two were related.
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Almost certainly not but I sort of like the idea of the Devs finding uses for some of these guys n gals!
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Anyway Storm is a fine example of what I was talking about. She does board control, which is occasionally quite useful. But her damage is very low.
If she did, say, 75 or 80% more damage than she does today, would that make her less "fun" to use? Is there a large group of players using her now, who would stop using her if she hit way harder? Why can't she have good board control and also do damage?
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My suspicion is that it is because she does AOE damage. But it costs her AP to do that AND she needs a board condition whereas say iHulk can do it for free. So I dunno why she can't keep the AP cost and lose the board condition. She still won't be as good as iHulk but at least she isn't fighting with a hand tied behind her back.
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@entrailbucket said:
Anyway Storm is a fine example of what I was talking about. She does board control, which is occasionally quite useful. But her damage is very low.If she did, say, 75 or 80% more damage than she does today, would that make her less "fun" to use? Is there a large group of players using her now, who would stop using her if she hit way harder? Why can't she have good board control and also do damage?
I mean she's bound to get her balance pass eventually.
Maybe they'll do just that.0 -
And that's why I get exasperated when people say "well you can't compare someone like Storm to Hulk!" I mean, why not? All of us make those comparisons every single event when we decide who to use, or when we decide who to level up, or when we decide whose covers to get.
Storm should get credit for being good at board control, but board control just isn't that important in this game. She shouldn't have all those extra conditions on her AoE (that Hulk can do for free), just because she's good at a thing that doesn't matter 90% of the time!
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I would be very interested in this game mode variation.
Gauntlet, no mirror matches, enemy teams based on actual teams played by similar size roster.
So 25 match straight line path. Scale so the last 5 matches are +100 teams.
The main “twist” is that enemy selection is “elo” based pvp. But no retaliation nodes, the server simply presents the last 8 teams in your MMR range with scaling modifier.The idea/challenge is allowing players to creatively beat meta combos and see hw far you can advance based on what players view as meta
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@entrailbucket said:
Why would they purposely design characters that are underpowered? Who is that fun for? Is there really a significant group of players out there that sees Apocalypse and says "I really like his mechanics, but he'd be so much more fun to use if his numbers were 40% lower?"At this point, it has to be difficult to design a new character who can hit like a truck where they don't also synergize with another character into something that's broken.
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I agree, but I think that's a problem they should try to solve. Some characters in this game aren't obviously overpowered, but they do a thing that can very easily break a new character.
The best example is 5* Hawkeye. He's mostly fine on his own, but his passive AP generation limits the design space they can use for countdown-based characters. Remember, 4* Cap was only broken combined with Hawkeye's AP generation. Now Hawkeye has showed up in another combo, with Kang. I think that combo is probably ok, but any new countdown character that uses red or blue has the potential to be broken because Hawkeye exists.
And, like, obviously nobody is screaming for Hawkeye to get nerfed, and neither am I, really, but he's sort of a hidden problem that can easily create issues for new characters that otherwise seem ok.
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When I think about what a game designer has to consider I return to this article a lot
https://magic.wizards.com/en/news/making-magic/timmy-johnny-and-spike-revisited-2006-03-20
It describes three types of players Timmy, Johnny, and Spike. They all have different goals and objectives, character design has to account for all types. This is one of the lenses I apply to each new character release.
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@entrailbucket said:
I agree, but I think that's a problem they should try to solve. Some characters in this game aren't obviously overpowered, but they do a thing that can very easily break a new character.The best example is 5* Hawkeye. He's mostly fine on his own, but his passive AP generation limits the design space they can use for countdown-based characters. Remember, 4* Cap was only broken combined with Hawkeye's AP generation. Now Hawkeye has showed up in another combo, with Kang. I think that combo is probably ok, but any new countdown character that uses red or blue has the potential to be broken because Hawkeye exists.
And, like, obviously nobody is screaming for Hawkeye to get nerfed, and neither am I, really, but he's sort of a hidden problem that can easily create issues for new characters that otherwise seem ok.
I agree with your eval of Hawkeye. He's one of the reasons Bishop and WorthyCap got nerfed. Not the only one, especially with Bishop, clearly.
I then look at a character like Shang-Chi. That character can do absolutely insane damage, but most of the time it's all him. You make red and purple matches until his match dmg multiplier is insane and you never give the AI the board back. Very few people, if any, have called for him to be nerfed. I believe the reason to be that he's easy to defeat when he's on defense.
So, is that how they need to create new characters? Is that why we're seeing new tile types? To force characters who can do a lot of dmg into isolation? Good characters get to do dmg, but can't have a dangerous synergy, and characters who do synergize well have to get pre-release nerfed into laughable numbers? Doesn't that sound a lot like Chasm and Magik?
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@Colognoisseur I like that article quite a bit, and I like Mark Rosewater's philosophy too. I think there are problems adapting this particular philosophy to MPQ, though.
In 2006 when those terms were first coined, Wizards released 4 expansion sets and about 1000 new cards. Each set was roughly balanced out so that each archetype of player got a whole bunch of new options to try out -- and that philosophy continues to this day.
In 2013, when that post was updated, they released even more cards. Today, the numbers are even bigger, and in some Magic formats, almost every card ever printed in the game's 30-year history is legal.
When you're releasing 250 new cards at once every few months, players play with 60 (or 100) cards at a time, and there are tens of thousands of existing cards that are legal for play, that is much, much different than what we have in MPQ.
If the MPQ designers release a Spiky character, then Johnny and Timmy get absolutely nothing that month. If they release multiple Johnnies in a row, Spike and Timmy start to feel abandoned.
The great thing about MPQ is that characters have multiple powers, and can be very complex! So the best-designed characters can (and do) cater to multiple player types at the same time (which of the 3 types likes Shang-Chi? All of them!). In fact, I'd argue that given MPQ's much, much slower release cadence, most characters should bring something to the table for all 3 player types.
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@Borstock said:
So, is that how they need to create new characters? Is that why we're seeing new tile types? To force characters who can do a lot of dmg into isolation? Good characters get to do dmg, but can't have a dangerous synergy, and characters who do synergize well have to get pre-release nerfed into laughable numbers? Doesn't that sound a lot like Chasm and Magik?
It's possible. I think the explanations for both Chasm and Magik are pretty simple though, for different reasons.
I think Chasm is an example of overvaluing downsides. They've made this mistake on quite a few other characters. For example, when he was released, Thanos was insanely powerful compared to characters of the time. He was considered to be balanced, though, because he hurt your own team so badly. The downside made up for how strong Court Death was.
Chasm, on paper, is way, way too good. But -- he has a very significant downside. He eats your own AP! If you played MPQ as it was back in like 2014, I'm not sure he'd be so popular, because he makes it very hard for you to cast powers. The problem, of course, is that in 2023 we have a ton of characters who can kill you super dead, super fast, and never cast a thing. Chasm's downside might look bad, but in today's metagame it's an absolute nonfactor.
Magik, I think, is a case of overvaluing new mechanics. Again, this is a pattern. Look at Ultron's red. The damage is low for its cost, so the designer clearly placed a very high value on "cannot be reduced.". How much would you pay for that power without that mechanic? 3AP? 4 at most? Is a one-shot "cannot be reduced" worth 3-4 extra AP? No chance.
I think they overvalued Magik's permanent damage, and that's why she does less of it. Permanent damage is a cool mechanic, but I don't think it's worth as much as they do. It's only useful against healers -- if the enemy doesn't heal, then permanent damage is just regular ol' damage. Paying this much for it is a bad deal.
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Excellent comments and evaluations, everyone. I appreciate the viewpoints.
MtG is a hard comparison to MPQ but the ideals of character release are very close. And frankly, the gameplay isn't far off either. You mentioned how nearly any card is legal in certain formats of MtG, well here's the thing, almost any character can have their day if paired correctly. I'm sure no one has forgotten that 1 star Spider-Man still does one thing any 5 star team would be happy to have with them, making crit tiles.
So if even a 1 star can be a valid choice, I feel the comparison is actually rather on point. Each new release of cards is like a single character. That set has some new dynamic the cards are meant to highlight and take advantage of. Same thing with our new characters, the overall interaction with the character base is something they consider.
Frankly, I'd like to know what team they had Magik on when they realized they wanted to nerf her. Some other character boosted her damage ridiculously, perhaps even a few characters that might have done it, but overall I don't think it was Magik herself that called for the nerf, it was in play testing and pairing her with different teams that they realized their mistake.
And this might be a big reason Chasm isn't getting the change we've asked for. He doesn't have amazing syngery with the entire cast of characters, he's a great pairing for a few of them. Magik, on the otherhand, might have filled the role of Red/Purple on a team that rocketed her effectiveness through the roof. While Chasm is just annoying on every level, including for the player using him, Magik got this huge reduction so that she didn't overcome the entire roster.
Pointing out Ultron's ridiculous red is actually a great example of other interactions making this better. Alone, its whimpy, but paired correctly could be really powerful.
So I guess the most valid point so far is really this: is a new character a valid solo choice, or do they require a specific pairing to unlock their potential? Chasm needs no one to help him (he won't help anyone else either, really), and Magik needs the right teammate. Unfortunately we have to guess at the direction the dev's have set a character in, and find out on our own where a new release falls into the tier list.
To a previous point about this actually, Jessica Jones is a great example here. She's effective alone, not a true danger like Shang Chi, but she's a heavy hitter. Paired with the right teammates, her effectiveness goes up dramatically. I don't really see any character paired with Chasm that changes his potential. Magik might have been too strong solo or paired with someone, and that overtook the rest of the roster on damage and so she had to be reduced. That's my educated guess about it, but I still don't see why they haven't acknowledged that Chasm needs a change.
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I think the idea of evaluating a character solo vs a character in a combo is worth talking about, but generally people are doing the latter.
I'd say that, at least when I'm doing it, it might sound like I'm evaluating a character 1-on-1, but I'm generally not. To revisit Magik, her damage is quite low, but when paired with a power booster she can be much more effective. I would compare her to iHulk, for example, as she fills the same basic role in a team -- "damage dealer who allows you to double-dip on passive boosts/strike tiles."
When I compare Magik to Hulk, I'm not comparing them as 1v1 characters -- they are both quite bad in that role (Hulk is worse -- he just downs himself fairly quickly!). I'm comparing Magik's performance in her role to Hulk's performance in that same role. Magik does permanent damage and can offer more double-dips, but Hulk can't die and his attack is passive. Most times, I'd choose Hulk to do that particular job.
And that, I think, is the problem. Most characters can be sort of roughly sorted into different "jobs" that they do on a team (damage dealer, support/boost, stun, AP generation), and lots of the bad characters are really good at a job that's not terribly useful in today's game. Others do a useful job, but someone else already does the same thing much more effectively.
The best characters do multiple jobs really well. Look at Beta Ray Bill's powerset, or Apocalypse, or Chasm himself. Some of these characters are among the best at multiple useful roles all at once!
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It's an entertaining analysis exercise here, so I'll go with my impressions and guesses.
Magik: indeed I agree with EB that permanent damage is overvalued by BCS and former devs. Also it's something which can be useful against a minority of characters and powers, having in mind that except a few characters, healing usually doesn't makes a big difference in the battle.
Her nerf IMHO was due to 4* or 3* tiers. Probably they noticed her toolkit was too abusive against these players. Imo its ok to adjust her because of this reason. What it's not ok at all is to say she is still at tops. Because that's absolutely false( and I think she still has her new character buff, just imagine without it). Imo to say that means to not even bother to test her in a good 5* tier.
Chasm: IMHO this is an absolute fail in many layers. He is too strong, even without his zombie squad he slows down the battle too much and punishes way more than any other character. He has changed the way pvp is played and probably many players are playing for battles instead of points because of him.
He should had been properly and carefuly tested on human battles, and prenerfed.
And players or forumers should had been listened and quickly nerfing him many months ago. It's kind of hilarious the amount of counters for him that they had released and that only shows that they still don't know why he is so broken.2 -
@Bad said:
He has changed the way pvp is played and probably many players are playing for battles instead of points because of him.Once I climbed to 600+ in Jeff's PVP he became a lot more frequent, and once I got to 700+ practically every other skip was Chasm. Speaks volumes that people feel more comfortable putting out two unboosted 5s on defense than two boosted ones. You'd also think it'd go without saying that having a character capable of almost one-shotting someone before the opposing player has even had a chance to touch the board would have raised some flags.
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Reminds me of the old hundreds page long balance discussion in early days of wow when multi role classes (druid shaman paladin etc...) damage dealing specs were doing lower damage than pure damage dealing classes because of "utility". The net result was theses specialisation were useless as dps in raids and thus never taken in raid. This was later changed to allow these classes to be on par or almost on par with others, in order for these specialisation to exist in PVE. this tradeoff was a bit unfair for damage dealing specialist but as long as everyone could pull their weight I think it was the right trade off to have.
Which bring me to talking about "perma damage" and other niceties (ignore protect tile, damage while airborn...) which I think should not reduce the damage of said ability, because they are so situationnal the bonus should just be icing of the cake, not a reason to have the ability be terrible 90+ % of the time and be on par with other damage dealing when in the right situation
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@Alex502 said:
Excellent comments and evaluations, everyone. I appreciate the viewpoints.MtG is a hard comparison to MPQ but the ideals of character release are very close. And frankly, the gameplay isn't far off either. You mentioned how nearly any card is legal in certain formats of MtG, well here's the thing, almost any character can have their day if paired correctly. I'm sure no one has forgotten that 1 star Spider-Man still does one thing any 5 star team would be happy to have with them, making crit tiles.
So if even a 1 star can be a valid choice, I feel the comparison is actually rather on point. Each new release of cards is like a single character. That set has some new dynamic the cards are meant to highlight and take advantage of. Same thing with our new characters, the overall interaction with the character base is something they consider.
Soooo... I may have led you astray here with the Magic comparison, and in thinking about how I'd address that, I realized there's a valuable contrast to draw with MPQ.
In the MTG "Eternal" formats (there are a few different ones but that doesn't matter), yes, huge numbers of cards are legal, tens of thousands in some cases. But in competitive decks, only a few hundred are powerful enough to be viable. Decks are so powerful and so tuned that games are generally over in a few turns. The equivalent of 1* Spidey would be destroyed in seconds -- he wouldn't even get a turn.
The barrier to entry for playing these formats is also massively high. A competitive Vintage deck costs nearly six figures, and that's if you can even find the ultra-rare cards you need. Occasionally a new card is good enough to be playable in eternal formats, but it's at most one or two per year. Generally 4 or 5 archetypes are able to win, and they've been the same ones for many years.
The result? Competitively, these formats are largely dead. They're played by a few enthusiasts and collectors, and that's about it. To their credit, the game designers realized things were headed in this direction many years ago, and now the most popular competitive format is rotating. Only the last year or so of cards is legal, and every year all those cards get phased out as the newest sets become legal. Sometimes there's a "best" deck, but there are usually several that are about equal, and 1* Spidey is probably playable. This is how competitive Magic is played now -- professionals play rotating formats.
What does this have to do with MPQ? Well, we're all playing "Eternal" MPQ. In most events, all characters back to 2013 are technically legal, but if you actually want to win, you need to use the most powerful ones. I can't bring any old guys to shield sim against 550 Chasm/Hulk/Colossus -- I'd lose without getting a turn. At the highest levels, only a few teams are truly viable.
The barrier to entry for competition is massively high. New characters that are competitively playable are rare, because we're evaluating them against the strongest possible strategies from the entire history of the game. If we had some kind of rotating format (and the boosts kind of do that), then someone like Magik might be more playable -- she'd be compared to a weaker set of characters, so she'd look much stronger.
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