Cupid's Battlefield
February 8, 2020

Greetings Commanders,

Love is in the air this month, and we've got an event lined up that's sure to make your enemies tumble head over heels. We also have improvements coming to the game economy, Milestones you can bond with, a Legendary Event that'll make Cyclops's heart flutter, and Blitzes for those that love Controllers. Now, grab your heart-shaped arrows and prepare for battle.

Cupid's Battlefield

Cozy up to Cyclops character shards with the upcoming Cupid's Battlefield! This event revolves around the Ruby Heart Orb, which contains characters known for pairing up and features Cyclops at a higher drop rate. Take aim at Ruby Heart Orb Fragments with these milestones:

Beloved Battles Blitz Milestone - Win Blitz battles using characters with the limited-time Valentine trait to earn Ruby Heart Orb Fragments, Cyclops shards, and other rewards.

Heart Breaker Milestone - Open Ruby Heart Orbs to earn points and Cyclops character shards.

Blitzes - You can also find Ruby Heart Orb Fragments in the Synthezoid Blitz, Kid Arachnid Blitz, and Sonic Resonance Blitz.

Spider-Man (Symbiote) Recurring Milestones

Swinging into the recurring Milestone rewards is Spider-Man (Symbiote), the corrupted Brawler. Bond with friendly neighborhood character shards by engaging in battles, using Campaign Energy, and spending Gold.

War Store

Heavy news: Graviton is heading to the War Store next week! Recruit and rank up the gravity enforcer to impose your will on the competition. 

Next Legendary Event

Returning to greet Cyclops on the battlefield is Phoenix, the Omega Legendary character for the X-Men. To harness the power of the Phoenix Force you'll need your top Villain, Mystic, Controller characters: Hela, Loki, Mordo, Nobu, Ronan, and Hand Assassin.

Upcoming Blitzes

Blitz your way to two of S.T.R.I.K.E.'s top Controllers this week. First up is Mister Fantastic, whose Blitz features a 4-hour cooldown for this event only. Next up is Vision whose Blitz was chosen by the community and will feature the usual 2-hour cooldown. As always, we appreciate the feedback regarding the Blitz cooldown timers, so please keep it coming!

Mercenary Events

It's time for another merc Gold rush! Lead your top Mercenaries into battle for a chance to earn piles of Gold in the Payday Flash Event. To assist you in this heist, Mercenary Mayhem is coming back around as well. Earn twice the number of Mercenary shards in Campaign nodes.

Killmonger Ability Update

The text for Killmonger's Basic ability, Focus Fire, was displaying the incorrect bonus attacks damage percentage of 330% at level 7. We have since changed the text to reflect the correct amount of 240%. In light of this change, if you'd like to have your Orange Ability Materials and Gold returned in exchange for returning Killmonger's Basic ability back to level 6, please contact Customer Support within the next two weeks.

Challenge Tier Updates

Test the might of your top teams with the new Challenge tiers. The following tiers have been added:

  • Catalyst of Change: Added Tier 9 & 10
  • Medical Supply Run: Added Tier 10, 11, and 12
  • Orb Fragments: Added Tier 11 & 12
  • Gold Rush: Added Tier 11 & 12
  • Training Day: Added Tier 11 & 12
  • Ability Enhancements: Added Tier 11 & 12

Economy Improvements

We wanted to do a quick followup on some of the changes to the economy that we announced in last week’s blog about our early 2020 roadmap. One of the things we discussed was making the Orange Gear Orb purchasable in the Raid store starting in the second half of February -- we’ve since made that change and it’s live in the game right now. We also stressed the importance, for us as a dev team, to continue to generate avenues of accessibility for Orange Gear and other resources, and we’ve already implemented some of those changes in MARVEL Strike Force. Specifically, we have:

  • Added an additional row of Orange Gear items in the Gold Supplies Store, including a slot with improved chances to see items required for Gear Tier 14.
  • Increased the minimum output of the Gold Orb by 30K Gold and added a 2 million jackpot to each of the side pillars. We’ve also increased the amount of Gold dropped in the Basic Orbs 10x-100x and the Premium Orb 5x-20x, depending on the pillar. The old amounts were outdated and it was high time for their re-evaluation. 
  • Added a row dedicated to Orange Gear pieces in the Raid Store.

  • Made the Orange Gear Raid Orb purchasable for 2,500 Raid Credits. The cost of the Purple and Blue Gear Raid Orbs have been reduced to 1,500 and 1,000 Raid Credits, respectively.

As we mentioned last week, we’ll continue to examine the economy for improvements and look for ways to increase the outflow of resources throughout the game in the coming months.

Clarifying Farmable Character Cadence

We understand there was some confusion regarding our plans on making characters farmable in last week's blog, so we'll clarify. Our goal remains to make at least two characters farmable per month. There may be occasional months where we fall short of this goal, but we'll strive to provide more months like February where we exceed that goal. For the month of February, the newly farmable characters are Namor, who entered the Raid Store and Raid Orb a few days ago, and Graviton, who is landing in the War Store next week. As for Colossus, his long-awaited arrival is expected later this month, and we’ll have more specifics in the coming weeks.

A Note on Red Stars

Finally, we also want to touch on the topic of Red Stars again. We understand that the Red Star system does not offer the same reliable means of character progression found in many systems within Strike Force, which, combined with the degree of power that Red Stars provides, has become a point of frustration for many players. We share that concern and want to improve the system by injecting greater agency into it in a way that doesn’t undermine its positives or the investment players have already made into Red Stars.

The team continues to actively discuss this while testing the potential impact of some encouraging solutions, including possibly improving the power curve of Red Stars, and other methods of increasing player influence over the outcome of the system. Notably, it may very well be that some of the changes we’ve mentioned today might not work as expected and will have to be revisited as we consider their impact further. It’s also important to note that any changes we implement will have an impact on the overall balance of the game, so we need to be extremely mindful not to introduce any unintended consequences by rushing forward with untested changes.

To that end, we need to consider the impact our proposed changes will have and test them thoroughly. It’s too early to commit to specifics about these proposals until we’re more confident that we can improve the system meaningfully.

Talking about these changes seems long overdue as many voices in the community have been making useful suggestions about the Red Star system for some time, and we apologize for the delay. The MSF team has a packed pipeline of features, like Real-time PVP and quality of life improvements, but we should have turned our focus to updating the Red Stars system before some of the other items on our checklist. To be clear, this doesn’t mean that we won’t continue working on other improvements to the game, but we understand that we should have focused our efforts on this particular issue sooner. We appreciate the community’s patience and consistent recommendations to improve the system. 

We believe we can nail down the plan for improvements we want to make in two weeks, as well as commit to a future date for when those changes will go live, and endeavor to share more details at that time.

This is as important to us as it is to all of you, so please look forward to our dev blog on February 21 for more details.

Thank you, and as always…

Good luck, Commanders!

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