Marvel Heroes 20xx

Chapell

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Patch note : Marvel Heroes 2016 1.22 Patch Notes


  • Infernal Limbo - A game mode only available during Mystic Mayhem that sends players into Limbo to defeat the Demon Lord N’astirh!

  • Legendary Mystic Scrolls and Double Legendary Mystic Scrolls - Items that can drop anywhere giving you some of the best loot in the game!

  • Hero Tokens Anywhere - All enemies in the game have a rare chance to drop a Hero token!
  • Eternity Splinters Galore - Packs of 10 Eternity Splinters have double the regular chance to drop, and have a rare chance to turn into a pack of 63 Eternity Splinters!
  • Asgard Supports the War Effort - Higher chance for rare runes to drop anywhere in game!
  • Experience Counts - 63% Experience Boost
  • Finding Items - 63% RIF/SIF Boost
  • Strike on Limbo - Speak to Magik in the X-Mansion for a mission that grants you 3 power points and +63 permanent health bonus!
  • Mystic Mayhem Invades - Demons from Limbo have invaded Midtown Manhattan Patrol!
 
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chthonic-anemos

bitchute.com/video/EvyOjOORbg5l/
8,606
27,257
import bump

What does everyone think of the blessing revamp? I like all spirit on Deadpool but haven't been motivated enough to log in everyone else yet.
 
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bixxby

Molten Core Raider
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Haven't played since the last big exp event, did they nerf hela or make everything else better?
 
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Seananigans

Honorary Shit-PhD
<Gold Donor>
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Haven't played since the last big exp event, did they nerf hela or make everything else better?

Basically rolled partial Hela into everything, and Hela does brut damage now I think. It's also rating instead of flat percentage for obvious scaling/balancing reasons.
 
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Gavinmad

Mr. Poopybutthole
42,386
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So I dig the BW costume on the new AoU fortune cards, but holy shit those might be a candidate for the worst fortune card ever. Pet in epic slot, pet and 2 visuals in rare slot.
 
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Chapell

Trakanon Raider
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599
Announcing Our Biggest Game Systems Update Ever!


GREETINGS!
Are you ready for the biggest systems update in the history of Marvel Heroes 2016?

I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016, and it is my special privilege to tell you about some of the exciting new developments we have under way. We’ve been quietly cooking up a storm here on the design team, and we will be revealing a host of great upgrades across many systems in the coming weeks. Did I mention that this will be the biggest systems update in the history of the game? Well, it is, and we are quite excited about what’s in store. Over the course of several game updates (and associated blogs explaining them in more detail), we will be modifying or retrofitting these core game systems:

  • Hero Power Updates

  • Item Updates

  • Omega System Updates
  • Personal Difficulty Slider
Today, we wanted to take a moment to share with you about the flagship for this fleet of upgrades – the Hero Power Updates.

OVERVIEW
“Quality of Life” updates have been the topic of discussion for almost the entire lifetime of Marvel Heroes. Over the years, we continually update Heroes as we develop new ideas and new technologies. This was done most notably for our “Level 52 Reviews,” and we’ve executed others for some heroes on a more occasional basis. But for this update, every Hero is being updated at once, in one single patch.

That’s right. Every single Hero in the game will be receiving a design update. All. At. Once.Naturally, we are spending more time on this project than most of our previous updates. In this post, we will be discussing three systems involved in this endeavor: Power Points, Talents, and Traits. Let’s start with Power Points.

POWER POINTS
One of our main design goals for this suite of Hero updates is to offer more meaningful choicesin character builds, and we want players to be able to understand and make those choices easily. In other words, we want to enable you to more quickly dive into playing your Heroes the way you want to play them, without spending a lot of time “balancing your Power Point checkbook.”

With that in mind, we’ve made things as direct and simple as possible. Powers will now have the benefits of maximum Power Points allotment incorporated directly into their base stats (scaling with your level), rendering Power Points obsolete. With this change, all Powers will be fully viable immediately upon unlock. When you unlock a Power, you don’t need to re-allocate Power Points to try it out at full potency. With this system, just slot it on your Power bar and go to town!

But what about Items? With the removal of Powers Points from Heroes, those types of bonus are being removed from all items, and all of those items are being updated with other types of bonuses to ensure that their relative power stays fairly constant. There are many other exciting additions in store for Items, but more details regarding that are coming in the Items Update blog, so stay tuned!

TALENTS
One of the most successful features in Heroes is Specializations, which you may recall are modifiers to Powers that can radically change the way a Power functions, both mechanically and visually. In this update, we’re taking that notion a step further by introducing Talents. Instead of one or two Specializations, every Hero will have 5 sets of Talents. The combination of Talents you choose from each set will result in all new customization possibilities for each Hero.

So with the update, Talents have effectively replaced Specializations, ensuring all Heroes have an enticing number of progression and customization options available, though the details of what their Talents do will vary wildly from Hero to Hero.

Talents will unlock as you level your Hero, offering choices over time as you learn the nuances of your abilities. They can range from passive bonuses, to mechanic changes, to completely removing a Power from your Power tree and replacing it with a new one. These Talents occupy the Hero’s third Power tree, with all Active skills being migrated to the first two trees.

TRAITS
Traits are passives “native” to a Hero at level one and remain constant throughout their progression. These serve to help reinforce the theme of the character by outlining their power set, and also serve as itemization vectors by giving you an idea of what item affixes you should seek out. All Heroes will have one Defensive and Offensive Trait. In the last year or more of Hero updates, we’ve been trending toward this system already, merging passives together so the source of passive power for a given goal (DPS or survivability) is visible in one place. Traits are the new expression of these passives, but are in a common location for all heroes, easing the understanding of a new character.

Defensive Traits contain the defensive “archetype” of a Hero, which was established in the Defense System Update last year–a bonus multiplier to two scaling defensive layers (Defense, Deflect, Dodge), and a bit of those ratings to get you started. They also house the Melee or Hybrid damage reduction mechanics normally found in defensive passives. Lastly, each Defensive Trait will also contain one flavorful affix for the Hero, reinforcing the character theme.

Offensive Traits contain a new offensive “archetype”, similar to the defensive ones that were set up last year. Each Hero will have two Attributes selected for them, and all damage output will be increased based on how high you are able to scale those two Attributes. This means that Heroes will be able to itemize for the Attributes that are flavorful to the Hero and be rewarded for doing so. While Fighting will still be the baseline best for pure offense, characters like The Hulk should probably itemize for Durability and Strength since he will get much more damage as a result, which makes the most sense for the character. The values for Attributes will also be changing with this update, with the goal of making all Attributes useful for all Heroes, so you don’t mind if you end up focusing on something other than Fighting.

Offense Traits will also contain a flavorful offensive affix based on the Hero’s former offensive passives. Critical Rating will not be included as part of these Traits – instead, all Heroes now have a base chance to critically hit at level 1.

Finally, some Heroes may also have a Mechanic Trait, which serves as a better method of explaining alternate Primary Resources, Secondary Resources, or just complicated mechanics that deserve a dedicated Power to explain them. These Mechanic Traits only serve to establish how a Hero's unique mechanics work, and do not confer any actual stats or effects.



So basically : We turn MH into a mobile game asap to milk it way faster than now.

jPmmvus.png


Im sure Marvel Future fight have more complexity now than this crap.
 
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Lost Virtue

Trakanon Raider
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Announcing Our Biggest Game Systems Update Ever!


GREETINGS!
Are you ready for the biggest systems update in the history of Marvel Heroes 2016?

I am TheArtofRawr, Lead Systems Designer for Marvel Heroes 2016, and it is my special privilege to tell you about some of the exciting new developments we have under way. We’ve been quietly cooking up a storm here on the design team, and we will be revealing a host of great upgrades across many systems in the coming weeks. Did I mention that this will be the biggest systems update in the history of the game? Well, it is, and we are quite excited about what’s in store. Over the course of several game updates (and associated blogs explaining them in more detail), we will be modifying or retrofitting these core game systems:

  • Hero Power Updates

  • Item Updates

  • Omega System Updates
  • Personal Difficulty Slider
Today, we wanted to take a moment to share with you about the flagship for this fleet of upgrades – the Hero Power Updates.

OVERVIEW
“Quality of Life” updates have been the topic of discussion for almost the entire lifetime of Marvel Heroes. Over the years, we continually update Heroes as we develop new ideas and new technologies. This was done most notably for our “Level 52 Reviews,” and we’ve executed others for some heroes on a more occasional basis. But for this update, every Hero is being updated at once, in one single patch.

That’s right. Every single Hero in the game will be receiving a design update. All. At. Once.Naturally, we are spending more time on this project than most of our previous updates. In this post, we will be discussing three systems involved in this endeavor: Power Points, Talents, and Traits. Let’s start with Power Points.

POWER POINTS
One of our main design goals for this suite of Hero updates is to offer more meaningful choicesin character builds, and we want players to be able to understand and make those choices easily. In other words, we want to enable you to more quickly dive into playing your Heroes the way you want to play them, without spending a lot of time “balancing your Power Point checkbook.”

With that in mind, we’ve made things as direct and simple as possible. Powers will now have the benefits of maximum Power Points allotment incorporated directly into their base stats (scaling with your level), rendering Power Points obsolete. With this change, all Powers will be fully viable immediately upon unlock. When you unlock a Power, you don’t need to re-allocate Power Points to try it out at full potency. With this system, just slot it on your Power bar and go to town!

But what about Items? With the removal of Powers Points from Heroes, those types of bonus are being removed from all items, and all of those items are being updated with other types of bonuses to ensure that their relative power stays fairly constant. There are many other exciting additions in store for Items, but more details regarding that are coming in the Items Update blog, so stay tuned!

TALENTS
One of the most successful features in Heroes is Specializations, which you may recall are modifiers to Powers that can radically change the way a Power functions, both mechanically and visually. In this update, we’re taking that notion a step further by introducing Talents. Instead of one or two Specializations, every Hero will have 5 sets of Talents. The combination of Talents you choose from each set will result in all new customization possibilities for each Hero.

So with the update, Talents have effectively replaced Specializations, ensuring all Heroes have an enticing number of progression and customization options available, though the details of what their Talents do will vary wildly from Hero to Hero.

Talents will unlock as you level your Hero, offering choices over time as you learn the nuances of your abilities. They can range from passive bonuses, to mechanic changes, to completely removing a Power from your Power tree and replacing it with a new one. These Talents occupy the Hero’s third Power tree, with all Active skills being migrated to the first two trees.

TRAITS
Traits are passives “native” to a Hero at level one and remain constant throughout their progression. These serve to help reinforce the theme of the character by outlining their power set, and also serve as itemization vectors by giving you an idea of what item affixes you should seek out. All Heroes will have one Defensive and Offensive Trait. In the last year or more of Hero updates, we’ve been trending toward this system already, merging passives together so the source of passive power for a given goal (DPS or survivability) is visible in one place. Traits are the new expression of these passives, but are in a common location for all heroes, easing the understanding of a new character.

Defensive Traits contain the defensive “archetype” of a Hero, which was established in the Defense System Update last year–a bonus multiplier to two scaling defensive layers (Defense, Deflect, Dodge), and a bit of those ratings to get you started. They also house the Melee or Hybrid damage reduction mechanics normally found in defensive passives. Lastly, each Defensive Trait will also contain one flavorful affix for the Hero, reinforcing the character theme.

Offensive Traits contain a new offensive “archetype”, similar to the defensive ones that were set up last year. Each Hero will have two Attributes selected for them, and all damage output will be increased based on how high you are able to scale those two Attributes. This means that Heroes will be able to itemize for the Attributes that are flavorful to the Hero and be rewarded for doing so. While Fighting will still be the baseline best for pure offense, characters like The Hulk should probably itemize for Durability and Strength since he will get much more damage as a result, which makes the most sense for the character. The values for Attributes will also be changing with this update, with the goal of making all Attributes useful for all Heroes, so you don’t mind if you end up focusing on something other than Fighting.

Offense Traits will also contain a flavorful offensive affix based on the Hero’s former offensive passives. Critical Rating will not be included as part of these Traits – instead, all Heroes now have a base chance to critically hit at level 1.

Finally, some Heroes may also have a Mechanic Trait, which serves as a better method of explaining alternate Primary Resources, Secondary Resources, or just complicated mechanics that deserve a dedicated Power to explain them. These Mechanic Traits only serve to establish how a Hero's unique mechanics work, and do not confer any actual stats or effects.



So basically : We turn MH into a mobile game asap to milk it way faster than now.

View attachment 47339

Im sure Marvel Future fight have more complexity now than this crap.

In theory, this should open up quite a bit of build diversity, something that was obviously lacking... The issue now is, there is no way they can make this work equally. I'd wager we'll go back to a few heroes being stupidly powerful then the rest will be mediocre. I don't think they have the manpower to do this all properly.
 
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Kanglor

Silver Knight of the Realm
292
92
First time I've look on there since I quit playing ages ago, but nice to know that forum still has an overwhelming percentage of idiots. Glancing over the thread, there are people mad because it's "dumbing the game down", as if they somehow didn't know the game has never had any real challenge to begin with.

It's nice they are finally working on some of the complete shit show heroes that have been in that state way too long, though I don't see it being something that brings anyone who quit back(outside of a glance). I guess it will be a big draw to those left hanging on that consider endlessly leveling as 'content.'
 
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meStevo

I think your wife's a bigfoot gus.
<Silver Donator>
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Wonder if this effort is also moving them towards a console release? Any hints of that?
 
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Chapell

Trakanon Raider
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599
@Asros said:
So, here is some bad news. We will be removing flat size increase or decrease from items.


No fun allowed MH2017.





About console, well every bit of this "revamp" feel tuned for a console port. There is already a gamepad support, but the actual UI can't support a console port for now.
It also cost an arm to patch a game on console, so im not really sure Gazillion can offer it. We'll see.





@GnomeErcy said:
What's happening to Starktech? Can we get some actual build-altering changes there, or do you have something else planned?

Starktech Cubes will be converted to Ancient Forgotten Devices like Retcons were, and you can use them to purchase things from Clea. We will add a few things to that vendor as well.
 
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Gavinmad

Mr. Poopybutthole
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Eh I can see how they could update every hero at once without it being that big of a mess. They're going to homogenize the fuck out of powers so that every hero is 90% the same. For reference, I'd say heroes are about 50% the same right now since there's only so much you can do to differentiate them.

Anyway, cosmic #40 done. Just Wolverine (53) and Green Goblin (50) to go.
 
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Gavinmad

Mr. Poopybutthole
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The Luke Cage event is absolutely terrible btw. All the stuff on the event vendor is trash and you can't even get armored core boxes this time around. Unless you need to prestige one of the heroes getting the extra xp bonus, I'd take the week off. I have every Hero for Hire at cosmic already except She-Hulk, and screw that because she is just terrible.

Unless the insignias always come with perfect affixes, and not even Gaz would be dumb enough to do that.
 
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