Balancing Changes 7.6.1
Comments
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@Mainloop25 said:
@Dominicus said:
Cool, been looking for a reason to quit playing, thanks for the push.If this is your attitude, you were gonna quit soon anyway
So what if he was?
I know its tough to imagine but maybe this was the straw that broke the camels back for some? I know it was for me. I wasn't planning on quitting UNTIL this happened. So stop with the snide comments and focus on your content creation.
We are here to voice our opinions about this, not about each other. We are all entitled to feel how we do about the game.
**** like you just pulled does nothing but make peoples opinions feel like they dont matter.
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I like the idea of the balance changes. I’ve seen a lot of discussion from both sides since this was announced. For me personally I appreciate most of the changes. With that said, I think that for the future this hopefully serves as something to learn from.
Firstly I think that balance changes should be happening more regularly. I think this is a big deal in part because so many cards are getting adjusted at once. If something is determined to be a problem, then I should be addressed sooner rather than later. The same should be true for underperforming cards. We should see more of them being brought up to the current meta more often. Balance day should be an exciting day because it tweaks frustrating cards and also brings exciting new strategies and decks to the table at the same time. It should be a win-win.
Secondly I hope that moving forward that balance changes focus a lot more on buffs than nerfs. I don’t mean power creep, but I think that too many mechanics and themes in sets fall flat and that if they were adjusted during the mid-set patch that it would go a long way to making the meta shift and be more exciting during the run of a set as the newest set. Minor tweaks can have a major impact and if you bring more cards that fall flat up it would expand the pool of exciting cards. Using your analytics, you can check to see what players aren’t using based on what they have and see if there is something under the hood that can be done to make it a more enticing option. I think some of the buffs in this balance change are a good basis. The masterpiece creatures from EoE that got tweaked make them an exciting prospect to try out again and test. I know I am excited to play with them again.
Lastly, in terms of what I would like to see updated in the next balance change, I would like to see updates to mechanics the most. It would be nice to see things like Station and Craft and things like that become exciting options. I also would love to see a Planeswalker balance to bring underperforming walkers only up to becoming more viable.
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@Nalthazar said:
I like the idea of the balance changes. I’ve seen a lot of discussion from both sides since this was announced. For me personally I appreciate most of the changes. With that said, I think that for the future this hopefully serves as something to learn from.Firstly I think that balance changes should be happening more regularly. I think this is a big deal in part because so many cards are getting adjusted at once. If something is determined to be a problem, then I should be addressed sooner rather than later. The same should be true for underperforming cards. We should see more of them being brought up to the current meta more often. Balance day should be an exciting day because it tweaks frustrating cards and also brings exciting new strategies and decks to the table at the same time. It should be a win-win.
Secondly I hope that moving forward that balance changes focus a lot more on buffs than nerfs. I don’t mean power creep, but I think that too many mechanics and themes in sets fall flat and that if they were adjusted during the mid-set patch that it would go a long way to making the meta shift and be more exciting during the run of a set as the newest set. Minor tweaks can have a major impact and if you bring more cards that fall flat up it would expand the pool of exciting cards. Using your analytics, you can check to see what players aren’t using based on what they have and see if there is something under the hood that can be done to make it a more enticing option. I think some of the buffs in this balance change are a good basis. The masterpiece creatures from EoE that got tweaked make them an exciting prospect to try out again and test. I know I am excited to play with them again.
Lastly, in terms of what I would like to see updated in the next balance change, I would like to see updates to mechanics the most. It would be nice to see things like Station and Craft and things like that become exciting options. I also would love to see a Planeswalker balance to bring underperforming walkers only up to becoming more viable.
I actually like what you've said and think your opinion is a good one. I'm glad you can see some light in this situation. I'm trying to but I'm a bit livid with this one and it's feeling rather impossible to validate all this in my head to keep playing and it pains me because I LOVEEEEE MTG in general, plus this game DOES have so much untapped potential.
I can get my money back over time but one thing I wont get back is my Time and I dont think Webcore understands that at all. To me, thats the ultimate disrepect, wasting my time like that. If this game needs such drastic changes, sadly, thats going to be a side effect.. the disrespect of peoples time and money. They fuked up in the first place... now its time for the consequences to their actions.
Balance changes happening SOONER - I can get behind this. They need to be changed within a few weeks of when they are released or at the very latest, before a new set drops. NOT YEARS DOWN THE LINE. (Or better yet, stop releasing STUPID AZZ cards to begin with, if this is your position and stand youre going to take. The community keeps telling you this but yet, as usual, you dont listen)
Execute these processes over a period of time - Why are you doing SO much, SO quick. That's not healthy business. You have ZERO clue how this is ultimately going to play out. Why not make a few changes, gauge the community, ACTUALLY INTERACT AND FUKING TALK TO US, and then go from there.
We could be getting SO much more enhancement by improving these cards that just arent being played or by improving these mechanics you guys SO POORLY DESIGNED. There are still a plethora of bugs and other things that need addressing but instead, you consistently make it feel like we arent being heard or if you all don't listen. Start there, START COMMUNICATING, and I bet things get MUCH better. Heck, I bet if you guys had communication skills established, already, this wouldve gone much smoother.
Start doing things right from the start. Every event, every change, every patch... these seem to noticeably go untested. Then, you use us to report these bugs (since you all cant test anything) , and then we report them... Nothing happens for months upon months, if at all.
6 -
"Balance Day" , basically the Banned& Restricted announcement of D3Go and Webcore :-)
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@Tezzeret said:
So are you going to give refunds for people who spent tons of money chasing these high profile cards and then you nerfed them and changed them to bargin bin useless junk.I would be pissed...
Arena gives wild cards when they ban cards. Feels like they could have handed out some compensatory non-dupe packs to offset the loss on some of the chase cards here.
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I appreciate some JMP cards being included for rebalance but is there any plan to make JMP cards a little more available? It takes 14-15 plays of the Jumpstart event to collect them all. The event isn't replayable like Battles from the Ages and it's only being run once per year. For me personally, at that rate I'll still need another 10 years to complete collecting JMP cards. It might be a decade before I get the JMP cards currently getting balance updates.
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Agree with just about everything Nalthazar said above. Rebalancing should be more often, and should be more than just cutting down good cards.
The one part in all of this that I don't necessarily agree with is that the only thrust of rebalancing is in the cards themselves, with nothing toward the general structure of the game. Rebalancing cards makes the strongest ones less likely to be auto-includes, but it also dilutes the effect when Greg plays as well. If there's already little likelihood of losing when facing decks with these cards - and most high-end play has win rates to back this up - making Greg's cards weaker doesn't help, and just prolongs matches further. It seems a lot of the over-the-top reaction is from players who want these strong cards just to win fast/get it over with, not to play a more drawn-out, back-and-forth game. (Yes, I know people feel like they wasted time/resources to chase these cards. But I'm speculating that the core of why most players chased them is in what TIMEWARP described above - they allowed you to win faster, not because you were losing without them.)
As for the PvE concern, I ran a round of five unique "non-meta" decks through Planar Chaos, intentionally running decks that used none of the affected cards and with atypical PW touching each of the colors. I still got through winning in less than 10 rounds each, including one against Kozilek at 400+ HP. There are still a TON of strong cards out there, and most of these cards affected are among them even if they're not at their previously-busted levels.
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@Enigma said:
Why do whales belong in the ocean? Because they love being salty, lol.SO here for all of these adjustments. Thank you, Webcore, for making the game a little more fair for the noobz and F2Pers. Also, big thanks for the communication and explanations!!!
Some of the events are definitely going to be more challenging now, for better or worse.
Not really an Enigma are you? I would say extremely simpleminded. Whales and spenders in general are the reason you are able to play this game for the most part. Only because you picture them as these filthy rich individuals - which the majority of spenders are not except a handful - which only reveals your ugly jealousy.
Secondly, F2P and noobs don't profit from these changes. If a F2P gets he advice to chase certain strong cards like MT, Tempt etc., he's investing an immense amount of time to get them, only for them to get nerfed. He relies on these cards to be able to compete with full collection players. And those full collection players don't have to care that much because they have all, or almost all, cards in the game. They can come up with whatever new strategy is the most effective and that's it - the F2P will have a way tougher time now bc before that he had similar weapons against the opponent (Greg). And Greg is a worse player than most, if not all, players.
However- back to the main topic.
Webcore, this was ultimately a strategically stupid decision - financially speaking because that's your primary and most important incentive. Let me lay it out as simple as possible for you:In case the majority of loyal spenders in this game dislike these nerfs what do you expect the consequences will look like? Now that's my assumption based on the majority of negative posts here, many comments on several discord servers and a poll (which can give you a hint or idea about the pulse of the community) made by one of the content creators. Spenders lost trust in spending for anything now. They can't rely on anything now. Any card (and even Planeswalker) can be targeted now and that leaves a sense of extreme unpredictability. Your announcement came out of nothing. Ocelot was the only one who was overdue...but why you felt the need to nerf the most loved and used cards beyond that will stay a mystery. Because even after your explanation it doesn't make any sense to do something as drastic without involving us - the community (you know the people who play your game and invest money in it) - opening a poll, asking us to get an idea. Since when is it a good idea to do something as drastic without evaluating the risk involved?
As you surely know I'm a spender myself. I played the game from the end of 2018 to 2023 without spending a single cent. Then, February this year, so 10 months ago, I reinstalled the game after seeing many amazing cards and new amazing Planeswalkers. Mystical Teachings was the card that primarily brought me back to the game - after 2.5 years of absence - besides few other cards and Planeswalkers. I have then decided to support this game financially - which I never did before and you surely know how much I spent in those 10 months - to help keeping it around as long as possible.
However this drastic change reveals something else which I absolutely despise about you: your lack of communication with the players. It's almost comical. I never encountered such bad community service and communication when it comes to a game. Never. You have to change that. That's my advice to you. Take it as you will.
The question now is: will you reverse your decision if you realize the opposite outcome has happened instead of what you were hoping for? Which begs the question...what are you hoping for with these changes? Let's be honest here... this game doesn't get that much new players that stick to the game. Naturally a beginner will have a hard time until he adapts to the strong meta. I did too. I just had to be patient at the beginning until I had some key cards and few of the new strong Planeswalkers. And that's it. You won't tell me that you are taking the risk pissing of your loyal spenders and players for potential new players? Then explain how it helps a new player that you put Grist, Aminatou and Dack behind a paywall on holiversary? I've recommended exactly those 3 Planeswalkers to a player who has returned after 4 years. I told him that they will be available in the shop with a discount as every year so far.
Ah, I forgot you don't answer anyways. I wonder for whom I writing this here - seems just a waste of time which maybe not only this is...3 -
@Artemis07 said:
The exclusive cards should definitely not be touched though! Not sure if any were included on that list... Just saying.
>
Rakdos PoC, Requisition Raid, and Sandstorm I think were the only exclusive, non-Regular-PMA/PM2 cards that were noted to be changed, though Sandstorm was supposedly buffed. Each of them originally released in bundles of $50+ US, which did come with other packs or other cards. It might be noted in the game somehow of which players bought those bundles as is as I think usually when someone has it doesn't show that specific bundle to them again if it reenters the Vault/Shop.
... You know, Foils have now been added to the game; alt arts have occasionally been printed differently than their regular card... Hijinks /could/ be added to the inbox of people who did... or just another bundle whenever when one comes around
Idk. Not sure if either is the best solution, but hey I float ideas
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Logging in for the first time in over 3 years to weigh in here.
I have three major issues with this whole situation.
You nerfed a lot of cards into oblivion which is fine, but you did not balance the game. The cards you buffed are still junk and a lot of the cards you "balanced" are now mostly unplayable. Desert was a MP chase card, useless now. Yes it was awful to play against but now no will play against it at all. Tempt with Discovery: MP that converts 12 now. Compared to Ghalta: a Rare that converts 15 and comes with a 15/15 body. How did you nerf Tempt so much and leave Ghalta alone? Yes, Ghalta was "nerfed" once before but only to stop an infinite loop combo with Annie. You seem to not realize that rarity should mean more powerful. That doesn't mean they need to be OP, but MPs should generally be better than the closest equivalent card of a lower rarity.
You jammed so many of these cards into all the Planar Chaos opponent planeswalker decks which likely lead to tons of complaints from players because they were facing them multiple times a day...
You still didn't touch Ambiguity, probably the most reviled card in the game. Check your analytics and see how often people lose to decks with that card in it. I bet its a much higher % than most other cards. I bet it also leads in the longest average number of turns for a game category as well. And maybe even the "players quit the match when facing this card" category too. Oh and you also stuffed this one into some Planar Chaos decks. In fact, I faced a Jace with Leyline of the Guildpact, Cryptex, Assimilation Aegis, and Ambiguity earlier today.
Bonus point, you should have also fixed cards that don't work the way they read (either bugged or poorly designed/worded.) For example, two of the new liege cards do not buff themselves or other 2 color cards with +4/+4 like they should. Ashenmore Liege gives +2/+2 to your red creatures and +2/+2 to your black creatures. Since he is both red and black, he should buff himself and other red/black creatures with +4/+4 but he does not. Same issue with the blue/black liege. I'm sure there are TONS of other examples out there that others can share. Just my two (four?) cents on the situation.
5 -
I keep coming back to this forum for the lulz now. Specifically seeing all the content creators saying things like "i really like the balance changes, its good for the game, come on yall"
Guys..... you know you hate it too. lol.
Ill give webcore credit, I havent visited the forums in some time. They certainly know how to get that forum traffic going ^_^
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Dear Ladies and Gentlemen,
Despite all the unnecessarily rude comments, changes like these are much needed in games from time to time and frankly said the meta was lacking any diversity.
20-30 cards should not be the cornerstone for 80% of the decks when you have 3000 card pool. That is not a meta, that is a metastasis.
I personally love almost all of those changes beside Mystical Teachings although I know it was also a good call.
I am looking forward to finally see new strategies and cards and I am thankful to the team that gathered enough courage to make these changes while knowing what a outrage it will cause.
I am much more likely to put my trust into people that are willing to go against the masses to save the game before it dies because the people pleasing went too far.
I have seen it far too many times and it always ends the same.Once again, great job team.
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Mystical Teachings is ruined! That's not even close to a masterpiece now. I was so happy to finally get that card and now I won't even play it, which makes me not want to play as much.
I was prepared for all these other nerfs but to make one of my favorite masterpieces, and a long sought after card, no better than an uncommon is impossible to swallow.
Increasing the casting cost would have been bearable, and slowed down its usage, but the mana limit in relation to is casting cost is now ridiculous. Ugh, I don't feel well now.
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Next update: all Moxs changed to ->
10 mana, At the begining of your turn the first (color) card gains 5 mana... 1 shield."We feel this offers balance to the game, espcially for those who have grinded for years to obtain all of them"
2 -
@jtwood said:
@Tezzeret said:
So are you going to give refunds for people who spent tons of money chasing these high profile cards and then you nerfed them and changed them to bargin bin useless junk.I would be pissed...
Arena gives wild cards when they ban cards. Feels like they could have handed out some compensatory non-dupe packs to offset the loss on some of the chase cards here.
Ill accept a non dupe pack for every card changed - no less.
Lol ^_^
1 -
Additional thought....
There are ways to nerf the card to your wish and still make it chased worthy in its rarity. The key is to look back and compare it to other cards that work similar and fit its rarity as baseline.
Let's take Mystical Teachings for example, so you want nerf it to make the mana cost relevant. Then let's compare that card to another one that works great for its rarity.
TALENT OF THE TELEPATH
- Great card for Rare
- Cheap cost (5)
- Fetch 1 out of 3 ANY cards
- Give it +1 mana compare to this card's cost (6)
- Exist in Origins set, so its standard permanent.
Then for Masterpiece rarity of Mystical Teachings that exist in standard for limited time.
For its to remain Great as Masterpiece, nerf it but keep it much better than rare Talent of the Telepath:- Give it more than fetch 1 out 3 cards, like 1 out of 3 twice or 2 out of 3 cards.
- Widen the spread between the cost of this card and the mana it gives to fetched card significantly better.
but instead you nerf MT into:
- Fetch only 1 out of 2 cards, limited only to Spell cards.
- Having spread of mana given to fetched card only +3 mana, despite this card is 2 rank higher in rarity. If you have kept the cost the same (9), that would still make it good (not great) card since the mana spread would become +6.
In conclusion, you nerfed MT from perfect card into just okay card (def not great as you claimed to be) and this is by Rare baseline of Origins set. Which mean by Masterpiece baseline of limited standard set, this card become only playable, not even good.
Suggestion to you, Webcore:
After the holiday, revisit all cards you nerfed today and consider:- Does the nerf fits its rarity
- How does it before and after nerf compare to existing card that work similar
- Fix them, be better.
Thank you and Happy Holiday.
2 -
Damn it! Why are you changing things so much? I spent 6,000 crystals to get Ocelot Pride. You've turned the joy I gained from spending so many crystals into despair in an instant.
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@Enigma said:
Why do whales belong in the ocean? Because they love being salty, lol.SO here for all of these adjustments. Thank you, Webcore, for making the game a little more fair for the noobz and F2Pers. Also, big thanks for the communication and explanations!!!
Some of the events are definitely going to be more challenging now, for better or worse.
@Mepistopheles said:
Dear Ladies and Gentlemen,Despite all the unnecessarily rude comments, changes like these are much needed in games from time to time and frankly said the meta was lacking any diversity.
20-30 cards should not be the cornerstone for 80% of the decks when you have 3000 card pool. That is not a meta, that is a metastasis.
I personally love almost all of those changes beside Mystical Teachings although I know it was also a good call.
I am looking forward to finally see new strategies and cards and I am thankful to the team that gathered enough courage to make these changes while knowing what a outrage it will cause.
I am much more likely to put my trust into people that are willing to go against the masses to save the game before it dies because the people pleasing went too far.
I have seen it far too many times and it always ends the same.Once again, great job team.
I agree with both. Contrary to what Tezz says, as a F2P non-content creator I like the changes and it really only affects one card in my main deck. Pretty sure I’ll just leave Req Raid as is and it’ll still fire off no sweat. At worst I just won’t get the +3/+3.
When I pulled Rakdos, PoC and Aegis, I was pleased. But I knew they were at power levels that weren’t healthy. In my Quick Battles where I master cards (because why not?) seeing either (especially Rakdos) across from my Eldrazi Devastation usually just meant scooping and going to the next game if none of the mastery cards were removal. Now I might actually be able to shrink a Rakdos over two turns.
3 -
I understand the need for balance. I even understand the need to stop loops--though I will miss Full Throttle--because players lack a way to interact with Greg once his casting begins except on the attack phase, and it's easy to win without needing an attack phase.
However, I don't understand the need to cut a swath through these powerful cards simply because they're the meta. Ghalta was a fine example of a nerf that retained a significant degree of power. Tempt being a 25-mana card that converts 12 is not. Why nerf Mystical Tutor and ignore other cards that plop things directly into play for free, or even cards like Kylox's Voltstrider? Golden Wish? Loot?
Cryptex is going to cost 13 mana to convert 5, but I can get 15 mana for free from an 8-mana support? Ok then.
The main problems, which remain unaddressed, remain:
An ineffective loop timer that doesn't actually cut Greg off and prevent players from losing to solipsistic combo decks.
The lack of implementation of targeted support removal except in the form of Crystallize, which has been a problem since Day 1 and would help with the consistent and ongoing issue of supports being insulated from removal. The plus is that you've finally started adding some more mass support removal. Conversion, however, isn't going to remove supports, especially now that you've nerfed the best conversion tools.
The majority of cards in each set are unplayable in competitive events. This hasn't changed with this series of nerfs. If you want to proactively change the meta, then create cards right the first time. There are so many cards that are just DOA--and while yes, that's to be expected and is part of paper magic as well:
--You're still out here printing 15-mana lands that convert 3, or 12-cost 2/2 mythics like Deepchannel Mentor.
--Mechanics like Station shouldn't have been released in their current form.
--We still have cards with Activate 1 or 2.
--You still create forced targeting of opposing creatures instead of fixing the ongoing inability--this is three developers now--to stop Greg from targeting his own creatures. Scaling and ramping are woefully inconsistent.
--Cards are far too narrow for play. We can't sideboard between matches. It doesn't behoove us to play a lot of cards that don't have generalized coverage/effects, and so we don't.
What's worst, however, is that you need to be far nimbler and reactive if you want to balance things. We are far into the existing meta. I'm VIP. I get the cards regardless. But I know the people in our coalitions who have been trying for MONTHS to get some of these cards, and spent so many crystals and jewel, and this really just sort of **** on them with no reimbursement--and how could you? Someone might have made 6 pulls on an elite pack to get something. Awfully hard to repay that with a few crystals or a free pack.
9 -
These nerfs are so poorly executed that all those cards are now worthless to me so the Meta is even smaller than before. What a mess!
You force me to adjust most of my decks and matches will take significantly longer to play. It seems like you’re not wanting to make any chase cards soon so why should I keep playing this game?! There is nothing enticing left for me!
Don’t bother giving out free Elite Packs because there’s nothing playable in them.
4
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