Rise of Adventure- Unevenly Matched
Endbringer
Posts: 149 Tile Toppler
In one node we're expected to slow role it out to activate a planeswalker ability at least 3 times and pull together a full party, and if you don't use the red/white spell "Outlaw's Merriment" that can be pretty difficult especially if your opponent has any removal or is (crushing your little party supports as they match 24 to a million gems.) In the other node they want us to match 24 or more gems of our PW's colors and summon land supports which is just asking the player to build a deck that blows the board out causing many cascades and getting plenty of loyalty which leads to big, bad things very quickly like how my opponent just used Sarkhan the Broken against me and hit 3rd ability on his first turn to drop 2 Gaeas and 2 Apes. These 2 nodes are very unevenly matched and should not face off against each other! The same goes for other events, like when you're supposed to take 10 or less damage and your opponent has the objective to do 20 or more damage in a single turn (just an example). While I'm sitting here building decks to meet the slow, weak objectives created for us to meet, I get slaughtered by a deck simply doing what it's asked to on the other hand from the other node. It's just wrong. Nobody can say it isn't. Needs to be changed. The stuff lately in this game makes me feel like they're designing it this way because they want us all to quit. Oh and all this for 5 jewels by the way.
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Comments
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Outlaw's Merriment is essantial to fullfill top nodes objective at once paired with choosing the wizard permanent. While you do not own this spell it is hard to master the objective indeed.No coalition event's objective should be bound that strong to one card, i egree.
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I completely agree. The top node support counts as one of the party which really helps and this is the first time I've consistently scored the bonus points for that objective (I don't have Outlaw's Merriment). It's a nice idea for a mechanic but entirely wedded to one card. I hope there are some more helpful cards in the next expansion.0
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On a different note it's still giving 2 charges per refresh making the whole event a huge grind.0
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Firinmahlazer said:On a different note it's still giving 2 charges per refresh making the whole event a huge grind.1
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I have to disagree.
The top node is quite easy to accomplish objectives and do so reasonably quickly. I say this as a player that does not have Outlaws Merriment and just finished the event in 3 accounts with perfect scores while keeping up with the double recharges.
While I do agree that there are events that are unevenly balanced, this isn't one of them. Aside from the double recharging node bug that they can't seem to fix, I actually like this event.1 -
Sorin81 said:I have to disagree.
The top node is quite easy to accomplish objectives and do so reasonably quickly. I say this as a player that does not have Outlaws Merriment and just finished the event in 3 accounts with perfect scores while keeping up with the double recharges.
While I do agree that there are events that are unevenly balanced, this isn't one of them. Aside from the double recharging node bug that they can't seem to fix, I actually like this event.
What this event reminds me of is the energize objectives from the kaladesh days of mtgpq. Without key cards they were harder to achieve. Impossible? No.0
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