Hmm, tough question. If I were strictly comparing this event to the first three nodes of old BoFT, I definitely like it better. Being able to actually cast spells on 3.3 was a huge improvement and I was probably happier than I should have been when I saw that.
However, (as a veteran now I guess) I have to say the event was quite lacking overall and I do not like the direction this seems to imply. I spent the vast majority of in game time this weekend leveling up on Across Ixalan (475 points there...) and would have been very unhappy if this was the only thing to do. Without the hard nodes, there's close to zero thought or effort required on this and it doesn't come close to filling a weekend on it's own.
Just to get the discussion going, I'll end on saying that this sure seems like a great mid-week coalition event now...
Brakkis said: The previous BoFT didn't bother me, at least not in terms of the number of nodes. Avacyn's Madness is 5 nodes and no one goes flipping their tinykitty when that comes up. I never viewed the number of nodes as the problem with BoFT; I viewed the vampire node (grindy as tinykitty) and parts of the final node (turn 3 city's blessing in 5.2, Azor's unique ability that really only functioned as a slow down mechanic) as the problem with BoFT.We've still got those nodes coming up so we'll see how things are there but the issue was with them. Now it's just them for part 2 and I'm probably going to hate it.
I like that there were only three nodes now, so it was way easier to actually play all the charges. I like that the event ends on Sunday and I like that the last progression reward is very close to max.
However, no player should be denied the last reward because of game freezes or bugs. They should be given these rewards if they fell victim to one of the many bugs in the game.
Edit: one point of criticism; I still feel that only six hours between the final recharge and the event end should be taken care of by the devs. There must be many players that weren't able to complete the last recharge (and thus having no chance at the last reward) because of this bad design decision. Give all the charges up front or extend the event end by 6 hours, so there's a 12 hour window between the final recharge and event end.
Falizar said: Would have liked to have seen shorter refresh times - event was short and I feel 6 hour recharges would have made it better.
Bil said: Hell ... that felt good to wake up on a monday without any coalition node to grind!
Sorin81 said: Bil said: Hell ... that felt good to wake up on a monday without any coalition node to grind! I'm the opposite. I have little time on Sunday to clear so I rely on the event going into Monday morning to catch up on what I couldn't get to the day before.
Tilwin90 said:2) The length of the event is much more humane now. I like that the boss health got removed and it is much more predictable. 2 days with 8 hours recharges seems fair. Having only three nodes also makes it much more manageable.3) The progression is very tight. Do I like this? In all honesty yes, I do! Before, it felt very annoying that you had to continue grinding 3x or 4x progression just for the coalition. One reason why I enjoyed taking a break from Avacyn's Madness was being able to finish the event by only playing 4.x and 5.x nodes. And it went very fast, didn't feel grindy or annoying! This is the kind of gameplay I want.
- 2.1. is very trollish as it was mentioned before. You want me to cast lands directly into a Blood Sun deck? Seriously?! And you want all that with pauper? Again, it wasn't challenging as pauper matches take a lot of time anyway, especially given the opponent's HP for 2.1. and 3.1., but having to put bad cards in the deck just to meet the objectives felt mean.