Started playing Marvel heroes 2015 and have realized this game is everything diablo should have been and it's just incredible. People on the fence about d3 in it's current state or if you are one of the many people who have all characters fully geared and nothing to do....or maybe you just have an interest in good games. Give marvel heroes a try it is free and incredible and it is changing the arpg genre as we know it.
Started playing Marvel heroes 2015 and have realized this game is everything diablo should have been and it's just incredible. People on the fence about d3 in it's current state or if you are one of the many people who have all characters fully geared and nothing to do....or maybe you just have an interest in good games. Give marvel heroes a try it is free and incredible and it is changing the arpg genre as we know it.
u don't actually have to quit any, as both are subscription free games.
i play both on and off, when there are events in MH i'll play that, when there are patches in D3 i come back
TBH what keeps me playing MH are the developer teams.
I played it during beta and it was absolute garbage. I thought about trying it out again during this wait for 2.1 but I decided to play Path of Exile again instead.
Give marvel heroes a try it is free and incredible and it is changing the arpg genre as we know it.
The issue is that it's not. I genuinely enjoy the game, but find that I have to stop playing it about as often as I stop playing Diablo for the same reasons. I will give credit to Marvel Heroes on two major aspects: Hero Diversity and the Hero Power Synergy System. That being said, there is still so much that the game lacks, or is still improving on that Diablo has already done. I'm not sure about all of you, but I feel like most ARPG's should be taking note from one another regarding quality of life changes.
One of my major gripes in Marvel Heroes is the crafting system - it is complete garbage. Yes they are fixing it, but they are only not getting around to addressing it as an issue. As it stands you have 7 (or 8?) tiers of four unique crafting materials, all of which you end up needing to use. You can break down the highest tier to gain lower tiers, and combine lower tiers to gain higher. The crafting system itself is not intuitive, you need to place everything in the crafting window versus the game realizing that you have the required materials in your stash or inventory.
The end-game is pretty limited. Recently they came out with the danger room, which I suppose can be best equated to Maps from Path of Exile, but the issue is that the tuning is drastically over or undertuned - there is absolutely no middle ground. Aside from that you have a few raids to choose from and no real end game beyond that. Omega leveling (a far more advanced paragon system) still feels very limited.
The game has definitely come a long way, and it feels like it is making strides every time I pick it back up - but it is a long shot away from 'changing the arpg genre' in any way.
i play both on and off, when there are events in MH i'll play that, when there are patches in D3 i come back
TBH what keeps me playing MH are the developer teams.
The issue is that it's not. I genuinely enjoy the game, but find that I have to stop playing it about as often as I stop playing Diablo for the same reasons. I will give credit to Marvel Heroes on two major aspects: Hero Diversity and the Hero Power Synergy System. That being said, there is still so much that the game lacks, or is still improving on that Diablo has already done. I'm not sure about all of you, but I feel like most ARPG's should be taking note from one another regarding quality of life changes.
One of my major gripes in Marvel Heroes is the crafting system - it is complete garbage. Yes they are fixing it, but they are only not getting around to addressing it as an issue. As it stands you have 7 (or 8?) tiers of four unique crafting materials, all of which you end up needing to use. You can break down the highest tier to gain lower tiers, and combine lower tiers to gain higher. The crafting system itself is not intuitive, you need to place everything in the crafting window versus the game realizing that you have the required materials in your stash or inventory.
The end-game is pretty limited. Recently they came out with the danger room, which I suppose can be best equated to Maps from Path of Exile, but the issue is that the tuning is drastically over or undertuned - there is absolutely no middle ground. Aside from that you have a few raids to choose from and no real end game beyond that. Omega leveling (a far more advanced paragon system) still feels very limited.
The game has definitely come a long way, and it feels like it is making strides every time I pick it back up - but it is a long shot away from 'changing the arpg genre' in any way.