Is there a difference between loosing life and taking damage? And cagoule you add the definition to the gallery of evergreens/abilities/keywordsAnswer: Yes. In MPQ, taking damage refers to effects that specifically mention damage, while losing life refers to effects that specifically mention losing life. This is designed this way to avoid undesirable interactions between some color related strategies.
Hello, some time ago you mentioned a potential to see a draft format in puzzle quest. Is this still in the works? Will we see a draft format in the future? Thanks!Answer: The Game Design team has already come up with some ideas for this and we feel that the community would support this format, too. Taking the opportunity here and answer with a question: What would be most exciting for you about this format?
When should we expect filter to be added to the interface to only show cards in current standard set. Just one check box to add extra please, will save players heaps of time. Answer: The development of this feature is already on our radar. Thank you for sharing this interest.
XP/level and matchmaking. Is the changed XP system fully implemented and have you redone the matchmaking system based upon players level as you alluded to a few years back?Answer: Thank you for your interest in this! We already have something under development regarding this matter.
Is the Ward mechanic performing how you expected it to? How did you expect it to perform? Is it working like you intended? Is it being widely played? It kinda does nothing... and it looks like you're going to keep making Ward cards going forwards!Answer: It's working as intended. Ward is more of a passive mechanic that triggers according to the match's status. We will keep designing cards with Ward and we are aware of its utility, which is why cards always have more than one effect, according to their rarity.
Right now average price of puling all rare vanguards is roughly equal to the price of non-duplicate mythic vanguards. If you're unlucky, since it's a gambling proposition, you might spend even more, much more. And everyone knows about it. The most expensive currency is created almost exclusively to pull vanguards. Gambling with it, is a deeply negative experience. Like many players asked before, here is the question. Are there any plans to change gambling with rare vanguards, to a reasonable, maybe slightly more expensive, non-duplicate form?Answer: Thank you very much for bringing this up. The team is aware of this discussion, but there are no concrete plans about how a new product and price could look like for this particular Card type and Card rarity.
Schmara said: Machine said: What's the point of the Q&A sessions if the questions I ask are not being answered? Even my question of where to find the answers has not been answered... I have also been looking for the answers to previous months’ questions and can’t seem to find them. Am I missing something simple?
Machine said: What's the point of the Q&A sessions if the questions I ask are not being answered? Even my question of where to find the answers has not been answered...
Machine said: Are there any plans on changing how players can aquire rare vanguards in a more user friendly way? With the current setup, we have to "gamble" for rare vanguards which often results in dupes and therefore a loss of end game currency. I would prefer to have some kind of guarantee nondupe option for rare vanguards as well. Maybe up the price a bit and get rid of the slim chance of getting a mythic vanguard.