Quick battle
Phillmoore
Posts: 207 Tile Toppler
sorry to be a moaner, but is anyone else missing quick battle. Events are over so quickly and only worth doing 4 battles in training grounds. So what are we supposed to do once lock down on events happens and we wait 7 hours and we have finished training.
And now will take ages to build up enough mana gems to up grade planeswalkers.
Ok QB may not be the right answer. But we need something to amuse ourselves with once the events are timed out otherwise why play the game at all?
Developers find reasons for us to spend our time on YOUR game otherwise we may just find another!
And now will take ages to build up enough mana gems to up grade planeswalkers.
Ok QB may not be the right answer. But we need something to amuse ourselves with once the events are timed out otherwise why play the game at all?
Developers find reasons for us to spend our time on YOUR game otherwise we may just find another!
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Comments
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Well, I didn't play Quick Battle anymore for quite some while before it was canceled.
So, there is no loss for me.
I just say this, so that not everybody is missing QB and I really like the training grounds because I can really test my deck in platinum environment.
That doesn't mean I'm against bringing it back! I simply don't care.
Concerning the time to spend on this game... I found today quite a marathon with 38 games to play!
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Kind of. It's weird, I always saw QB as a bit of a chore and a grind, and so I'd never play it very much, except to hop into the last bracket and try and get the best prizes that I could for as little effort, but.. there was a certainly a challenge involved in playing as fast as possible that you don't get anywhere else in the game (and, indeed, building a deck for that), and a sense of urgency to competing that Training Grounds fails to deliver.
When TG was announced, I thought to myself that as a very infrequent competitor of QB I'd actually earn more crystals with less effort from it. Now that it's actually here and I've tried it out, I doubt I'll play it very much. Two improvements could certainly be made to change my TG experience: Being matched against more appropriate opponents, and retaining the win % between rounds.
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Never had an avatar. Just me!1
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Quick Battle was often just a testing ground for my decks. Getting runes was a side benefit--but it helped me level my planeswalkers. I can't imagine how frustrating it is for newer players to have that resource unavailable now.1
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madwren said:Quick Battle was often just a testing ground for my decks. Getting runes was a side benefit--but it helped me level my planeswalkers. I can't imagine how frustrating it is for newer players to have that resource unavailable now.
The guaranteed Rare was nice if the newbies could get it but often it would be out of their reach unless they were willing to devote several hours to grinding points at a far from optimal rate.0 -
span_argoman said:madwren said:Quick Battle was often just a testing ground for my decks. Getting runes was a side benefit--but it helped me level my planeswalkers. I can't imagine how frustrating it is for newer players to have that resource unavailable now.
The guaranteed Rare was nice if the newbies could get it but often it would be out of their reach unless they were willing to devote several hours to grinding points at a far from optimal rate.
Story mode:
--Heroic encounters still difficult to beat for new players
--doesn't allow players to face actual semi-competitive decks with contemporary cards
--normal encounters either repetitive and dull after the first several games (Origins)
--or vastly overpowered for beginners (BFZ)
--or often filled with poorly-synergized objectives (q.v. Guardians of Meletis level)
I have nothing against the Training Ground concept. As AngelForge points out, "I really like the training grounds because I can really test my deck in platinum environment." That's fantastic. However, I think it's a bit naive to think that the devs aren't aware that TG/QB are a far more preferable play option. You may think grinding story mode for runes is as fun, or more fun, than TG/QB, and that's a perfectly valid opinion.
In essence, however, they took the challenge and fun of QB and stripped away the rune accumulation aspect. Now, to grind runes, you have to play subpar content.
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I REALLY miss QB. I really hope that something replaces it for those of us who enjoy grinding it out. It's not for everyone, but for those of us who liked it, we REALLY liked it.
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I was hooked on QB but I think having the band-aid ripped off will improve my quality of life.
The streak counter actually kept me replaying the same tried and true decks though and I am experimenting a lot more with the counter having no bearing on a pretend streak stat that was only there to amuse myself with in the first place....1 -
So, here's a crazy idea... why can't we have Training Grounds.... AND Quick Battle? If the rewards were too good, they can be reduced. Instead of making the rounds 2-3 days, they could make them a few hours, and then you'd get that speedy competition aspect that everyone liked and tried to get by hopping into the last bracket just before it started...It was called QUICK Battle, after all!
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I'm looking at this update as a kind of a reset button. Training grounds is what we should have had from the start instead of quick battle.
they've now gone and removed on off the main incentives for us to log in if were done with events etc and have a bit of time to kill.
they'll need to implement something as well as training grounds to keep us engaged outside of the event schedule or we'll look for something more engaging to do and ultimately stop playing.
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