GrizzoMtGPQ said: Because our anger kept you up. Honied comments would not have done that.
RithPrimeval said: My 2 cents:In Magic: the Gathering there are a number of different archetypes: aggro, control and combo (or a mix of those - see midrange/control combo/etc). These different styles appeal to different kinds of players. I myself was an aggro/midrange player to the core.When I discovered Mtg puzzle quest, I started out by playing aggro decks because that was my play style in paper. With low level (and thus low hp) pw's and story opponents, I was fairly successful beating down my opponents before they got me to 0. But the higher my pw lvl went, the harder it was to be successful with aggro decks. My opponents had way more hp, and with this life buffer, their more powerful cards took over in the longer games. So I slowly made the transition to control decks and found that with the right mix of cards I could win a long game vs almost every normal opponent. Just pack enough removal, card draw, mana gains and resilient threats and you got yourself a robust control deck.I was very successful as a control player but games started to take ages, especially versus other control decks with similar robust card contents. So I looked to combo's as a way to win matches more quickly.It's incredibly important to note that it's way more difficult to assemble a combo deck here in mtgpq, compared to paper. You need a combination of very specific cards that work together for the combo and (especially pre-crafting) no targeted way to acquire them.But as I made the discovery of combo's and actively searched for new ones, I found that I absolutely loved this style of play. And, to unlock some of the combo's I read about or encountered in games against me, combo cards became my targets, my chase cards. We're a year or two later now, and chasing specific standard or legacy combo enablers is what kept me playing this game. I reckon that for a lot of players it's what they enjoy and why they spend time and money on this game. It's also what allows me to play fast games instead of long grindy matches. Yes, the one critical turn takes a bit longer than average, but my overall match time is significantly lower. Which is a really important factor when considering the combination of this game with real life! This 18s rule is basically giving the finger to a whole demographic of players that like to play combo decks. It's forcing me to revert to a playstyle that I had outgrown. It's gonna cause matches to be more grindy again and take up much more time than before, causing me to play less events. It's gonna render a lot of the cards, that I spent a lot of effort on to get them (and time and money), useless or at least lose a chunk of functionality or value. It's taking away the second most important drive I had in this game (first one being the awesome people in my coalition/alliance).It sucks..
starfall said: Thuran said: Fortunately, the cycling combo ignores the timer altogether, since you never match a gem to go infinite.So you can still manage dumb speed objectives in pve...in legacy Oktagon probably think they've nerfed cycling to the point where it's not degenerate
Thuran said: Fortunately, the cycling combo ignores the timer altogether, since you never match a gem to go infinite.So you can still manage dumb speed objectives in pve...in legacy
Most of the updates look great. I love the guild animation. I hope that will be added to the current five guilds too. There are two concerns, however:
1) The timer issue seems like a turn in the wrong direction. Playing control decks is the core of this game for most players. I don't know how it will turn out once 3.3 hits the game, but I feel it may be the end for a lot of players. There are games where the AI keeps comboing for 40 minutes and still there's no end to the match. For those situations, I can imagine having a way to stop the loop would be great. But for players, it's just plain stupid. UNLESS, there's some kind of way to stop your own combo once THE PLAYER decides to stop the loop, usually when the board state is in such a way that the game can be won from there.
2) @Brigby: Is the card XP gain issue in the RT event fixed in 3.3? Right now, I'm not playing with any unmastered cards in RT as not to get screwed over even more. Which brings me to 3)
3) No news about the XP system??? That's the single most topic we've been complaining about.
starfall said: andrewvanmarle said: So, 18 seconds for your turn to progress??? that s a really bad way to fix one of the minor "issues" of the game.As stated above, I'd rather concede to a loop! The longer this discussion goes on, the more I become intrigued by people who think that they should be able to win games against decks that far outclass their own.
andrewvanmarle said: So, 18 seconds for your turn to progress??? that s a really bad way to fix one of the minor "issues" of the game.As stated above, I'd rather concede to a loop!
Brigby said: Hi Everyone. Quick heads up that I spoke with the team, and they mentioned that the first Match-5 in a player's turn will add an extra 10 seconds to the timer. Each additional Match-5 following this will yield diminishing returns on the amount of seconds added.