Spider-Man vs. Venom Raid Event
Well, it looks like Mobage said...you know those things we did in Rage of Bahamut that cause 40% of our player base to jump ship? Lets do those things in Marvel War of Heroes.
So, the new Spider-Man vs. Venom Raid Event had some very unfortunate twists that people weren't really able to plan for.
Twist 1: Raider Cards
So, in previous events the Raider Cards that players received from previous events generally had an 'okay' buff to Raid Bosses. This was a brilliant system that allowed players to participate even if they didn't have a fortune to spend. It was also a nice consolation prize for players who scored in the mid range of a previous event.
Apparently this was unacceptable, so Mobage decided to drop down the effectiveness GREATLY of non-purchased Raider Cards.
Sentinel is doing 350% instead of the 600% that previous SRs did. The Hercules that people were spending a bunch of PP to try to earn out of card packs is only doing 200%...which is just sad considering that Black Cat does 250%. Of course not as sad as Sifs 150%...there's sure a point in fusing and maxing that...
Spider Woman, Thing, Scarlet Spider, and Iron Fist all do the normalized raid damage. I have no idea why they would have made this changes to Raider cards other than a blatant cash grab.
So, all those people who were purchasing Sentinels for 10PP each...sorry, you got screwed.
Twist 2: The Raid Deployment Points
So, what's pointless? Oh yeah, attack power. You have that energy heavy feeder account with only 10 Attack and Defense points? Congratulations, you're the raid event winner here.
This system completely changes the way players need to approach the raid event in order to do well. The reason is, previously a player could just use a single raider card, attack over and over, and slowly whittle away big enemies. Not anymore. A player could also simply tag every enemy once for shards using a single card to gain PP. They can still do it, but instead of costing 4-5% of their Attack Power, it's costing them 1/6 of it for each swat.
A player is given 6 Raid Deployment Points that recharge at a rate of once every 20 minutes. This means that a player can get a full set of attacks in once every two hours, or recharge the points using their PP.
Now, here's the bright/dark side of this system. No matter how powerful your deck is...it cost the same 1 RDP to attack. So, if you only have 1 Raider Card, you get screwed, if you have 5 good raider cards, you are benefiting.
So, with the new system it would be most beneficial to try to stack five raid cards.
So, what to do now?
Well, ideally you're going to want to stack five of the highest level Raider Cards you can get. The sooner you can get them the better. The way this event is set up costs pretty much everybody significantly more to do well in.
For example. Previously if you had five Silver Surfers the deck would cost about 75 Attack per Shot. This mean that a player with 300 attack (Standard for anybody stacking that kind of firepower during a Raid Event) would get 6 attacks in. A player like me would have had 50 attack power leftover for another mini attack as well.
Currently, if I had five Iron Fist the deck I would be able to get those same 6 shots in, but now I wouldn't be able to get that extra attack from my attack power.
Now, for the really bad part. If you did well in the previous event by using one Silver Surfer (A lot of people did this) you can't anymore. You could normally attack close to 20x with a Single Silver Surfer before needing to use a PP. Now you can attack....6.
In essence. Single card attacks have had the shit nerfed out of them. Why? Because Mobage thinks that if you HAVE to buy five UR IF to do well that you WILL buy five UR IF to do well. Of course, players like me see this for what it is, a blatant pay to win set up. Last I checked, I played games to challenge/enjoy myself, not buy my way to the top.
I'm not saying I'm leaving Marvel...but I am definitely eyeballing some of the prettier games out there.