Hour of Revelation - Enraged again
Laeuftbeidir
Posts: 1,841 Chairperson of the Boards
Yeah, thank you very much, this is exactly what we wanted and needed: another enraged event.
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"15 damage or less" in enraged..yeah.. the cycling ties were probably too high, so better add nonsense.2
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Can't wait until someone loses because of an Inferno Jet cast on turn 6.
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<sarcasm> Maybe there would be less enraged plainswalkers if there were less enraged players on the forum </sarcasm>0
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As someone just getting into the game I really like enraged events because I don't have a lot of time to play and games end faster. But I'm a noob and probably just missing something.2
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Enraged events are fine. Just not every event.
Why are old mechnaics being used still think of other things.0 -
energythief said:As someone just getting into the game I really like enraged events because I don't have a lot of time to play and games end faster. But I'm a noob and probably just missing something.0
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It also really facilitates an aggressive strategy. Creatures are (in theory) balanced around their mana cost and power. Enraged was created for SOI. That block had extremely efficient creatures with strong abilities--but rather importantly, players also had powerful answers in the form of low-priced removal.
Unfortunately, most of that removal is gone, and what remains in the Standard environment has been balanced (again, in theory) against the mana:power ratio of Kaladesh-Aether Revolt-Amonkhet creatures.
Something like Skywhaler's Shot is fine when you're dealing with a 4/4 for 6 mana. When it's "actually" an 8/4 for 6 mana, however, then the difference between Shot and Smite the Monstrous, or the difference between Imprisoned in the Moon and Turn to Frog, or the difference between Unlicensed Disintegration and Inner Struggle, becomes magnified.
Moreover, certain objectives--such as summon 4 of X, or lose only X creatures, or take only X damage--become more variable when every opponent threat doubles in efficiency.
Enraged was interesting, and it was very suitable flavor-wise for the block. Its time has passed. It's time to either invent new game modes (like in TOTP), or to let us actually play decks based on the cards as they were designed.
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Please. Stop. Using. Enraged. It's just so... last-last year.
Also, please consider having support ribbons be objectives that a player can, at least in theory, 100% control. An example of the opposite would be the Green Node's third ribbon, "kill 3 or more enemy creatures during a single fight." This was already a difficult premise for a GREEN node (in standard, green has access to... no removal. Defender creatures will have to be the way to go unless I want to run Arlin (I don't, because that's a planeswalker that doesn't function in standard)). Even if I wanted to run defenders to kill opposing creatures, the second ribbon on this node is, "play 3 or less creatures." ... OK, so green needs to play fewer creatures, while killing opposing creatures. We're really stretching, but by using Kiora, distortion wave, and dubious challenge (dubious indeed!) I figure I might have a shot.
Nope, opponent's deck is creatureless cycling. I get a free win, because cycling is poorly designed and unusable by the AI (thank god, because then it would be broken the opposite direction). I literally never have a chance to kill three opposing creatures, because my opponent didn't run any.4 -
the differing awards is a good idea makes ties less likely , but would be nice to have at least one occasionally not be enraged. but a blue 3rd reward not casting spells is just plain conterproductive.
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DumasAG said:Please. Stop. Using. Enraged. It's just so... last-last year.
Also, please consider having support ribbons be objectives that a player can, at least in theory, 100% control. An example of the opposite would be the Green Node's third ribbon, "kill 3 or more enemy creatures during a single fight." This was already a difficult premise for a GREEN node (in standard, green has access to... no removal. Defender creatures will have to be the way to go unless I want to run Arlin (I don't, because that's a planeswalker that doesn't function in standard)). Even if I wanted to run defenders to kill opposing creatures, the second ribbon on this node is, "play 3 or less creatures." ... OK, so green needs to play fewer creatures, while killing opposing creatures. We're really stretching, but by using Kiora, distortion wave, and dubious challenge (dubious indeed!) I figure I might have a shot.
Nope, opponent's deck is creatureless cycling. I get a free win, because cycling is poorly designed and unusable by the AI (thank god, because then it would be broken the opposite direction). I literally never have a chance to kill three opposing creatures, because my opponent didn't run any.
I agree. Losing points because you ran into a creatureless deck, and thus were incapable of completing the objective, is ridiculous.
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