Brainstorming on Enjoyable Objectives
Comments
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I agree with @tfg76 that I don't like having different objectives for different tiers. Yes they can be much harder with lesser collections, but they aren't THAT hard. Except for some of the more annoying ones (take X or less damage, win with X or less health, win in X turns) which even the top players have issues with, most objectives are perfectly doable with nothing but commons and uncommons (as has been proven pretty definitively by a few people).
That being said I agree completely that we need better objectives, or at least a greater diversity of them (see my aboce post). I'd prefer to focus on one set of great and fun objectives than worry about how to make them easier or harder for different tiers.
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Yeah, the more I think about it the more I don't think we need segmented objectives. As long as the tier levels are on the same playing field. As an aside, this is clearly not the case in platinum. New entrants to platinum don't have nearly the collection as those that have played for 2 years. I really think we are overdue for the "Diamond" bracket or whatever they want to call it. Perhaps we even need 3-5 new brackets at this point.6
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Or a whole now class system not based on color mastery at all4
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Mainloop25 said:Or a whole now class system not based on color mastery at all3
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I was a fan of some of the classic ones like "Play X cards with delirium" and had sort of assumed that we would get that asking us to play cards with the new mechanics in RtO.
Alternatively: explore X times, find X treasures, Use raid effects X times, etc.
Without stretching the theme too much it could simply be cast X pirates/merfolk/dinos/etc
If you want to get even more specific and shutdown "token card" inclusions more (cast for objectives then replaced or ignored), it can even call for inflicting X damage from specific typed sources or such.
Generally speaking, i think it's appropriate for an event to try to promote it's own "story" that way by pushing the use of certain thematic set cards. SOI/EM did. The KLD/AER block did. Amonkhet did as well, though to a lesser extent. It fell off a lot with HOU (I don't think anything there called for set mechanics to be played, but I could be wrong).3
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