Rope
Silver Knight of the Realm
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As someone who isnt playing right now Im curious, why do you say this?
Wow, I legit don't remember typing this and I have no idea what it means.
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As someone who isnt playing right now Im curious, why do you say this?
Haven't played since the last big exp event, did they nerf hela or make everything else better?
Blessing of Odin:
+3.0% Base Damage vs. Bosses
If you have an Offensive Blessing, Defensive Blessing, and Utility Blessing equipped, gain +1 to all Attributes for 10s when you use any power
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:
Today, we wanted to take a moment to share with you about the flagship for this fleet of upgrades – the Hero Power Updates.
- Hero Power Updates
- Item Updates
- Omega System Updates
- Personal Difficulty Slider
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.
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Im sure Marvel Future fight have more complexity now than this crap.
We are also giving away a free Luke Cage token for logging in on saturday