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[Marvel Heroes 2015] Midtown Madness Week
Posts
Now I just need a Thor, Odin and Zod rune to do anything with it.
Seems like they put a lot of useless recipes in the game since you can never get the components.
Can you hint any upcoming team up releases?
REALLY excited to seeing what the attribute rework is going to be like. Here's hoping there's some real rewards to getting attributes to the 8-9 range!
When you guys put up those new Dev Feedback posts (Iceman, Silver Surfer, Beast), are those for next years heroes?
Request for additional terminals.
You're right. I've found 2 Serpent Runes total, 0 Thor, Odin, Zod and Frigga.
Edit: Found it, it was an nvidia f2p promo, gave 2600G. Too bad the teamup bundle isn't available anymore.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Goddammit, I had no idea Nvidia was giving those away, I skipped their booth.
They were on the seats at the "Future of PC gaming" panel or whatever it was, I don't know if they were given out at the booth.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
http://www.geforce.com/f2pbundle
Limit one offer per person per transaction. And I'm not sure if it's limited on the MH page, I was only able to get one.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Steam: abunchofdaftpunk | PSN: noautomobilesgo | Lastfm: sjchszeppelin | Backloggery: colincummings | 3DS FC: 1392-6019-0219 |
Sooo
Beta Ray Bill
Wong
...Man-Thing?
Still looking for a Serpent myself.
Edit : Keeps saying everyone is removed from my Friends List whenever I log in. Weird.
End Result: Stock up on Fighting Cores as they're going to be the attribute you care about. For pretty much everybody.
I love how they give Speed tenacity, like anybody cares about tenacity.
Edit: nvm I found them. I dunno, my HT build sounds like it's going to get a pretty nice boost from this with the movement buffs on Speed.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Cause I'm a nice guy:
As you know we've been working diligently on a review for the attribute system. We're ready to roll it out in 2 weeks, alongside the item review.
Here's a summary of where we currently stand.
Overall goals for the review:
Make every rank in an attribute matter.
Provide freedom for attributes to scale as high as a you want. If someone wants to focus on extremely high Fighting, Durability, Speed and so on, they can now do so with help from the revised interface, shown here:
Generally clean up the system to make it clear and parse, with no extraneous complexity.
Make Speed more interesting and make the Speed attribute more useful for "Speedy" heroes such as Black Panther, Black Widow, Human Torch, Moon Knight, Ms. Marvel, Nightcrawler, Spider-Man, Squirrel Girl, Storm, Thor, etc.
Make Intelligence more interesting and replace the experience gain with more generally useful stats to help out heroes with high Intelligence such as Loki, Iron-Man, Emma Frost, Doctor Strange, Black Panther, etc.
Make Durability more useful, allowing you to have the choice of building tankier if you wish. This is particularly helpful for heroes who could previously hit the Durability cap with certain items or powers, such as Thor, Thing, Taskmaster, Ms. Marvel, Luke Cage, Iron Man, Hulk, Ghost Rider and Colossus.
Remove the confusion as to what's a Fighting power and what isn't in a way that makes Fighting heroes stronger and giving them options to use powers in their kits that aren't labelled Fighting.
Even if certain bonuses are changed for an attribute, the overall damage and survivability of a hero must stay the same or improve.
To meet those goals, we found that the following steps would be useful:
To allow for infinite scaling and the new UI, all attributes should scale evenly per point, with clear tooltips. This means every point of strength would provide all benefits, starting right at rank one.
The only exception to the above is "car throwing" which would remain at Strength 4.
All the penalties for having a "1" in an attribute have been removed.
Speed should be the place to get attack and move speed, consolidating it from other sources.
DURABILITY
Specifics:
Previously Energy Defense from Durability was lower than Physical Defense. This led to situations where players would get blown up a little easier from Energy attacks. We've now improved energy defense and made them equal.
Health Regen didn't kick in until Durability 5. We've increased the scaling of it and started it at Durability 1. It's still very minor compared to items, but will be useful while leveling and in less intense combat.
We added Health per level, starting at Durability 1. Nothing crazy, but enough that heroes with any kind of mitigation powers/items will notice the increased effective health.
Stun duration changed to scale at 1% starting at Durability 1. This is on top of whatever Tenacity is provided by a hero's powers or items. Tenacity, incidentally, is also under design review and will become an increasingly useful stat.
Summary of new Durability:
Physical Defense: 2% per Durability rank
Energy Defense: 2% per Durability rank
Health Regen: 2 per Durability rank
Duration of Stuns on You: -1% per Durability rank
Health (L60): 180 per rank
Comparison of average level 60 hero (Durability 5), before and after.
Physical Defense: Before 10%, After 10%
Energy Defense: Before 7%, After 10%
Health Regen: Before 3, After 10
Stun Duration: Before 0%, After -5% duration from enemy stuns against you
Health: Before 0, After 900
SPEED
Specifics:
Previously Speed was considered one of the least-exciting attributes. We've buffed it in several ways and made sure it's role was clearly defined compared to other attributes.
The first thing we did was adding a modest boost to Dodge rating, starting at Speed 1.
We consolidated the bonus to move speed, attack speed and fly speed into one value, all starting at Speed 1 and increasing at 1% per level. This will reduce Move Speed a little, which was safe since almost all heroes are into diminishing returns pretty heavily and attribute will scale higher with new itemization.
In addition, Speed is now the only place to get attack speed from attributes bonuses for any type of attack, making Speed more useful for any type of hero.
Previously Speed slightly reduced the duration of move speed slows on you. We rolled that into tenacity to affect all types of crowd control against you.
For flavor and functionality, we added a scaling reduction in cost to movement powers. Speedier heroes can move around a little more without getting tired.
For even more flavor, functionality and perhaps a little DPS, we added a bonus to movement power damage, for heroes who occasionally like to use movement powers to start or finish a fight.
Summary of new Speed:
Attack Speed: 1% per Speed rank
Move Speed: 1% per Speed rank
Fly Speed: 1% per Speed rank
Tenacity: 15 per speed rank
Dodge Rating: 60 per Speed rank
Bonus Damage to Movement Powers: 2% per Speed rank
Spirit Cost Reduction to Movement Powers: -1% per Speed rank
Comparison of average level 60 hero (Speed 5), before and after.
Attack Speed: Before 0, After 5%
Move Speed: Before 9%, After 5%
Fly Speed: Before 5%, After 5%
Tenacity: Before 0, After 75
Dodge Rating: Before 0, After 300
Bonus Damage to Movement Powers: Before 0, After 10%
Spirit Cost Reduction to Movement Powers: Before 0, After 5%
INTELLIGENCE
Specifics:
Previously Intelligence was known as an attribute that was decent for leveling, but not much else. We had even received a few complaints that couples would start heroes together and one would annoyingly outlevel the other because of Intelligence rating.
With that in mind, we've replaced experience with a stat that everyone can enjoy at any level. Intelligent heroes can now use their analytical prowess to identify weak points on enemies, increasing their Critical Rating and Critical Damage.
We kept Mental Defense rating, but started awarding it at Intelligence 1. We do have more magical and psyhic enemies coming in the very near future, so this will be of some use.
We moved attack speed with all powers to the Speed attribute, removing it from Intelligence.
We added a small amount of Spirit for every point in Intelligence.
Summary of new Intelligence:
Mental Defense: 2% per Intelligence rank
Critical Rating: 30 per Intelligence rank (not yet tuned)
Critical Damage: 90 per Intelligence rank (not yet tuned)
Attack Speed with Mental Powers: Moved to Speed.
Experience Bonus: Cut.
Spirit: +2 per rank
Comparison of average level 60 hero (Intelligence 5), before and after.
Mental Defense: Before 0, After 10%
Critical Rating: Before 0, After 150
Critical Damage: Before 0, After 450
Attack Speed with Mental Powers: Cut
Experience Bonus: Before 15%, After 0
Spirit: Before 0, After 10
STRENGTH
Specifics:
Strength has always been tied to Physical attacks, representing a heroes ability to hit harder in physical melee combat or effectively use a heavier gun / bow / chunk of concrete and therefore deal more physical damage. We've kept that flavor and buffed the attribute a little.
There won't be any changes to the amount of strength required to throw cars, all of that stays the same.
To make throwing cars (and other objects) more interesting, Strength now gives a scaling bonus to throwing objects.
We added a spirit cost reduction with Physical powers, since Mental and Energy had it through Energy, but Physical didn't have it anywhere.
Summary of new Strength:
Damage with Physical: +4% per Strength rank
Thrown Object Damage: +4% per Strength rank
Chance to Stun with Melee: Cut.
Spirit Cost Reduction to Physical Powers: -1% per Strength rank
Comparison of average level 60 hero (Strength 5), before and after.
Damage with Physical: Before 15%, after 20%
Thrown Object Damage: Before 0%, after 20%
Chance to Stun with Melee: Before 0%, After 0%
Spirit Cost Reduction to Physical Powers: Before 0%, After -5%
ENERGY
Specifics:
Energy has always been one of the best attributes in the game, so not much needed to change beyond cleaning it up to be compatible with the rest of the system and scaling better starting at rank 1.
We kept bonuses to both Energy and Mental damage and made them scale starting at Energy 1, like the rest of the revised system.
We removed the random "1 spirit regen per second" that existed startig at Energy rank 6 and made the spirit cost reduction on energy and mental powers start scaling up at Energy rank 1.
Summary of new Energy:
Damage with Energy: +4% per Energy rank
Damage with Mental: +4% per Energy rank
Spirit Cost Reduction to Energy Powers: -1% per Energy rank
Spirit Cost Reduction to Mental Powers: -1% per Mental rank
Comparison of average level 60 hero (Energy 5), before and after.
Damage with Energy: Before +15%, After +20%
Damage with Mental: Before +15%, After +20%
Spirit Cost Reduction to Energy Powers: Before 0, After -5%
Spirit Cost Reduction to Mental Powers: Before 0, After -5%
FIGHTING
Specifics:
Fighting has always been a solid attribute, but has been very confusing in terms of what gets labelled "Fighting" in a hero's kit. This leads to awkward situations where a hero's grenades or certain attacks are not considered Fighting, so they lose out on potential damage or synergistic game mechanics. We're going to fix all that and end up with a buff to Fighting-based heroes in general and make the attribute useful for everyone who wants to invest in it.
The first thing to happen was making a bold change and removing the Fighting tag from specific powers themselves. Instead, everything that does damage is now essentially considered a "fighting" power without needing a special tag (you're not using powers to knit a sweater you're using them to stop bad guys).
With that in mind, Fighting will now give a scaling damage bonus to ALL powers.
With the removal of the Fighting power tag, the reduced spirit cost to fighting powers no longer applies. However, with all Fighting powers will gain a plus 20% bonus to base damage, damage per Spirit is still much higher and TTK numbers are improved.
Attack speed to fighting powers (previously awarded at Fighting 7) has been consolidated into Speed (along with attack speed to mental powers).
The PVP-only bonus of "reduced incoming damage from Fighting powers" is now removed since Fighting is no longer a keyword and all heroes incoming damage is tuned individually in PVP, regardless, making the bonus redundant.
Any power or item triggered ability that referred to Fighting powers will now be expanded to include a wider set of power.
Strong fighters also tend to land the most brutal hits during combat, so Fighting will now give a modest, flavorful bonus to Brutal Strike Rating and Brutal Strike Damage.
Fighting is now potentially the most versatile attribute, with Strength and Energy edging it out for heroes who use those damage types exclusively.
Summary of new Fighting:
Damage with All Powers: +4% per Fighting rank
Brutal Strike Rating: +60 per Fighting rank
Brutal Strike Damage: +180 per Fighting rank
Spirit Cost / Attack Speed to Fighting Powers: Removed
Fighting Power Damage: +25% Base Damage bonus
Comparison of average level 60 hero (Fighting 5), before and after.
Damage with All Powers: Before 0%, After +20%
Brutal Strike Rating: Before 0, After +300
Brutal Strike Damage: Before 0, After +900
Spirit Cost / Attack Speed to Fighting Powers: Removed
Fighting Power Damage: +25% Base Damage bonus
Items
There are a few item buffs as a side effect to this system:
The Mole Man Medallion will get a buff to experience gain.
Seer's Brilliance runeword will get a buff to experience gain.
There are several unique items that provide either cost reduction, attack speed or increased damage to Fighting powers. All of those items will be changed to apply to ALL powers.
Black Widow - Drop Leg Holster - Cost Reduction for ALL powers
Cyclops - Legacy of Punchclops - IAS for ALL powers
Rocket - Timely Inc. Staple Gun - Damage Rating for ALL powers
Punisher - USMC Jungle Boots - Cost Reduction for ALL powers
I am not so nice a guy that I'm going to fuck around with formatting or images though.
I think most heroes will take every stat point they'll get (except for Strength/Energy on some heroes) but if you have to make a choice for a +1 to a stat, you pick Fighting.
4% bonus damage on top of a chunk of brutal chance/damage and the only thing you miss out on from Strength/Energy is 1% power cost reduction.
I also like how the examples are all at 5 and avoid 6 and 7 where the comparisons aren't as good. (They go way back up after 7 though.)
I agree, my Torch build would probably just be considered silly/fun to play. Fighting definitely seems like the default choice.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
I am the worst detective. took forever for the penny to drop on this.
hello team-up Black Bolt.
now why? either because of low cost of VA. like, really cheap.
or a surprise Medusa playable hero? we talked about this in guild chat once, Ghost Rider kind of has her prerequisite tech already built in.
a man can dream.
it is known.
Brutal strike rating is only a halfway decent stat if you have tons of crit already, and brutal damage rating is the worst stat in the game (that actually works, so tenacity doesn't count)
not every stat
So to celebrate, I buy a random box, and I get Taskmaster! I go from Cap, to a guy with a shield who copies Cap's powers but isn't Cap. :P
Bravely Default / 3DS Friend Code = 3394-3571-1609
Yes and no. The codes are valid but they were distributed by someone in much larger numbers than the video cards they were to come attached to. Something "odd" is going on with them.
Now they've basically said if you use one then you've got no problem since they have no way to discriminate between legit and shady codes. If you sell them they are going to give you a problem.
Yeah - I was just going to buy one for each of us (we have separate accounts). He's been asking for another Rocket costume.