More Limitations?
Comments
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andrewvanmarle said:Bken means that the combo doesn't work.
Nyx lockdown has been a staple staple for me since AKH came out.0 -
Damn this game is bad now. Its not even competitive fun.0
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When youve played this since beta and it was great then ok then great again then not great. Ive riden this train for a couple of years.
They only have to do a few tweaks to make it fun again.0 -
I am enjoying the game right now, i like the challenge, and yes i lose once in a while, even more fun. Its fine as is.0
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Oh and ive played this game since it was released,. Its still fun1
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Sure...0
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it is fun, yes i lose to some of the uber decks out there, which make me want to make my own to beat them and render them second rate at best. never easy but always possible with a brain running it not the ai. Making the game something that the new players can destroy with is not the answer, the answer is motivating them to want to use the cards to make their own uber deck
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I don't get that attitude. When this game stops being fun I'm not going to play it anymore. I'm not gonna complain in public about it either. Nothing productive comes out of that.2
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I can't talk for anyone else but I do not think loosing a game is the issue but more likely loosing a game without any chance to win, without any strategy involved and so on.
For example, I do not think nyx decks and the combos they involve are impossible to deal with (fast decks, support destructions, support or spell damage are many ways to go through it).
But, on the other hand I do think omniscience infinite loops or the ridiculous azoreth fury + deploy the gatewatch decks are more problematic because the game only relies on luck and it has nothing to do with deck building or strategy.
I think some cards or some interactions between cards would need an adjustment because they ruin the interest of the game if they become widespread but that doesn't mean a nerf for any card that represent a threat while played by the IA.0 -
I've said it before, but we need stuff set up like "Insidious Will" but in other colours, these are the closest we have to "interrupts in hand ready to cast if the opponent does a specific thing". Supportd that do something then get destroyed.
There could be different things for each colour:
White - Any card that changes gems cannot change more than 4 gems
Red - The next creature your opponent casts takes 6 damage
Green - If your opponent casts a support it is destroyed, or if your opponent casts a spell you gain a "surprise spider with 2/4 and reach"
Black - The next creature your opponent casts is destroyed
Blue - already has a few, but others like "if your opponent matches 4 or 5 they lose 10 mana"
And many other options that can interfere with loops.
We don't need nerfs, we need more options to disrupt them.
And the Scan clan beserker and Harsh mentor ideas are good, I'd add "refuse" to them too and I'm _going_ to make that deck now!
Or... When your opponent plays a spell you play your first spell. All kinds of stuff is possible.
Supports on the board _are_ the closest we have to "having a card in hand with mana ready to cast", see, in paper if someone does deploy the gatewatch black can destroy the creature before it attacks. And we _need_ that kind of thing.
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intersting idea but i could see them being abused as much as the ones they are trying to limit. Imagine bolas could use 3 colors interrupts which could end about anything that could be done
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Monkeynutts said:The game is just boring. Too many cards available and too many combos. Its not even challenge enjoyable. Its either a grind or its just flat the ai will win. I don't mind working for a win, but events have gotta be fair.1
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Bil said:I can't talk for anyone else but I do not think loosing a game is the issue but more likely loosing a game without any chance to win, without any strategy involved and so on.
For example, I do not think nyx decks and the combos they involve are impossible to deal with (fast decks, support destructions, support or spell damage are many ways to go through it).
But, on the other hand I do think omniscience infinite loops or the ridiculous azoreth fury + deploy the gatewatch decks are more problematic because the game only relies on luck and it has nothing to do with deck building or strategy.
I think some cards or some interactions between cards would need an adjustment because they ruin the interest of the game if they become widespread but that doesn't mean a nerf for any card that represent a threat while played by the IA.
I'm going to (again) come to Azoreth's Fury and Deploys defense. While the AI can easily set up (and run) the omniscience infinite loops combos (which I hate for the record) buuuut...
...it generally misplays the AuF (having a full hand upon activation), and Deploy in the AI's hand is usually put at the bottom, favoring hardcasting the heavy cost creatures beforehand.
Thus nerfing AuF & Deploy is only hurting real players who managed to obtain the cards, not the AI you're facing that has them.
I have the same argument with people who favor nerfing cycling decks. Given the AI can't use them to their full potential, nerfing them really only hurts the player base. And given that cycling combo cards are generally easy to obtain by newer players, I'd think nerfing that combo would deprive newer players of opportunities to compete with the veteran players.
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have to agree with nerfing cycling doesnt hurt anyone but players some of the others need tweaks but i dont think a full nerf would be called for, adjust it so the ai has a harder time getting the random cascade cycle.
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The cascade and loops are a problem because, as was mentioned, the problem isn't losing the problem is "losing but not being able to even do anything". The point where it stops being a game, where you don't get _your_ turn, that is when it is broken.
It's _exactly_ why paper Magic stopped doing things quite so severe as "stasis" and added more loopholes into newer things, because shutting down the game for most people WASN'T FUN.
Losing is fine, it's part of the game, but NOT GETTING TO PLAY is a huge problem.
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Kinesia said:The cascade and loops are a problem because, as was mentioned, the problem isn't losing the problem is "losing but not being able to even do anything". The point where it stops being a game, where you don't get _your_ turn, that is when it is broken.
It's _exactly_ why paper Magic stopped doing things quite so severe as "stasis" and added more loopholes into newer things, because shutting down the game for most people WASN'T FUN.
Losing is fine, it's part of the game, but NOT GETTING TO PLAY is a huge problem.
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