A lot of criti(que/cism)s from a disgruntled player
arNero
Posts: 358 Mover and Shaker
To summarize a bit about my feeling on this game, I like this game a lot (the only match-3 game which I like out of the many match-3 games out there, even), and I want to be able to enjoy the game, but currently there are too many problems with the game which really ruin my experience. I can think of some ways that the game could try to make it more enjoyable.
*deep breath*
(1) RNG
Yes, I know it's supposed to be random yadda-yadda, but I've lost count on how many, MANY times the AI keeps getting million cascades (essentially nothing short of infinite mana), or whenever I make an innocuous or calculated match, the next incoming gems are instantly set up for the AI to make a 5-gem match followed by infinite cascades again. Or I don't know how many times I start the game with the wrong/unneeded cards.
1.a. If you don't think you can/want to change the RNG algorithm whatsoever, how about this: Give mana limit. What I mean is, make it so that for the first few turns, neither side can gain more mana than a certain limit. For example: Turn 1, you can only gain maximum of 6-8 mana and 3 loyalty no matter how many cascades you get. Turn 2, maximum 12-16 mana and 6 loyalty regardless of cascades. Turn 3, 18-24 mana/12 loyalty and so on, and then starting from turn 5 or 6 remove the limit, as while infinite cascades at late game can still be game-changing, at least it doesn't happen too early; It's absolutely NO FUN when the AI is constantly able to play their first 3 (expensive) cards on turn 1 and you're stuck with a half-filled cheap card. No fun.
1.b. Please, add mulligan. Once-per-game mulligan (like Hearthstone) should be good enough for the most part (given that the small hand size will render the card game's version of Paris mulligan impossible to implement).
(2) Relationship between the mythic creatures and removal spells
When I first saw things like Grip of Desolation and To The Slaughter, I was like, aren't these kill spells too cheap? Then after looking around for a while I came to conclusion that these cheap kills spells might be somehow made to balance the monstrously powerful mythic creatures; so many of those mythics are the "kill-me-NOW-or-die" kind of cards, which really sucks the fun out of the game.
I personally think you need to do two things: Tone down those mythics, and once they're reasonably strong but not instantly game-ending (looking at you, Olivia and Akoum Firebird), increase the cost of the kill spells. Cheap kills spells are very detrimental for this game due to two reasons:
2.a. Unlike the normal Magic card game, you are all but forced to go tall (buffing one or two creatures to massive bodies for the kill) seeing that you only have 3 creature slots.
2.b. Your deck is endlessly cycled, which means (especially when Behold the Beyond kind of card is involved) those cheap spells become a neverending stream of board wipe from which there is no escape. A good example is the Ob Nixilis deck I occasionally see during the events; it abuses Behold the Beyond + Grip Of Desolation + To the Slaughter + I don't remember what other cheap kill spell, and for a few dozens straight turns my board ends up being empty because my creatures keep getting killed, and I only won because the stupid AI spent several turns killing itself with Nixilis' first ability. Theoretically speaking, in the hands of actual player, that deck CANNOT lose, except perhaps against Hexproof, which is still vulnerable to Languish anyway.
(3) Nodes stocks in Event matches
So from what we've seen, when an event with Nodes start, each Node immediately starts with full stock which cannot be further replenished until they are utilized, and that these stocks are replenished once every 4 hours. This is unfair for players who are at timezones where the event starts during sleep hours, because during the few hours they sleep, the node stocks are still at maximum capacity, and by the time they wake up a few hours later and use up the stocks, they have permanently lost several stocks which render it literally, completely impossible for them to compete for top prize.
I have a suggestion: At the zero hour when the Event start, start each node with only one stock out of the maximum of 3/5/any other number later. That way, regardless of when the Event starts, every player around the world has a buffer of 8 hours (long enough for normal sleep time) to utilize their first stocks before they start losing the stocks permanently for the event.
Another potential suggestion, which I think may not work, is immediately give the players the full amount of play stocks for the entire event but do not replenish them. That is, for example for normal Nodes of Power, give each node 14 stocks which the players can utilize at any time of their liking, but that's all; no additional stock, no replenishment etc; If they want, players can utilize all their 70 matches in a single day. I can imagine several reasons on why this idea is inferior (lack of ladder tension, defeats the purpose of play everyday yadda yadda), so maybe not.
(4) What's mana runes for?
I remember full well during the first days of the game when I could buy basic packs for 800 mana runes apiece. Basic packs suck, sure, since they're very likely loaded with commons almost all the time, but not only it's still a chance of progression, it gave me a motivation to earn mana runes because then I could spend it (aside from leveling up planeswalkers).
Now? Mana runes can only be used to level up planeswalkers. This is probably ok for newbies who just started the game (emphasis on probably; they probably also think this sucks), but for some of us who already max out all of our planeswalkers, mana runes are pretty much useless. And yet you still give this useless things as ranking rewards for events, quick battles etc. What's the point? Very often when I already manage to get top 1000 or top 500 (especially the latter) in quick battle, I already have won like, I dunno, 20 games (unless I play this game literally 24/7 nonstop, which is not a good idea)? 20 games won give me 6000 Mana Runes, and the reward for not making it to top 250 is, what 500, 1000 mana runes? That is useless compared to the number of mana runes I got simply by winning quick battles.
Please, either give mana runes some additional use, or stop giving mana runes as ranking rewards for events/quick battles. I repeat, I'm happy to get some mana runes for winning each match in event/quick battles, but I do despise getting mana runes for not finishing at high enough ranking. Either you can do things like bringing back the option to buy basic packs with mana runes, or give us card crafting or something (like Hearthstone), or give only crystals for finishing events/quick battles, or whatever other thing for us to sink our excess mana runes into.
(5) Miscellaneous suggestions and/or bug reports
5.1. Runaway Carriage. There are several major problems with this card:
5.1.1. This card + Defender/Reach/Vigilance = Instant win against any deck without defenders. I've seen so many times how a Sharp-Eyed Runaway Carriage basically becomes an invincible wall immune against just about everything seeing that it loses Prevent Damage only when it becomes blocked, whereas in the original card game it will also die if it blocks. Please add additional conditions to removing its Prevent Damage, such as "lose Prevent Damage when this card blocks or becomes blocked".
5.1.2. I've run into several situations where, if Runaway Carriage is blocked by a creature with First Strike, somehow it doesn't lose Prevent Damage the first time, causing it to tank the First Strike, then kill the blocker, and then if the First Strike blocker survives, only the next time it blocks the Runaway Carriage finally gets killed. Given that Kessig Forgemaster/Flameheart Werewolf's "whenever this creature gets blocked" effect triggers and works regardless of whether the blocker has First Strike, shouldn't Runaway Carriage's lose-Prevent-Damage effect also immediately be lost when it gets blocked by a creature with First Strike? It's as if the ability somehow actually means: "When Runaway Carriage deals combat damage to a blocking creature, it loses Prevent Damage", which makes it REALLY annoying...
5.2. Undergrowth Champion
5.2.1. First thing first, thanks for making it vulnerable to kill spells; this thing was an absolute beast the last time. However, I find that Ob Nixilis' second ability cannot kill this guy; I tried it once, and it only makes Undergrowth Champion lose -1/-1 stat. Given that now kill spells instantly destroy UC, shouldn't Nixilis' second ability work the same?
5.3. Self-reviving cards (Akoum Firebord, Drownyard Temple, Despoiler Of Souls, Relentless Dead)
5.3.1. These cards self-revive so easily; shouldn't they be made either more expensive or more vulnerable or such? Lower P/T for the Firebird, more mana needed for Despoiler Of Souls, etc?
5.4. Mirrorpool
5.4.1 Ok, I know in paper Magic, there are those Clone cards that cost 4 mana or something and can copy any creature, whether they cost 2 mana, 4 mana, 6 mana etc. But 4 mana in paper Magic doesn't properly translate to 4 mana in Puzzle Quest. It's ridiculous when this card costs a measly 4 mana and yet can be used to copy anything that cost at least 10 mana, or 20 mana. Considering taking the average costs of all cards in MPQ, then increase Mirrorpool's cost accordingly. Seriously, even if Mirrorpool costs, say, 10 mana, I probably would still play it as it allows me to doublecast things like Hangarback Walker (that costs 25) for a fraction of its original cost. It's also this Mirrorpool's cheap cost which I suspect is another driving force behind the cheap kill spells I mentioned above.
Thanks for reading.
EDIT: Forgot this one to rage about:
(6) The daily reward each month
In months that have 30 days, missing out just a SINGLE day of login is extremely painful, given that that means you lose a booster pack immediately. Cards are hard enough to come by since without crystals you can't get more cards at will, and crystals themselves are hard to get to boot.
6.1. Is it possible to reverse the order of the 5-day reward? I mean, currently the 5-day reward is Rune - Rune - Crystal - Rune - Booster. How about you make it Booster - Rune - Crystal - Rune - Rune instead? Given how useless runes are these days, accidentally missing out 2000 runes is no big deal.
6.2. Better still: How about you get your daily reward immediately when you open the game instead of having to go to Activity Hub then tap the reward at the bottom of the screen? I know there are some games out there who immediately award you with your daily reward when you login to the game for the day...
*deep breath*
(1) RNG
Yes, I know it's supposed to be random yadda-yadda, but I've lost count on how many, MANY times the AI keeps getting million cascades (essentially nothing short of infinite mana), or whenever I make an innocuous or calculated match, the next incoming gems are instantly set up for the AI to make a 5-gem match followed by infinite cascades again. Or I don't know how many times I start the game with the wrong/unneeded cards.
1.a. If you don't think you can/want to change the RNG algorithm whatsoever, how about this: Give mana limit. What I mean is, make it so that for the first few turns, neither side can gain more mana than a certain limit. For example: Turn 1, you can only gain maximum of 6-8 mana and 3 loyalty no matter how many cascades you get. Turn 2, maximum 12-16 mana and 6 loyalty regardless of cascades. Turn 3, 18-24 mana/12 loyalty and so on, and then starting from turn 5 or 6 remove the limit, as while infinite cascades at late game can still be game-changing, at least it doesn't happen too early; It's absolutely NO FUN when the AI is constantly able to play their first 3 (expensive) cards on turn 1 and you're stuck with a half-filled cheap card. No fun.
1.b. Please, add mulligan. Once-per-game mulligan (like Hearthstone) should be good enough for the most part (given that the small hand size will render the card game's version of Paris mulligan impossible to implement).
(2) Relationship between the mythic creatures and removal spells
When I first saw things like Grip of Desolation and To The Slaughter, I was like, aren't these kill spells too cheap? Then after looking around for a while I came to conclusion that these cheap kills spells might be somehow made to balance the monstrously powerful mythic creatures; so many of those mythics are the "kill-me-NOW-or-die" kind of cards, which really sucks the fun out of the game.
I personally think you need to do two things: Tone down those mythics, and once they're reasonably strong but not instantly game-ending (looking at you, Olivia and Akoum Firebird), increase the cost of the kill spells. Cheap kills spells are very detrimental for this game due to two reasons:
2.a. Unlike the normal Magic card game, you are all but forced to go tall (buffing one or two creatures to massive bodies for the kill) seeing that you only have 3 creature slots.
2.b. Your deck is endlessly cycled, which means (especially when Behold the Beyond kind of card is involved) those cheap spells become a neverending stream of board wipe from which there is no escape. A good example is the Ob Nixilis deck I occasionally see during the events; it abuses Behold the Beyond + Grip Of Desolation + To the Slaughter + I don't remember what other cheap kill spell, and for a few dozens straight turns my board ends up being empty because my creatures keep getting killed, and I only won because the stupid AI spent several turns killing itself with Nixilis' first ability. Theoretically speaking, in the hands of actual player, that deck CANNOT lose, except perhaps against Hexproof, which is still vulnerable to Languish anyway.
(3) Nodes stocks in Event matches
So from what we've seen, when an event with Nodes start, each Node immediately starts with full stock which cannot be further replenished until they are utilized, and that these stocks are replenished once every 4 hours. This is unfair for players who are at timezones where the event starts during sleep hours, because during the few hours they sleep, the node stocks are still at maximum capacity, and by the time they wake up a few hours later and use up the stocks, they have permanently lost several stocks which render it literally, completely impossible for them to compete for top prize.
I have a suggestion: At the zero hour when the Event start, start each node with only one stock out of the maximum of 3/5/any other number later. That way, regardless of when the Event starts, every player around the world has a buffer of 8 hours (long enough for normal sleep time) to utilize their first stocks before they start losing the stocks permanently for the event.
Another potential suggestion, which I think may not work, is immediately give the players the full amount of play stocks for the entire event but do not replenish them. That is, for example for normal Nodes of Power, give each node 14 stocks which the players can utilize at any time of their liking, but that's all; no additional stock, no replenishment etc; If they want, players can utilize all their 70 matches in a single day. I can imagine several reasons on why this idea is inferior (lack of ladder tension, defeats the purpose of play everyday yadda yadda), so maybe not.
(4) What's mana runes for?
I remember full well during the first days of the game when I could buy basic packs for 800 mana runes apiece. Basic packs suck, sure, since they're very likely loaded with commons almost all the time, but not only it's still a chance of progression, it gave me a motivation to earn mana runes because then I could spend it (aside from leveling up planeswalkers).
Now? Mana runes can only be used to level up planeswalkers. This is probably ok for newbies who just started the game (emphasis on probably; they probably also think this sucks), but for some of us who already max out all of our planeswalkers, mana runes are pretty much useless. And yet you still give this useless things as ranking rewards for events, quick battles etc. What's the point? Very often when I already manage to get top 1000 or top 500 (especially the latter) in quick battle, I already have won like, I dunno, 20 games (unless I play this game literally 24/7 nonstop, which is not a good idea)? 20 games won give me 6000 Mana Runes, and the reward for not making it to top 250 is, what 500, 1000 mana runes? That is useless compared to the number of mana runes I got simply by winning quick battles.
Please, either give mana runes some additional use, or stop giving mana runes as ranking rewards for events/quick battles. I repeat, I'm happy to get some mana runes for winning each match in event/quick battles, but I do despise getting mana runes for not finishing at high enough ranking. Either you can do things like bringing back the option to buy basic packs with mana runes, or give us card crafting or something (like Hearthstone), or give only crystals for finishing events/quick battles, or whatever other thing for us to sink our excess mana runes into.
(5) Miscellaneous suggestions and/or bug reports
5.1. Runaway Carriage. There are several major problems with this card:
5.1.1. This card + Defender/Reach/Vigilance = Instant win against any deck without defenders. I've seen so many times how a Sharp-Eyed Runaway Carriage basically becomes an invincible wall immune against just about everything seeing that it loses Prevent Damage only when it becomes blocked, whereas in the original card game it will also die if it blocks. Please add additional conditions to removing its Prevent Damage, such as "lose Prevent Damage when this card blocks or becomes blocked".
5.1.2. I've run into several situations where, if Runaway Carriage is blocked by a creature with First Strike, somehow it doesn't lose Prevent Damage the first time, causing it to tank the First Strike, then kill the blocker, and then if the First Strike blocker survives, only the next time it blocks the Runaway Carriage finally gets killed. Given that Kessig Forgemaster/Flameheart Werewolf's "whenever this creature gets blocked" effect triggers and works regardless of whether the blocker has First Strike, shouldn't Runaway Carriage's lose-Prevent-Damage effect also immediately be lost when it gets blocked by a creature with First Strike? It's as if the ability somehow actually means: "When Runaway Carriage deals combat damage to a blocking creature, it loses Prevent Damage", which makes it REALLY annoying...
5.2. Undergrowth Champion
5.2.1. First thing first, thanks for making it vulnerable to kill spells; this thing was an absolute beast the last time. However, I find that Ob Nixilis' second ability cannot kill this guy; I tried it once, and it only makes Undergrowth Champion lose -1/-1 stat. Given that now kill spells instantly destroy UC, shouldn't Nixilis' second ability work the same?
5.3. Self-reviving cards (Akoum Firebord, Drownyard Temple, Despoiler Of Souls, Relentless Dead)
5.3.1. These cards self-revive so easily; shouldn't they be made either more expensive or more vulnerable or such? Lower P/T for the Firebird, more mana needed for Despoiler Of Souls, etc?
5.4. Mirrorpool
5.4.1 Ok, I know in paper Magic, there are those Clone cards that cost 4 mana or something and can copy any creature, whether they cost 2 mana, 4 mana, 6 mana etc. But 4 mana in paper Magic doesn't properly translate to 4 mana in Puzzle Quest. It's ridiculous when this card costs a measly 4 mana and yet can be used to copy anything that cost at least 10 mana, or 20 mana. Considering taking the average costs of all cards in MPQ, then increase Mirrorpool's cost accordingly. Seriously, even if Mirrorpool costs, say, 10 mana, I probably would still play it as it allows me to doublecast things like Hangarback Walker (that costs 25) for a fraction of its original cost. It's also this Mirrorpool's cheap cost which I suspect is another driving force behind the cheap kill spells I mentioned above.
Thanks for reading.
EDIT: Forgot this one to rage about:
(6) The daily reward each month
In months that have 30 days, missing out just a SINGLE day of login is extremely painful, given that that means you lose a booster pack immediately. Cards are hard enough to come by since without crystals you can't get more cards at will, and crystals themselves are hard to get to boot.
6.1. Is it possible to reverse the order of the 5-day reward? I mean, currently the 5-day reward is Rune - Rune - Crystal - Rune - Booster. How about you make it Booster - Rune - Crystal - Rune - Rune instead? Given how useless runes are these days, accidentally missing out 2000 runes is no big deal.
6.2. Better still: How about you get your daily reward immediately when you open the game instead of having to go to Activity Hub then tap the reward at the bottom of the screen? I know there are some games out there who immediately award you with your daily reward when you login to the game for the day...
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Comments
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I like the idea of having a mana limit per turn. Something like max 10 mana on turn 1, then 5 more max per turn until a max of 30 from turn 5 onward would make the game less susceptible to random super cascades. This would also help with green being too good at mana production and tone down dual colored PWs with green in them making them more balanced.
I also like adding a mulligan feature. This games RNG is out of wack right now as I have often seen 3+ of the same card in a few turns which is not very random, so re-randomizing your hand once for free sounds good.0 -
Some great ideas and analysis, nice little tractatus there. But picking Akoum Firebird to complain about? Ever seen a Gaea's revenge?
And personally, I've been playing since Origins Gideon giving lifelink to his 6/6 Knight of the White Orchard was king, but I've never not appreciated getting more . I only have 9 max level planeswalkers, 4 of which are sorta obsolete now, and dual-colored planeswalkers are expensive.0 -
I agree with most of your arguments but still disagree with a few so i cant give it a like. If forums matter and we do end up causing some change on the drop rate front, I would suggest narrowing it down and unite the masses behind one issue. I might even spearhead another myself.0
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huntly wrote:If forums matter and we do end up causing some change on the drop rate front, I would suggest narrowing it down and unite the masses behind one issue. I might even spearhead another myself.0
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Corn Noodles wrote:huntly wrote:If forums matter and we do end up causing some change on the drop rate front, I would suggest narrowing it down and unite the masses behind one issue. I might even spearhead another myself.
There are plenty of things that if changed would likely get people to spend more money.0 -
Netatron wrote:Corn Noodles wrote:huntly wrote:If forums matter and we do end up causing some change on the drop rate front, I would suggest narrowing it down and unite the masses behind one issue. I might even spearhead another myself.
There are plenty of things that if changed would likely get people to spend more money.0 -
Indeed the biggest thing preventing change is the people who have the disposable income to burn on imperfection.0
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Corn Noodles wrote:Netatron wrote:Corn Noodles wrote:huntly wrote:If forums matter and we do end up causing some change on the drop rate front, I would suggest narrowing it down and unite the masses behind one issue. I might even spearhead another myself.
There are plenty of things that if changed would likely get people to spend more money.
Can anyone possibly think that this game has increased sales because of how many game-crashing bugs it has?0 -
Netatron wrote:Can anyone possibly think that this game has increased sales because of how many game-crashing bugs it has?0
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"]To summarize a bit about my feeling on this game, I like this game a lot (the only match-3 game which I like out of the many match-3 games out there, even), and I want to be able to enjoy the game, but currently there are too many problems with the game which really ruin my experience. I can think of some ways that the game could try to make it more enjoyable.
*deep breath*
Wall of text
Welcome to the forums!
I think you missed a couple common topics:
1. UI improvements while selecting PW so It doesn't take forever to get from Ajani to Tezzeret.
2. Ability to save multiple deck lists per planeswalker.
3. Filter collection to see only non-mastered cards0 -
Maybe I'm the only one, but I like the random cascades. The AI is bad, and realistically it's always going to be bad. If both players only ever got reasonable amounts of mana every turn, everyone would be able to win 100% of the time with even a mediocre deck, which is boring and degenerate. With cascades, sometimes even a fairly good deck can lose. This is a good thing, because it means there's now a measurable difference between a good deck and a great deck - specifically that a great deck will still beat massive cascades. Seriously, they're not unbeatable, and there is a mana limit already, it's the hand size of 6. Sure people are going to be peeved when they lose to an unlikely cascade, but you know what, they're going to be peeved when they lose to anything (and bored if they lose to nothing). Cascades are much less rage inducing than some of the stupid cards/combos out there.
Re (2), I disagree with almost everything here, except to say that the mana costs of spells are just all over the place. You can get "destroy a creature" for 5 mana with upside, or the same effect with downside (destroy your own) also for 5 mana, or a strictly less useful effect (e.g. give -5/-5) for more mana. It's not even a mythic vs common thing (though that annoys me in itself).
(3) I completely agree with, I live in Sydney and the time zone means I can't get maximum nodes without waking up some time between 2am and 6am (and the closer I get to 6am the closer I need to get to 2am at the other end of the event). At least move the time around so that other people can feel the love occasionally. Or move the worst possible timing to the Pacific ocean somewhere (e.g. start 2 hours earlier, sorry NZ...).
(4) I agree with, as does everyone I think, just anything to spend them on endlessly would be good. Actually though, releasing new planeswalkers every now and again helps. Personally I'm nowhere near keeping up, though I expect the people who play enough to win the quick battles must be overflowing.
(and no comment on (5) and (6) it's all either known issues or things I don't particularly agree with).0 -
For me its simple,
Crazy unfair cascades by the clairvoyant cpu,
Very very poor drop rates,
Overpowered mythics,
Rubbish event rewards for the time invested,
Its just not fun anymore.0 -
Mangus 73 wrote:For me its simple,
Crazy unfair cascades by the clairvoyant cpu,
Very very poor drop rates,
Overpowered mythics,
Rubbish event rewards for the time invested,
Its just not fun anymore.
The AI doesn't even make the best match visible on-board, let alone "clairvoyant". People just don't notice how many cascades they get themselves.0 -
First thing first, thanks all for the reply. Although this warm welcome now makes me thinking about demanding reply from the devs, which may sound rude
To reply on some of the, uh, replies:Netatron wrote:Some great ideas and analysis, nice little tractatus there. But picking Akoum Firebird to complain about? Ever seen a Gaea's revenge?majincob wrote:Welcome to the forums!
I think you missed a couple common topics:
1. UI improvements while selecting PW so It doesn't take forever to get from Ajani to Tezzeret.
2. Ability to save multiple deck lists per planeswalker.
3. Filter collection to see only non-mastered cardsIrgy wrote:Maybe I'm the only one, but I like the random cascades. The AI is bad, and realistically it's always going to be bad. If both players only ever got reasonable amounts of mana every turn, everyone would be able to win 100% of the time with even a mediocre deck, which is boring and degenerate. With cascades, sometimes even a fairly good deck can lose. This is a good thing, because it means there's now a measurable difference between a good deck and a great deck - specifically that a great deck will still beat massive cascades. Seriously, they're not unbeatable, and there is a mana limit already, it's the hand size of 6. Sure people are going to be peeved when they lose to an unlikely cascade, but you know what, they're going to be peeved when they lose to anything (and bored if they lose to nothing). Cascades are much less rage inducing than some of the stupid cards/combos out there.
Re (2), I disagree with almost everything here, except to say that the mana costs of spells are just all over the place. You can get "destroy a creature" for 5 mana with upside, or the same effect with downside (destroy your own) also for 5 mana, or a strictly less useful effect (e.g. give -5/-5) for more mana. It's not even a mythic vs common thing (though that annoys me in itself).
As for inconsistent costs, yes, that too. Back then, Demon's Grasp was good to deal with Undergrowth Champion, but now that its immunity to kill spell has been removed, its hefty cost does feel unnecessary when you have things like Grip of Desolation.0 -
Irgy wrote:Mangus 73 wrote:For me its simple,
Crazy unfair cascades by the clairvoyant cpu,
Very very poor drop rates,
Overpowered mythics,
Rubbish event rewards for the time invested,
Its just not fun anymore.
The AI doesn't even make the best match visible on-board, let alone "clairvoyant". People just don't notice how many cascades they get themselves.
I have noticed the AI can apparently see which orbs are trapped and treats them the same way as activate orbs in my experience. Though through another ancient unfixed bug you can also tell which orbs are trapped by tapping them and seeing if their source lights up and makes the noise.0 -
Yes, yes, and yes. The "R"NG is anything but. I'm tired of spending my time hanging on by my fingertips while the AI gets cascade after cascade. Maybe if each cascade didn't take 3 minutes I wouldn't lose interest, but wait, after sticking it out through 20 minutes of this nonsense (or more) I end up losing by 5 health. Rubbing salt in the wound of my wasted time and patience. Just not worth it anymore. I really enjoyed this game for a little while, but if this is where the game is going, I'm out...0
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Should figure out a way to add mana burn in. If you're maxed on loyalty and hit a massive cascade you can't use boom, the damage pours in. I used to spend at least a few seconds double checking my math in paper magic to make sure i didn't tap too much. Might be interesting and could open up doors to mana dumps like fireball was.0
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I completely agree on point 3 about "Node stocks in event matches". It is frustrating when every event begins at 2am for me here and by the time I wake up and can play, the only reason I don't finish top 10 is because there are all these other players who have already played heaps of matches. Even if I get attain all possible ribbons!0
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jetnoctis wrote:I completely agree on point 3 about "Node stocks in event matches". It is frustrating when every event begins at 2am for me here and by the time I wake up and can play, the only reason I don't finish top 10 is because there are all these other players who have already played heaps of matches. Even if I get attain all possible ribbons!
Some advice, based on something I discovered inadvertently in the last Saheeli event: Don't join the event until you're ready to play. You're put into groups based on when you join, so if you join 6 hours after the event you're together with other people who also joined ~6 hours after. It's the same as in quick battle.
I'd previously just assumed you had to join before the event, but you don't.0
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