Marvel Heroes 20xx

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Gavinmad

Mr. Poopybutthole
43,923
52,666
Eh, I guess. I wasn't maining any top tier heroes at the time so I suppose I didn't have much to compare him to.
 

Arcaus_sl

shitlord
1,290
3
Doing Midtown is still a fine way to level. I have like 8 guys at max, I popped a couple exp bars so my total was like 250% and it took like 4 hours to hit max.
 

Vorph

Silver Baronet of the Realm
11,584
5,392
They're claiming less than an hour for story mode though. That's a pretty huge difference since it means only using one boost. Guess I'll see for myself today, I need to level up Strange and Psylocke for their synergies.

The problem is when you have characters that are already 30+, of which I have several (fortunately only one that matters for synergy). Can't just jump into the story mode easily, as I found out the hard way yesterday. Fortunately it was a Monday, so leveling in Midtown was a viable alternative.

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So is this unique drop rate the norm now or was that part of the V-Day event? I got so many slot 1-5's for Wanda that I filled up her stash tab already, along with a bunch of shit for other heroes and some all's, and I'm not even sure which recipe I should use when recycling them anymore. Only used a couple unique boxes, didn't even have to consider digging into my cake stash.
 

Gavinmad

Mr. Poopybutthole
43,923
52,666
Dunno what your synergy bonus is but with the addition of chapter 10 you probably don't even need boosts.
 

Arcaus_sl

shitlord
1,290
3
I followed one of the story mode guides and it took me longer then that with the same boosts but it's possible I am retarded.
 

Vorph

Silver Baronet of the Realm
11,584
5,392
Dunno what your synergy bonus is but with the addition of chapter 10 you probably don't even need boosts.
I wasn't allowed to do Ch.10 on SW yesterday until I hit 60. Isn't that why the guides have you hitting cap at Kurse or somewhere soon after?

My synergy XP bonus is only 106% too, so that's a problem. Still have a few days of boon left though so that makes up for some of it. I was planning to just use a 2h XP boost, since you get that back from the quest to kill Sister Minister. Probably won't be enough to cover doing both Dr. S and Psylocke, but whatever.

Pet question: if I don't like what I get for a cyber bonus, do I have to reset that row and start over from scratch? Or is there another way to try to get the one you want?
 

Arcaus_sl

shitlord
1,290
3
You have to reset that color and start over
frown.png
 

Gavinmad

Mr. Poopybutthole
43,923
52,666
The guides are all written before Ch10 I think. Now that you've done Ch10 on SW I think it should be unlocked before 60 for your other heroes.
 

Byr

Ahn'Qiraj Raider
3,811
5,439
The guides are all written before Ch10 I think. Now that you've done Ch10 on SW I think it should be unlocked before 60 for your other heroes.
Nah, Fury doesnt give the update until you hit 60. You can cheese it earlier if you have an alt account of some kind and use him to keep an instance alive while you port out, switch heroes and port back in. Mind you this is also a great way to cheese all the quests except the 3 skill points. Quests like the Spirit reward one and the 3 terminals in Chapter 10 progress as you talk to an NPC at the end. If you kill the bosses then dont talk to the npc, you can park a level 1 in the zone and do it on all of your heroes at once rather than having to rinse repeat 55 times. Using this, I got all the 5 omega orb cases in a little over 2 hours before they were changed.
 

Vorph

Silver Baronet of the Realm
11,584
5,392
Took me 1:48 to get Strange to 60 using just a 2hr boost. Going to do Psylocke next, and since I hate melees in this game to begin with I'm going to eat an energy bar too this time for 150% total. Part of the problem is that I'm out of Lake runes and can't make Seer's Brilliance runewords to speed it up a little.
 

Gavinmad

Mr. Poopybutthole
43,923
52,666
River of the Soul probably speeds up leveling more than Seer's Brilliance does, except it requires a lake too.

What's your username? I don't even bother picking up lakes anymore, I have so many.
 

Vorph

Silver Baronet of the Realm
11,584
5,392
VorphRR. Finished leveling Psylocke, which sucked about as much as I expected, but I could still use a Lake rune since I got War Machine from a random tonight and that's another synergy I need.
 

Gavinmad

Mr. Poopybutthole
43,923
52,666
Alright I put you on friends list, my name is MaudeFlanders. Feel free to hit me up if you see me on.
 

chthonic-anemos

bitchute.com/video/EvyOjOORbg5l/
8,606
27,290
Omega System Improvements Update - Marvel Heroes 2016
Hello all. Today, we're talking about the Omega system - the changes we're making, why we're making them, and what the future of the system holds.

Accelerate to Light Speed

First and foremost, we wanted to address one of the primary issues for newer players approaching the Omega system.

The Problem

The power offered by the Omega system is vast, as reflected by our internal metrics (and simply playing the game). Players with zero omega are very far behind players with 7500 Omegas, and the time investment to get caught up is often too daunting for new players. We want to make this system more approachable, while still making it a long-term goal and achievement for veteran players.

The Solution

When these changes are introduced, the amount of Experience required to reach the next Omega point will be curved. When you have zero Omega Points, you will find the total is quite low, and you will be showered in points very rapidly to get you started in the system. The more you accrue, the more experience the next point will require, just like leveling heroes. Additionally, this allows a player new to the system to spend points much faster since you will need multiple points, and thus be able to participate in the system.

Due to this change, the amount of Omega experience currently accrued by each player now should represent a new total of Omega points. If you had just 1 Omega point before, that may well be enough Experience to have earned you 25 in the new system. As such, we are performing a one-time grandfathering of all current accounts and recalculating your current total. If you should have acquired more points, you'll log in and find them added to your account and ready to spend, free of charge.

Important Note - The absolute total amount of Experience to reach 7500 Omega Points will still be exactly equal to what it was prior to the patch.

Also as a result of this update, how we utilize and operate 'Omega Orbs' has to change. 1 Omega Point is now widely variable in terms of how much Experience is required to earn it, so an Omega Orb can no longer grant just 1 Point, or there would be incentive to hold Omega Orb Cases until the tail end of the system to maximize their value. That has more than a few problems - mainly that it gives a major advantage to players "in the know" and players who use them early or had already used them end up losing out.

Omega Orbs (granted by Achievement cases and such) earned after the patch will now give exactly the former amount of Experience required to earn 1 Omega Point, which means they may give several Points if used early, but may not be enough to earn 1 full point if you already have a lot of points.

Sensible Totals

The next set of changes involves the maximum number of points a given node can hold.

The Problem

When the system was first created, there wasn't a priority on balancing the total number of points any node could have, which created some balance issues later on. When a single type of stat can consume a majority of points, the builds become too similar across a wider variety of heroes than it should be. As the game evolves, certain stats can become better than others, and the Omega system didn't offer equal balance for stats due to some nodes having incredibly high point caps. This also created other issues, such as some nodes being impossible to cap simply due to the number of points required to get there, plus the number of points required to cap it. Obviously this is less than ideal and can create frustration when trying to use the system.

The Solution

Many nodes (specifically, nodes that can have more than 1000 points placed into them) have been reduced in either their maximum rank, or points per rank in order to reduced the total number of points spent on the node. There will still be some exceptions to this, but for the most part, no single node should be able to sink more than about 1000 points. This allows Omega builds to have more diversity by way of not allowing 'best in slot' nodes to consume a vast majority of the player's available points - after capping that node, you are now open to exploring other avenues of power, which will differ more from build to build. Almost everyone takes Warpath, and that's probably still going to be true - but the nodes taken afterwards will differ much more.

Too Much Math

Next up to bat was the "value per point" equation.

The Problem

The Omega system's nodes often containing diminishing returns on the cost per rank per node, but without incrementing the value of the stats for that rank. If "Mayhem's Node" grants 10 health per rank, but costs (10 + 10 * X), where X is the current rank, every rank after the first starts making the "value per point" go down. Rank 2 gives you 10 Health for 30 points, then Rank 3 gives you 10 Health for 40 points, and it just gets worse and worse after that. This makes the Omega system difficult to calculate for most players, and makes investing in nodes feel less rewarding (by literally making them less rewarding).

The Solution

Diminishing returns are dead. All nodes are costed strictly to their value per rank, which should make spending points a breeze. There are some exceptions for non-scaling components of nodes where the initial rank may be higher in cost than future ranks. If Rank 1 of Mayhem's Node gives +1 Strength and +20 Health, but every Rank afterwards gives just the +20 health, rank 1 will cost more than each rank thereafter. Ranks 2 through the cap will all cost the same though, as each one gives the same benefits.

An important thing to note here is that many rank 1 values may look more expensive at first glance when first reallocating your Omega points. This is expected as many had harsh diminishing returns. In almost all cases, the total number of points to reach the cap went down, and the new average was applied to all ranks, which may have been higher than the old rank 1 value (but less than, say, ranks 4 through 20).

Intergalactic Planetary

With these changes, we've also introduced a new page - Intergalactic Exploration!

The primary purpose of this page was to resolve some of the imbalances between certain stats that had less representation in the Omega system in the other pages. You'll find extra nodes that offer stats such as Deflect Rating and Speed, as well as nodes specified towards builds such as Damage Type Hybrid and Melee/Ranged Hybrid. These were all underrepresented in the rest of the system, and the overall total potential for all stats should be more in balance now.

Raise the Roof

Perhaps the most anticipated change among the Omega system is the raising of the Omega cap! The number is still in debate, but will be at least an extra 2,500, bringing the total to 10,000. This gives every build some new room to grow and explore, finding new ways to optimize their build. It also brings the Omega Cap to OVER 9,000! - which was very important to us for some reason or another.

When are they coming?

These Omega system updates will be available for testing when Green Goblin hits public Test Center, and will go live with the February major update.

We're very excited to be addressing this system's architecture in a big way, and are equally excited to hear your thoughts and feedback.
 

Byr

Ahn'Qiraj Raider
3,811
5,439
'Were going to nerf you but we dont have the balls to say it. Also maths are bad.'