They've said that Marvel want's them to use a villain's "heroic" costume as a launch costume. That's why Venom has his black costume.
Also money.
I continue to really like this policy, even if I am in the minority.
They've said that Marvel want's them to use a villain's "heroic" costume as a launch costume. That's why Venom has his black costume.
Also money.
They've said that Marvel want's them to use a villain's "heroic" costume as a launch costume. That's why Venom has his black costume.
Also money.
except Venom's "heroic" costume would be anti venom...
I continue to really like this policy, even if I am in the minority.
except Venom's "heroic" costume would be anti venom...
Weird that his classic costume isn't his default, since I imagine that will be his most popular by far.
except Venom's "heroic" costume would be anti venom...
I'm pretty disappointed they didn't update Doom's model/texture map. That shit is oooooooold
pretty surprised Venom hasn't gotten an Agent Venom Enhanced costume
Agent Venom should be his own hero.
on that note, i'm pretty surprised Venom hasn't gotten an Agent Venom Enhanced costume
Just a test Drayco:
John Proudstar (Thunderbird) and James Proudstar (Warpath)- separate characters if introduced in Marvel Heroes?
What about Banshee and Siryn?
Team Up revamp is so soon?
Their stated reason is that they want the default costumes for all anti-heroes/villains to be what they wore when they were most associated with doing good guy stuff, which for doom is future foundation.
also that Doom classic skin is just a recolor
on that note, i'm pretty surprised Venom hasn't gotten an Agent Venom Enhanced costume
As soon as we need testing, believe me you will know.
Everyone is head-down working right now, but I think we'll start to open the doors for public feedback in about 5-6 hours. Definitely today.
Just a test Drayco:
John Proudstar (Thunderbird) and James Proudstar (Warpath)- separate characters if introduced in Marvel Heroes?
What about Banshee and Siryn?
No More Retcons.
I respect your commitment to concepts and despise your stance on mutants.None of them should be playable, because they're all dirtbag gene-trash mutie scum. Human rights are for humans.
I would be more okay with Thunderbird being a Warpath costume on the basis that Thunderbird only existed to die and never mattered, but I wouldn't want Banshee and Siryn to be costumes for each other.
None of them should be playable, because they're all dirtbag gene-trash mutie scum. Human rights are for humans.
A sig in each tree, and in the right tree you can see some new UI thing that looks to be related to the three damage/resource types.
I also like how the tree is just named "Latveria"
A sig in each tree, and in the right tree you can see some new UI thing that looks to be related to the three damage/resource types.
I also like how the tree is just named "Latveria"
I hope top tier Doom builds require constant footdives and finger lasers.
3 Sigs.
You can use them all, if you wish.
He is Doom.
I can't believe you're on the wrong side of history for a change Tragi. Footdive4lyfe
Right now, we have two patrol modes in various stages of development - the patrol that will come near the end of the upcoming Secret Invasion story chapter, and another one that is a stand-alone patrol that will likely come out a few months later.
The Secret Invasion patrol is a new environment that in mechanics is fairly similar to the Midtown Patrol. The reason for this similarity is that we are trying something experimental with this, which is to integrate the story flow into a patrol map. In other words, going through the new upcoming chapter will push you into the new patrol map where there will be both regular story objectives and repeatable patrol objectives.
There are, understandably, both technical and design implications to this, and we are taking some lessons we have learned from Midtown in particular and working that into the physical design of the map, the distribution and type of events, and so on. We're also taking the step of attempting to integrate treasure rooms into the map, something we have historically been cautious about, since there are some potential pitfalls to this.
This patrol is actually quite far along, though we still have some work remaining to do before we can begin iterating internally on the actual end-user gameplay experience.
The stand-alone patrol following that is also a new environment, albeit one based on one of our existing tilesets. This new patrol - which we are just finishing up on the prototype for the first scenario - represents something that is mechanically at the opposite extreme from the Midtown Patrol.
Where the Midtown Patrol is a sprawling, loosely-defined, and has only very generic objectives (i.e., "Defeat the supervillains"), this new patrol experiments with some new tech that we've wanted to do (and been asked to do) for a while now - namely, mob pathing as part of an event.
While we're not (yet) ready to talk about the specifics of what we're doing with this, I'm quite certain you guys will grok the potential of this, some of which dates back to ideas proposed by the community way back when X-Defense was first released.
Oh, and did I mention we're planning on at least a couple of completely new bosses for this?
This second upcoming patrol has already gone through some very promising early playtests internally with a lot of positive feedback, and I am very much looking forward to seeing what we can do with it. While our initial implementation of this will be somewhat specific, if all goes well it offers the possibility of translating this kind of mob pathing tech to other game modes, and possibly even the main story as well.
What about other types of Content?
None of this should not be taken to suggest we are only working on this. We have the aforementioned new story chapter, Danger Room, a new raid, a main story revamp, and a lot of other things (some both big and unannounced) in the pipeline stretching out well into next year.
"Mob pathing" means we have the tech - with some limitations - to tell mobs to, for example, go from one end of the screen to the other, independent of aggro.
We can turn this on and off for mobs at various times depending on player actions or how a mission goes, and so on. This can theoretically be used to do everything from simply allowing civilians to walk around the block before running off in terror from whatever new invasion occurs, to mobs approaching a central location across the breadth of a map.
Lots of possibilities.
A new Limbo is still currently in the plan, yes. That is currently scheduled to come out much sooner than any of these other things mentioned.
Limbo in its new incarnation is mechanically closer to Age of Ultron, though on a simpler map; you will start as a group, run through a sequence of scenarios, and finish the mode as a group.
you can use all 3 sigs at once
To be fair, most characters feel awful compared to her, and you probably never played Cyclops back when he was one of the worst characters in game. You're playing the vastly improved Cyclops, if you can believe that.
Weird that his classic costume isn't his default, since I imagine that will be his most popular by far.
What’s On the Horizon beyond simple tuning changes?
Several more game-wide system improvements are planned throughout the next year:
Channeled Travel Powers For Everyone - Sprint and Flight-style powers will be prevalent throughout all heroes, and made free for everyone. We’re currently leaning towards making this a dedicated hotkey and simply a part of the game itself rather than individual powers, so everyone can travel around the world in an enjoyable manner.
Crowd Control Revamp - The Crowd Control system is planned to undergo an overhaul which will make both applying CC to enemies, as well as reacting to being struck by crowd control (cleansing) more enjoyable overall. The details are still in the design, but we know this is a system that is overdue for some improvements.
Visual Upgrades - Slowly but surely, the art team has made improvements to many existing costumes, animations, rigging and visuals. This will continue until everything is up to modern standards. Look for an announcement from the Art Director (@Lord) in the very near future about his next project.
TUNING CORNER FAQ
How often will you do tuning?
At least once a month, but possibly more frequently at the beginning to step each hero towards top tier. We have a ton of methods to collect data (both hard data, personal experience and anecdotal feedback), so it’s just a matter of moving stuff up in a smart, reasonable manner until the top tier is hard to identify since everyone is in it.
Loki, Emma Frost, Nightcrawler and Spider-Man all have a few specific tuning changes for next week’s patch.
ere's a quick preview of some Nightcrawler buffs from the patch notes:
Nightcrawler changes:
- X-Slash - grants critical damage and brutal damage as a percent rather than a rating, and its spirit cost has been reduced
- One Step Ahead - now grants total damage percent bonus rather than granting damage rating.
- One Step Ahead - also grants Nightcrawler 15% damage negation for a duration after using a teleport power.
- Righteous Frenzy - damage rating converted to a percent total damage bonus, and Kurt also gains spirit while active
- Advancing Guard - damage rating and defense rating have both been increased to bring it closer to Heartseeker Guard in viability
- Shadowmeld - restores spirit while stealthed and no longer has a spirit cost
- Infernal Brimstone - duration increased to 6s
(Under this new tuning philosophy, the team will be empowered to make simple tuning changes like this without revisting the entire kit of Nightcrawler. Larger powers changed can be saved for later once the schedule permits).
About 5 powers will receive specific nerfs and there will be several system wide improvements to various powers.
How Will This Affect Raid Tuning?
These ongoing hero tuning changes, (specifically nerfing the 3-4 “OP” powers), will likely allow us to reduce the difficulty of Green-difficulty AXIS by a small amount and will ensure that Red-difficulty AXIS is a bit more forgiving than it may have been otherwise.
We do want to go back and do a complete tuning pass of all game content from level 1 to level 60 to make sure it’s challenging (not too difficult, nor too easy), but we’ll wait until the tuning changes are up and running for a few weeks to do that.
We will not release the Red-difficulty AXIS raid until we’ve had at least a few iteration passes on hero tuning. We’re very confident that with a few smart iteration cycles we can have all heroes viable for Red-difficulty AXIS (assuming equal player skill, gearing and point allocation decisions).
Where sells these?got a 2100 G card for
Example: Loki, Emma Frost, Nightcrawler and Spider-Man all have a few specific tuning changes for next week’s patch. In the past we would wait for a larger review to adjust these heroes, but with the new tuning philosophy we’ll buff them as much as we can reasonably do right now and still work on new powers and kit changes for the future (once the level 52 reviews are completed).
I refuse to play white Doom.Someone will have to gift me the costume.
This might be a dumb question, but now that Disney owns Marvel could we see Disney and Star Wars stuff in the game?
Now, why did you post an image of best waifu, without mentioning her playable?
Why would you hurt me like this
I think you will be happy.