Possible Quick Battle Replacement
DBJones
Posts: 803 Critical Contributor
I started too late to try Quick Battle, and would like the chance sometime. However, people have been asking for that for a long time and it doesn't seem to be coming. So I'm going to propose a new event to provide the better aspects of Quick Battle and hopefully avoid the flaws.
First, one node, no charge limit, Planeswalker is switchable.
Second, your score is your lowest time from battle start to finishing off your opponent. I think trying to make fast real-time decks seems interesting, and this way playing repeatedly can help, but you can still get a good score with a reasonable number of battles with a good deck.
Third, rewards. 300+ runes per win. Brackets of 250 or 500.
Top 5: 20 crystals, 40K runes
Top 25: 10 crystals, 20K runes
Top 50: 5 crystals, 10K runes
Top 100: 5K runes
101+: 2500 runes
Every day might be a bit much, so have it run for 4 days, then start a new one whenever one end.
Does that sound good for providing a good chunk of what Quick Battle provided without the huge rich get richer factor, and the timesink thereof?
Edit: Why did I think it was Quick Battles? Anyway, I was thinking more, and even if this specific idea doesn't work, the reason I wanted it is because this game's competitive events are all based on winning as many times as you can (with objectives for extra points). That gets monotonous, and I'd really like at least a few events that are different. Like, your score is the number of creatures you cast from your hand (within the first 20 turns of each battle) over the course of three battles, win or lose. There's all sorts of interesting possibilities for PvP (PvE too, but that requires the devs to make decks and opponents) that wouldn't require too much work. With reward structure like the one I listed above, they could be fun little events that don't require too much time.
First, one node, no charge limit, Planeswalker is switchable.
Second, your score is your lowest time from battle start to finishing off your opponent. I think trying to make fast real-time decks seems interesting, and this way playing repeatedly can help, but you can still get a good score with a reasonable number of battles with a good deck.
Third, rewards. 300+ runes per win. Brackets of 250 or 500.
Top 5: 20 crystals, 40K runes
Top 25: 10 crystals, 20K runes
Top 50: 5 crystals, 10K runes
Top 100: 5K runes
101+: 2500 runes
Every day might be a bit much, so have it run for 4 days, then start a new one whenever one end.
Does that sound good for providing a good chunk of what Quick Battle provided without the huge rich get richer factor, and the timesink thereof?
Edit: Why did I think it was Quick Battles? Anyway, I was thinking more, and even if this specific idea doesn't work, the reason I wanted it is because this game's competitive events are all based on winning as many times as you can (with objectives for extra points). That gets monotonous, and I'd really like at least a few events that are different. Like, your score is the number of creatures you cast from your hand (within the first 20 turns of each battle) over the course of three battles, win or lose. There's all sorts of interesting possibilities for PvP (PvE too, but that requires the devs to make decks and opponents) that wouldn't require too much work. With reward structure like the one I listed above, they could be fun little events that don't require too much time.
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