Chandra is so unfun
Comments
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jollyrogercjf wrote:Plain and simple her first ability needs a nerf. Its not a matter of not being fun to play it is simply a matter of balance.
Chandras ability has great flavor it feels wild and random....like Chandra, but with such a low ability cost and the random gem destruction which has possibility to recoup the ability cost and more it is way over powered.
The damage is actually fine it is on par with what you would expect from a beginner ability. However, you shouldnt be able to cast an ability every turn.
The crystal burst is also an issue for me, not only can it lead to mana ramp, but can double as support destruction.
My opinion i think it should read:
5: deal 3-4 damage to target opponent and destroy a 2x2 section of mana crystals.
And really i think i would enjoy this more:
3: deal 3-5 damage at random to your opponent (4-6; 5 -8).
Thoughts?
Thoughts? Make the other planeswalkers fun.
Nerfing Chandra and taking the only planeswalker that actually does something proactively out of the equation would make the game just less fun overall. Instead, bring the other planeswalkers up to her level. Not in power, but in fun. Every planeswalker should have a cheap 3 cost ability that affects the board AND is fun to use AND makes you excited to use that ability. Every first ability should fit that planeswalker's theme, and feed their 2nd and 3rd planeswalker abilities. All 3 abilities should feel like they are designed to work together, successively, or serve different purposes, each of which is actually useful.
My $.020 -
I agree, one of the things that's fun about planeswalkers in the magic card game is that you can use one of their abilities every turn, because most of them have +loyalty abilities. Magic puzzle quest planeswalkers only have abilities that cost loyalty, so the game really seems slow for planeswalkers that can't use their first abilities every turn, like chandra and nissa often can.0
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In Paper Magic, Chandra and Nissa are both flip cards. For Chandra, you'd be very lucky to flip her by turn 4 and you would probably have to cast 2 red spells to flip her. With Nissa, you can't flip her until you have 7 lands in play.
With this game, you start the game with the planewalkers already flipped and always on the field. You don't have to spend any resources (card slots, draw steps, mana) to get your planeswalker up to speed.0 -
I've stopped playing due to Chandra. It is a waste of time. If she is the opponent, the game is almost a forgone conclusion. The fact that the D3 hasn't fix it, means they are either incompetent, or are fine with having a broken planeswalker. Neither scenario looks good for them.
I think it is sheer stupidity to leave her as is. The problem is obvious, and they could easily remedy it. The fact that they haven't makes it look like they don't care about balance. As long as people are dumb enough to shell out $50 for an electronic card, then they will just keep pumping out more stuff and to hell with actual game play.
I'll be updating my review of the game. This level of inaction to a blatant problem is too big to ignore.0 -
This game has always had the problem that, with regard to the Quick Battle competitions, the ability to win is insufficient - you need to win quickly. That puts control decks at a disadvantage. This is really a shame, because some people enjoy playing a control-style deck, and also because some planeswalkers and cards are clearly intended to support control-style play.
I'm not exactly sure how you fix this, but until it is fixed, any planeswalker that is geared towards control is going to be inferior, and whichever planeswalker wins the fastest will always be a go-to for players seeking to win the contests. Used to be Nissa. Now its Chandra. After the next round of adjustments, who knows. But no matter how it shifts, until the system stops rewarding speed so heavily, we're always going to run into some variation of this problem. Or so it seems to me.0 -
Upstartes wrote:This game has always had the problem that, with regard to the Quick Battle competitions, the ability to win is insufficient - you need to win quickly. That puts control decks at a disadvantage. This is really a shame, because some people enjoy playing a control-style deck, and also because some planeswalkers and cards are clearly intended to support control-style play.
I'm not exactly sure how you fix this, but until it is fixed, any planeswalker that is geared towards control is going to be inferior, and whichever planeswalker wins the fastest will always be a go-to for players seeking to win the contests. Used to be Nissa. Now its Chandra. After the next round of adjustments, who knows. But no matter how it shifts, until the system stops rewarding speed so heavily, we're always going to run into some variation of this problem. Or so it seems to me.
-Like the current system, but losing points for losses
-Highest win% wins, with a minimum game threshold, and games played/won as a tiebreaker.
-Only get credited for a game once every [time period], or for a certain number of games, so match time is a non-factor.0 -
Rootbreaker wrote:Upstartes wrote:This game has always had the problem that, with regard to the Quick Battle competitions, the ability to win is insufficient - you need to win quickly. That puts control decks at a disadvantage. This is really a shame, because some people enjoy playing a control-style deck, and also because some planeswalkers and cards are clearly intended to support control-style play.
I'm not exactly sure how you fix this, but until it is fixed, any planeswalker that is geared towards control is going to be inferior, and whichever planeswalker wins the fastest will always be a go-to for players seeking to win the contests. Used to be Nissa. Now its Chandra. After the next round of adjustments, who knows. But no matter how it shifts, until the system stops rewarding speed so heavily, we're always going to run into some variation of this problem. Or so it seems to me.
-Like the current system, but losing points for losses
-Highest win% wins, with a minimum game threshold, and games played/won as a tiebreaker.
-Only get credited for a game once every [time period], or for a certain number of games, so match time is a non-factor.
The downside of a win % system is that it punishes you for disconnects.0 -
Upstartes wrote:This game has always had the problem that, with regard to the Quick Battle competitions, the ability to win is insufficient - you need to win quickly. That puts control decks at a disadvantage. This is really a shame, because some people enjoy playing a control-style deck, and also because some planeswalkers and cards are clearly intended to support control-style play.
I'm not exactly sure how you fix this, but until it is fixed, any planeswalker that is geared towards control is going to be inferior, and whichever planeswalker wins the fastest will always be a go-to for players seeking to win the contests. Used to be Nissa. Now its Chandra. After the next round of adjustments, who knows. But no matter how it shifts, until the system stops rewarding speed so heavily, we're always going to run into some variation of this problem. Or so it seems to me.
one way they might be able to resolve this issue is to implement a diminishing returns system similar to that in their marvel puzzle quest game. maybe something like making first battle with lvl 60 chandra gives you 6 ribbons, 2nd batlle with chandra then gives 5 ribbons, then next battle 4 ribbons etc until you stop at 1 ribbon per battle. this would encourage people to play other planeswalkers. then they can make it so that after 5 wins with 5 different planeswalkers the ribbons penalty resets.
most ppl would probably do something like 3 battles with their strongest planeswalkers and then win a single match with the rest to reset it, but to me that sounds much better than playing 100 chandra matches0 -
PapiLouis4 wrote:Upstartes wrote:This game has always had the problem that, with regard to the Quick Battle competitions, the ability to win is insufficient - you need to win quickly. That puts control decks at a disadvantage. This is really a shame, because some people enjoy playing a control-style deck, and also because some planeswalkers and cards are clearly intended to support control-style play.
I'm not exactly sure how you fix this, but until it is fixed, any planeswalker that is geared towards control is going to be inferior, and whichever planeswalker wins the fastest will always be a go-to for players seeking to win the contests. Used to be Nissa. Now its Chandra. After the next round of adjustments, who knows. But no matter how it shifts, until the system stops rewarding speed so heavily, we're always going to run into some variation of this problem. Or so it seems to me.
one way they might be able to resolve this issue is to implement a diminishing returns system similar to that in their marvel puzzle quest game. maybe something like making first battle with lvl 60 chandra gives you 6 ribbons, 2nd batlle with chandra then gives 5 ribbons, then next battle 4 ribbons etc until you stop at 1 ribbon per battle. this would encourage people to play other planeswalkers. then they can make it so that after 5 wins with 5 different planeswalkers the ribbons penalty resets.
most ppl would probably do something like 3 battles with their strongest planeswalkers and then win a single match with the rest to reset it, but to me that sounds much better than playing 100 chandra matches
I like the idea but the main problem with it is that it punishes new players quite a bit. If you are new to the game, you will have no way to compete with someone who has 6-8 PW's, let alone someone who has 6-8 PW's fully leveled. There is just no chance.0 -
BassMuffinFIve wrote:PapiLouis4 wrote:Upstartes wrote:This game has always had the problem that, with regard to the Quick Battle competitions, the ability to win is insufficient - you need to win quickly. That puts control decks at a disadvantage. This is really a shame, because some people enjoy playing a control-style deck, and also because some planeswalkers and cards are clearly intended to support control-style play.
I'm not exactly sure how you fix this, but until it is fixed, any planeswalker that is geared towards control is going to be inferior, and whichever planeswalker wins the fastest will always be a go-to for players seeking to win the contests. Used to be Nissa. Now its Chandra. After the next round of adjustments, who knows. But no matter how it shifts, until the system stops rewarding speed so heavily, we're always going to run into some variation of this problem. Or so it seems to me.
one way they might be able to resolve this issue is to implement a diminishing returns system similar to that in their marvel puzzle quest game. maybe something like making first battle with lvl 60 chandra gives you 6 ribbons, 2nd batlle with chandra then gives 5 ribbons, then next battle 4 ribbons etc until you stop at 1 ribbon per battle. this would encourage people to play other planeswalkers. then they can make it so that after 5 wins with 5 different planeswalkers the ribbons penalty resets.
most ppl would probably do something like 3 battles with their strongest planeswalkers and then win a single match with the rest to reset it, but to me that sounds much better than playing 100 chandra matches
I like the idea but the main problem with it is that it punishes new players quite a bit. If you are new to the game, you will have no way to compete with someone who has 6-8 PW's, let alone someone who has 6-8 PW's fully leveled. There is just no chance.
theres no way you can compete with the top players regardless as a new player, be it this way or the way it is now. heck you cant even compete unless u have at least one planeswalker at lvl 40+.
as long as the original 5 planeswalkers are still only 10 crystals, it should be no problem for new players to unlock them by progressing through the story, as well as leveling up a planeswalker or two. and winning a match with your lvl 1 planeswalkers you have left over should be easy and fast enough complete a cycle and continue to use your stronger pwalker for more ribbons.
eaither way the way it is now is no fun and not rewarding enough unless your pretty much in the top 500 -
Jace and Liliana are strong, but slow. This would be fine in paper Magic, but it doesn't work here. You know why?
The A.I. doesn't concede. In real Magic you could lock someone down with control and they would scoop. Against a human, if they saw their spells cost 30 mana each, or if every card they drew got discarded, they would scoop.
BUT since the game opponent doesn't quit ever you must play out every game, even when you have an inevitable win. THIS is why control decks are boring in this game.0
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