Fix for Arlinn Kord
Comments
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wereotter said:madwren said:The question to ask is not "what changes should the devs make", but "why would the devs be motivated to change planeswalkers to make them less set-dependent".
I think when you look at the Gideon, Liliana, and Nissa from this current set, they're not tied to tightly to block mechanics. It's fair to assume that set tie in will be loosened going forward.
That being said, G3 and L3 are a bit looser, but that's because embalm and zombies are far more flexible mechanics than energize and werewolves. It'd be hard to enforce a set dependency on embalm.
Anyway, I'm on Ekkias' side, I just don't think the devs are motivated to make these changes. One might remember how fervently I argued against the narrowing of Saheeli's ultimate, for example.
There's a rather large assumption here that the devs would be displeased that a planeswalker would decrease in usefulness in Standard as his or her set rotates out. However, I've seen no evidence that's actually the case.
Based on the changes we've seen since the start of the year, it seems apparent that their primary motivation is getting people to spend money by virtue of limiting both currency and rewards while increasing the time on the hamster wheel needed to accrue both. If your favorite red/green planeswalker isn't as good as it once was, then you'll be motivated to buy a new one when it's released with New! Set! Abilities!
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The important difference between Arlinn and other planeswalkers with set specific mechanics is that their abilities are still usable, just weak.
Currently I cannot activate Arlinn's 2nd or 3rd ability in Standard, no matter how I tweek my deck or how long the match goes.
This isn't a complaint to make abilities useful, it's a request to make them usable. I think my suggestion achieves that, without adding and power creep to an already solid Planeswalker.1 -
An easy fix Is to just add a few dozen or so Werewolves and Allies to the second half of the Amonket block when they release it in a few months. Most can be retreds of previous cards - there is no danger in releasing a bunch of Commons and Uncommons that are similar to those in previous blocks. And you'd only need 2ish Rare and Mythics of each tribe, which isn't a tall order.0
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madwren said:wereotter said:madwren said:The question to ask is not "what changes should the devs make", but "why would the devs be motivated to change planeswalkers to make them less set-dependent".
I think when you look at the Gideon, Liliana, and Nissa from this current set, they're not tied to tightly to block mechanics. It's fair to assume that set tie in will be loosened going forward.
That being said, G3 and L3 are a bit looser, but that's because embalm and zombies are far more flexible mechanics than energize and werewolves. It'd be hard to enforce a set dependency on embalm.
Anyway, I'm on Ekkias' side, I just don't think the devs are motivated to make these changes. One might remember how fervently I argued against the narrowing of Saheeli's ultimate, for example.
There's a rather large assumption here that the devs would be displeased that a planeswalker would decrease in usefulness in Standard as his or her set rotates out. However, I've seen no evidence that's actually the case.
Based on the changes we've seen since the start of the year, it seems apparent that their primary motivation is getting people to spend money by virtue of limiting both currency and rewards while increasing the time on the hamster wheel needed to accrue both. If your favorite red/green planeswalker isn't as good as it once was, then you'll be motivated to buy a new one when it's released with New! Set! Abilities!0 -
PersonMan said:An easy fix Is to just add a few dozen or so Werewolves and Allies to the second half of the Amonket block when they release it in a few months. Most can be retreds of previous cards - there is no danger in releasing a bunch of Commons and Uncommons that are similar to those in previous blocks. And you'd only need 2ish Rare and Mythics of each tribe, which isn't a tall order.
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Ekkias said:
Currently I cannot activate Arlinn's 2nd or 3rd ability in Standard, no matter how I tweek my deck or how long the match goes.0 -
ElfNeedsFood said:Ekkias said:
Currently I cannot activate Arlinn's 2nd or 3rd ability in Standard, no matter how I tweek my deck or how long the match goes.0 -
wereotter said:ElfNeedsFood said:Ekkias said:
Currently I cannot activate Arlinn's 2nd or 3rd ability in Standard, no matter how I tweek my deck or how long the match goes.0 -
ElfNeedsFood said:wereotter said:ElfNeedsFood said:Ekkias said:
Currently I cannot activate Arlinn's 2nd or 3rd ability in Standard, no matter how I tweek my deck or how long the match goes.0 -
Go to planeswalker section. Mark show all. Relax and enjoy reading:)0
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That cycling Nissa feels a lot like Dovin baan. She will always have a use cause mana gain but is weakened a bit once out of native block. However...the first 2 abilities are pretty much all you need usually.0
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What about Gideon, Ally of Zendikar?0
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Drycha said:What about Gideon, Ally of Zendikar?
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Laeuftbeidir said:Drycha said:What about Gideon, Ally of Zendikar?
My point is; he's a Planeswalker built around the non-standard Ally mechanic.0 -
Gideon 2 isn't a total waste in standard if your lucky enough to get anointed procession. I have gotten the white knight token up to 64/64 in a couple battles.1
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Drycha said:Laeuftbeidir said:Drycha said:What about Gideon, Ally of Zendikar?
My point is; he's a Planeswalker built around the non-standard Ally mechanic.
I always was disappointed that Arlinn's ability to create werewolf tokens wasn't on the day side. Creating creatures helps pws remain relevant.
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It was nice to see Brigby comment but honestly they have no incentive to address pw abilities. In fact it's a disincentive if you have more functional pw as you are less likely to want to buy the new ones.
By tying pw to sets more and more directly they force people to invest scarcer resources into buying/building the new pw without having to introduce power creep.
I still use arlinn in standard pvp. The color combo is great and her first is viable. I miss my solo grb deck though. That was fun.0 -
Kyphonis said:That cycling Nissa feels a lot like Dovin baan. She will always have a use cause mana gain but is weakened a bit once out of native block. However...the first 2 abilities are pretty much all you need usually.0
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Here's my proposal.
Change her level threes so that all creatures get +n/+n and werewolves get +n/+n again. Maybe skip a level for non werewolves? That way level 1 unflipped is good all around, 1 flipped is good for werewolves. Level 2 is good for werewolves, 2 flipped is good all around and 3 is good all around but better for werewolves.
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