Hualti, Radiant Champion and the clueless designers from Oktagon
Comments
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babar3355 said:bken1234 said:She's powerful --insanely broken, powerful-- but whether or not she's useful like that is another story.
I've played more than 50 matches with her so far --- she's great for aggro and cool gimmicky things, but I would advise players on a budget to get Angrath first. We have plenty of green aggro --
When I tried to build her around objectives, I finished with Angrath with better life percentage every time.
A well balanced PW has abilities that offer you a robust experience, she doesn't offer much for control -- I like Angrath a lot better for events, as his abilities allow you to fill holes in your deck.
Then again, apparently we don't care how broken something is as long as Greg can't pilot it.
From the standpoint of someone with 400, 800 or even 1000 cards, abilities make up for those control cards.0 -
babar3355 said:bken1234 said:She's powerful --insanely broken, powerful-- but whether or not she's useful like that is another story.
I've played more than 50 matches with her so far --- she's great for aggro and cool gimmicky things, but I would advise players on a budget to get Angrath first. We have plenty of green aggro --
When I tried to build her around objectives, I finished with Angrath with better life percentage every time.
A well balanced PW has abilities that offer you a robust experience, she doesn't offer much for control -- I like Angrath a lot better for events, as his abilities allow you to fill holes in your deck.
Then again, apparently we don't care how broken something is as long as Greg can't pilot it.
Our views on these forums are a bit biased from an end-game perspective.
We've more or less beaten this game, we've climbed to the top of the mountain. Yet now we stand at the peak blaming Octagon for not giving us wings to fly, and forgetting all the people that are still climbing.
Most players cannot abuse these cards as easily as we can.
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bken1234 said:True, but you have a great collection.
I was simply saying that taking W/G and adding lots of card draw seems like it will make a really strong PW. I am surprised you find Angrath more consistent. I look forward to playing with both.0 -
babar3355 said:bken1234 said:True, but you have a great collection.
I was simply saying that taking W/G and adding lots of card draw seems like it will make a really strong PW. I am surprised you find Angrath more consistent. I look forward to playing with both.0 -
bken1234 said:babar3355 said:bken1234 said:True, but you have a great collection.
I was simply saying that taking W/G and adding lots of card draw seems like it will make a really strong PW. I am surprised you find Angrath more consistent. I look forward to playing with both.
I have played around with her for awhile and here are some findings that may or may not be insightful:- H2 is very dependent on creatures in order to fully utilize her loyalty abilities. Only loyalty 1 will fire without any creatures in play. The other two are useless without creatures on the board. That said, I have faced very difficult battles against black, white and blue builds that were using heavy removal, exile and bounce respectively.
-H2 is probably the best “come back” PW in the game. She has been able to go from being on the defensive to a full board offensive state in the matter of a turn. If playing cheaper creatures or have tokens to fill an additional spot, i.e. Regal Caracal and lifelink cats, H2 can fire off her 3rd loyalty which in my experience has often brought her back into the fight from the cusp of defeat. This was something I was able to repeat time and time again to my pleasant surprise.
-H2 works best with ramp spells, which of course takes up a spot or more in a build. Without them, her innate ramp for white and green can do very well on their own but in the present meta and with her need to bring out creatures (seeing that no creatures is her biggest weakness) H2 needs to add ramp to the build in order to stay strong and cast out creatures at a faster rate in order to access her loyalties to their fullest potential
-Which brings me to creatures, an absolute must. I tried creating builds with 1 creature and just tokens. To quote ‘Dune’, “Many tried… and died.” 2 creatures and 1 token generator. This worked well and was about the best way to go IMHO. I even tried an all token and no creatures build and so on. The point of this statement is that H2 needs to build for creatures, easily giving up close to 33% to 50% of her build to be viable or to be more precise, able to effectively use her loyalties. And because the meta now has a ton of disable effects, space needs to dedicated to support removal as well so H2’s creatures stay in the game.
-Creature sizes, experimentation has revealed that she needs at least one creature of fair power/toughness. Swarm tactics using weaker units don’t fair well with her unless using Overcome due to her color restrictions. Unlike many R/W planeswalkers she cannot pull this off effectively. But where she does shine is having multitudes of creatures in the mid to higher cost that have decent power and toughness. Again these higher cost creature lead for a need for ramp, thus take up more space in a build.
-H2 and supports… okay this is tricky. I found that Land supports providing mana conversions were the best for her rather than any control based supports like White offers. The reasoning behind that is that H2 is a very fast and potentially more aggressive kind of PW than say A2, who I feel is more a control based PW. Again this is due to her need of creatures and how they intertwine with her loyalty abilities. You could use control based supports for sideboard reasons, in my case I like to have Sphinx Decree to hold off removal, exile and bounce. I did build a few times for control and I did win some, but they were needlessly long fights that could have easily swayed back into the favor of the AI opponent. Anyways, this is a debatable facet of H2, but feel that supports that provide damage, removal or mana are of better use than say even Starfield Nyx (gasp!... I know, right?)
The final result was that I did lose a few fights due to well designed builds that surrounded creature control and I lost fights because I tried to control the board at the expense of her loyalties. In short, as powerful as she is with creatures. She is limited in build design as Bken stated earlier on when trying out builds for objectives or as I have stated, for builds that don’t have many if any creatures or any build that nullifies her ability to use her loyalties effectively. She has no “end game” loyalty like OB or Angrath. Her mana gains via loyalty are from her 3rd and are dependent on the amount of creatures in play, unlike Kiora who can spam the ever living tinykitty out of her 1st .
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@Gunmix25 thanks, that was an insightful post. I will keep it in mind when she comes out for crystals.
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@Mainloop25 You're very welcome. I thought I'd give an honest report about her. She's strong, but she certainly has her limitations as well.
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FindingHeart8 said:all of these walkers, as scary as they may be...are still nothing in comparison to the overpowered insanity that was Gideon1 and his bff Runaway Carriage
Deck building choices were limited since you always had to account for counter to runaway carriage.
The card was stronger than cycling which requires many pieces to pilot. I still don't have drake.
If I recall origin PWs were already nerfed for being too strong. Fast forward, Koth, Nahiri and Sorin were considered too strong1 -
@GrizzoMtGPQ
First of all, even if you don't like something oktagon has or hasnt done, don't be disrespectful about it.
Second what do tokens have to do with this? (am I missing something?)
Third, to get to the gist of your post: though she is powerfull she isn't gamebreaking in my opinion: the first power does nothing to improve the boardstate or life . the second and third power are quite dependent on the first power, they are not as strong by themselves. This makes her total power strong, but dependent on factors and thus vulnurable.0 -
Have her up to lvl 45 now. I have to say, it feels like a lot of her power stems from the usual suspects, namely ramp like Hour of Promise. Even with her fantastic mana gen it's the ramp spells that create the crazy chains and enable a board full of big beaters.0
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MADAFAKA said:FindingHeart8 said:all of these walkers, as scary as they may be...are still nothing in comparison to the overpowered insanity that was Gideon1 and his bff Runaway Carriage
Deck building choices were limited since you always had to account for counter to runaway carriage.
The card was stronger than cycling which requires many pieces to pilot. I still don't have drake.
If I recall origin PWs were already nerfed for being too strong. Fast forward, Koth, Nahiri and Sorin were considered too strong
I'm jealous you got the card, I lost hundreds of battles (that I would very likely have won) to the Gideon/Carriage Wall. Didn't obtain the card until after it was fixed. Enough salt to fill an ocean lol.
I don't think they nerfed any of the walkers to my knowledge. The only cards I've heard actually getting nerfed are creatures like Baral.
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andrewvanmarle said:@GrizzoMtGPQ
First of all, even if you don't like something oktagon has or hasnt done, don't be disrespectful about it.
Second what do tokens have to do with this? (am I missing something?)
Third, to get to the gist of your post: though she is powerfull she isn't gamebreaking in my opinion: the first power does nothing to improve the boardstate or life . the second and third power are quite dependent on the first power, they are not as strong by themselves. This makes her total power strong, but dependent on factors and thus vulnurable.
Level 4: Create a support with “Whenever you match 3 or more White or Green gems, gain X Loyalty where X is 3 plus the number of creatures and creature reinforcements you control.”
-> tokens are easy to reinforce en masse
I disagree: the second and mostly the third ability are extremly strong by themselves (green and card draw is always extremly dangerous by design. Kiora, reason, Rashmi? Card advantage +mana = boom). The only reason why it's somehow balanced is due to the fact that you can activate her ultimate only once - but the first ability makes it reliable to be used every turn.
Edit :
@FindingHeart8
As far as I know sorin spawned tokens in his original form. Kiora was nerfed (in a very good way), I recall Jace 1 and koth were different, too
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What did that gideon-carriage combo consist of? i dont think i was here then, so im wondering how was it so powerful and game-breaking...0
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Coilbox said:What did that gideon-carriage combo consist of? i dont think i was here then, so im wondering how was it so powerful and game-breaking...
@Laeuftbeidir
I must have missed that, it took me a while in my weenie days to accumulate enough crystals to get the better walkers, and I wasn't active on the boards back then either
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FindingHeart8 said:Coilbox said:What did that gideon-carriage combo consist of? i dont think i was here then, so im wondering how was it so powerful and game-breaking...0
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FindingHeart8 said:I don't think they nerfed any of the walkers to my knowledge. The only cards I've heard actually getting nerfed are creatures like Baral.
They nerfed it to 9 because of complaints that the AI was spamming them every turn due to cascades (see? not a new issue).
Jace's 2nd was originally better too, apparently, although that nerf was before even my time.
They also changed the order of evergreens in Gideon's leveling, and tweaked Chandra's damage a few times, with possibly more changes I don't remember. In the early days Hibernium was very concerned with balance (Seriously, it was very different back then)1 -
Coilbox said:FindingHeart8 said:Coilbox said:What did that gideon-carriage combo consist of? i dont think i was here then, so im wondering how was it so powerful and game-breaking...
I had games where I had almost full life, my opponent was at 10 life or less, but a single runaway carriage cost via Gideon me the game.
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Mburn7 said:FindingHeart8 said:I don't think they nerfed any of the walkers to my knowledge. The only cards I've heard actually getting nerfed are creatures like Baral.
They nerfed it to 9 because of complaints that the AI was spamming them every turn due to cascades (see? not a new issue).
Jace's 2nd was originally better too, apparently, although that nerf was before even my time.
They also changed the order of evergreens in Gideon's leveling, and tweaked Chandra's damage a few times, with possibly more changes I don't remember. In the early days Hibernium was very concerned with balance (Seriously, it was very different back then)
Yeah things sound very different back then. I jumped in right before the beginning of Innistrad, I don't think there were a lot of planeswalker nerfs at that point, though thinking back now I do remember hearing something about Gideon
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@Laeuftbeidir @FindingHeart8
no, this is old sorin (edit: also, his loadout was x/3/3 - I can't remember if x was 5, 7, or 8 creatures):
anyway, @Gunmix25 is pretty spot-on. H2, while admittedly strong, absolutely struggles against heavy removal decks.4
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