LakeStone said: Quick Battle ChangesWe have removed Quick Battle and replaced it with a new daily event called Training Grounds.The Training Grounds is a free new event that resets every day with progression rewards that will quickly grant you Mana Runes, after a low number of fights. You can still play as much as you want in it, but the progression rewards cap out and the amount of Mana Runes you will get from prolonged play will no longer be as high as they used to be. The Training Grounds fights will not feature any leaderboards or additional objectives - we want this to be a low-stress environment where you can test your decks against other opponents.We know this change might be controversial, so we wanted to take the time to fully explain the decision.First off, the initial intent of Quick Battle was to provide a game area where players could test out decks in a safe environment, away from the pressures of Coalition Challenges and hard PvP events. We unfortunately failed in this, and Quick Battle instead became an area where players just enter to grind out Mana Runes. Very few can reach the top, and the mode became discouraging to newer players. This change rectifies that - since rewards cap out quickly, you shouldn’t feel forced to participate in Quick Battle and there are no downsides from just playing it a bit every day to test out your new decks.Secondly, there is a clear unbalance in Mana Runes from top players compared to new players. Newer players have a very hard time getting Mana Runes in a timely fashion, and this hurts their Planeswalker progression as they play the game. At the same time, since Quick Battle was so skewed towards the top players, those players gained a LOT of Mana Runes, which in turn made it rather useless for them. The change to the Training Grounds makes it fair for everyone - everyone can get the same amount of Mana Runes quickly every day, and as they are far more valuable in the early game, this will greatly help newer players. This unfortunately means top players will not amass as many Mana Runes as they used to, but as their coffers are already very full, we believe redistributing those Runes towards the newer players would help improve their experience more than it would the top players.Last but not least, we are moving away from the internal technology we used for the Quick Battle. We are moving everything to our new Events technology, which is more stable and much more flexible, letting us make changes much more easily than what the old Quick Battle let us do.
Quick Battle Changes
We have removed Quick Battle and replaced it with a new daily event called Training Grounds.
The Training Grounds is a free new event that resets every day with progression rewards that will quickly grant you Mana Runes, after a low number of fights. You can still play as much as you want in it, but the progression rewards cap out and the amount of Mana Runes you will get from prolonged play will no longer be as high as they used to be. The Training Grounds fights will not feature any leaderboards or additional objectives - we want this to be a low-stress environment where you can test your decks against other opponents.
We know this change might be controversial, so we wanted to take the time to fully explain the decision.
First off, the initial intent of Quick Battle was to provide a game area where players could test out decks in a safe environment, away from the pressures of Coalition Challenges and hard PvP events. We unfortunately failed in this, and Quick Battle instead became an area where players just enter to grind out Mana Runes. Very few can reach the top, and the mode became discouraging to newer players. This change rectifies that - since rewards cap out quickly, you shouldn’t feel forced to participate in Quick Battle and there are no downsides from just playing it a bit every day to test out your new decks.
Secondly, there is a clear unbalance in Mana Runes from top players compared to new players. Newer players have a very hard time getting Mana Runes in a timely fashion, and this hurts their Planeswalker progression as they play the game. At the same time, since Quick Battle was so skewed towards the top players, those players gained a LOT of Mana Runes, which in turn made it rather useless for them. The change to the Training Grounds makes it fair for everyone - everyone can get the same amount of Mana Runes quickly every day, and as they are far more valuable in the early game, this will greatly help newer players. This unfortunately means top players will not amass as many Mana Runes as they used to, but as their coffers are already very full, we believe redistributing those Runes towards the newer players would help improve their experience more than it would the top players.
Last but not least, we are moving away from the internal technology we used for the Quick Battle. We are moving everything to our new Events technology, which is more stable and much more flexible, letting us make changes much more easily than what the old Quick Battle let us do.
mouser said:1st round: Old 500, New 3502nd round: Old 800, New 8003rd round: Old 1100, New 13504th round: Old 1400, New 14505th round: Old 1700, New 15506th round: Old 2000, New 1650...10th round: Old 3200, New 205020th round: Old 6200, New 305030th round: Old 9200, New 4050
Justyce said: If you buy walkers or bundle packs you do get a lot of runes to help level a walker up.
You really don't get that much for the price you're paying. Saheeli / Tezz 2 cost about 70.00 CAD and they came with what, 25K runes? It takes 160K runes to bring them to level 60.
In addition, I think the point is that by reducing rewards across the board, the game pretty much requires players to spend money to progress in this game, whereas before a player that had "more time than money" could just grind the game out instead of forking over cash.
Ohboy said: Half of you guys were lobbying for the game to move in this direction.
shteev said: Ohboy said: Half of you guys were lobbying for the game to move in this direction. Citation needed.