Brigby said: Yes. We have decided not to remove the card set restrictions for Hour of Revelation. We do still plan on incorporating more events with no card restrictions, but based on the player feedback, we'd like to take more time to determine which event would be a more appropriate avenue for that change.
Yes. We have decided not to remove the card set restrictions for Hour of Revelation. We do still plan on incorporating more events with no card restrictions, but based on the player feedback, we'd like to take more time to determine which event would be a more appropriate avenue for that change.
tfg76 said:@Brigby to your request for thoughts around events with no card restrictions, I will reiterate some of the points I´ve made earlier in this and other threads.1. I´d love to hear your thoughts on the overall strategy and ideas behind standard and legacy event and event structures in general. I believe we would all have a more interesting discussion if we had a feeling for the background of the decision making process that led us where we are now.2. In general, I´d like to see events become more "family friendly". To me, that means more , but shorter events and a reduced pressure to complete nodes in short time frames. For instance, the recent change of 4 hour charges in the PVE event goes against this. I think it´s also important to get rid of the extremely short (6 hour) window for the last charge in PVP events, which many struggle with (West Coast players because they would like to sleep, Europeans because they should really be at work). 3. As a rule, the more competitive PVP events should be standard. As time passes, it will be increasingly hard to become one of the top players in Legacy, simply because there is no way to get the important cards (Olivia, Pig and others). With standard, my opinion is that the dev team has done a great job in recent sets of moving the power level downwards in rarity, with more complex and specialized cards being mythic, rather than simply brute power. This allows most players to compete at a level playing field, all the while building their collection without huge investments. Specifically, my suggestion would be to have one non-coalition event in Standard per week (currently ToA), one coalition event in Standard per week (currently HoR) and one special weekend event (see below). The rest can be legacy (currently all events older than ToA).4. I would love to see the coalition weekend event alternate between PvP and PvE. The PvE can always be legacy in my opinion, especially with the current "grindy" format, which doesn´t really require highly power legacy decks to compete. The PvP should be standard. The special monthly event (with new planeswalkers) should be one of these, and continue with the greater prizes, making it special and something to look forward to. In the off weekend, where a new planeswalker is not available, run a "Planeswalker Arena" in standard, with one of the planeswalkers in the store (for crystals) at that time. 5. After the introduction of standard, legacy cards have seen a depreciation in perceived value, since they´re not really usable for the big tournaments. Since those cards are also not available for any kind of purchase, perhaps it would be possible to have really good prizes in the legacy tournaments (i.e. mythics for the top players). Those prizes would work as a means to keep even legacy tournaments vibrant and accessible to new players.6. Similarly, there should be events that award Origin boosters and rares. These cards are still fairly important in Standard, but are fairly inaccessible to new players compared to old. For instance, HOU cards and boosters have only been available with the new prize (and price) structures, which means they´re fairly distributed between old and new players. However, Origin cards used to be much more accessible, both with "Fat Packs" and as prizes. An alternative would be to rotate out Origins as a standard set.7. Trials of the Planes: I like this event, but it lacks the pressure and excitement of the leaderboard events. If it had a leaderboard with nice prizes, we could try to fight through the progressively harder nodes to achieve perfect scores. Such leaderboards might also make it attractive for non-platinum players, for which the event is currently overly expensive. It also has a reasonable length (max 12 battles) and flexibility (all charges available right away), which makes it family friendly right off the bat. Ideally, there would also be a standard version of this available.8. PVEs: Every week, we have an "old" PVE with really nice prizes and a reasonable time investment (max 8 battles). I don´t understand why the weekend event should require us to play as much as a hundred matches, repeating the same kind of battles over and over, in order to compete. I say align the weekend PvE around the same logic as the single-player PvE: if a player can master (close to) all the battles and secondary objectives, the should be able to reach progression (without proving the same thing over and over). If a coalition can muster 20 people that can achieve the same, they should be able to be at a high level. What this would foster are coalitions that try to help each other master the battles and secondary objectives, rather than trying to push everyone to spend several hours per day during their weekend to play the game. I realize, of course, that with the current events, it would be fairly easy for a coalition to achieve these goals, but that can be remedied by making the top bosses harder, and perhaps especially, the secondary objectives. My thinking is that those secondary objectives could be used to separate the top coalitions. For instance, let´s say the maximum points is 270 like today, but 5 of those points were really hard (e.g. defeat Nicol Bolas without taking any damage). If progression came at 250 points, casual players could ignore those hard goals, but the top coalitions would need to really put their heads together to achieve them if they planned to reach the top scores. I think this is the kind of behavior you want to encourage with the game: hard thinking about tough puzzles, not endless grinding of simple puzzles. The former also drives a desire to purchase more cards (perhaps some specific ones are useful/needed to achieve certain goals).