Race to Oraska

I want to start by emphasizing how much event design has improved in the game in the last few years. Most events make a lot more sense, have good flavor and reasonnable objectives. I feel the team is doing a great job for the most part.
And that's why the event Race to Orazca stands out like a sore thumb.
This event is a relic of the past, and it really shows. And not in a nostalgic way.
Where to begin, as pretty much everything in that event is terrible?
Node Structure
- Let's start with the planewalker choice: to compete fully, you need 5 walkers, one for each color. And you can't reuse a planeswalker. And if you select the wrong one by mistake because you're figuring out how to affect your ressources, too bad, it's locked in. That's a design the game has firmly left behind for pretty much all events, and everyone agrees it's been a very positive change. Going back feels very bad.
- Let's then talk a little about beginners, shall we? In my experience, coalition play is a great play for beginners to get advice from more experienced players. It makes everyone involved more engaged with the game, and in the end make them keep playing longer (and possibly increases the likelihood of spending money in the game). In my coalition we are currently coaching a fairly new player that is in the process of buying their first planeswalkers. It's just heartbreaking to have to tell them they can't really fully participate in the coalition's efforts because of outdated design decisions.
Objectives
Then there are the objectives. Let's be honest, most of them are extremely frustrating to play. Let's do a quick run-down just to see how bad they are.
White node:
Burst: Cast 5 or less creatures during a single fight.
It's a weird choice for white. For most decks it's not great since it really depends on the opponent having ways to remove creatures. If the opponent does, most players will have a really hard time fulfilling it.Comeback: Take 30 or more damage during a single fight
This one is really problematic. In the current meta of the game, allowing your opponent to hit you for a sizable chunk of damage is very dangerous, as decks are extremely powerful. The "best" way to get this objective is to play a heavy controlling deck that can damage itself. But that's only an option for the most hardcore players.
Blue node:
- Play lots of creatures and few spells. That's maybe the most friendly of all nodes actually. Yet it's flawed too: why is blue, the spell color with bad creatures, asked to play a creature-heavy, spell-light deck? It feels like the objectives are chosen at random!
Black node:
Protector: Have 5 or fewer creatures you control destroyed or exiled during a fight.
This one feels fine, as it will take some special circumstances to be failed. It still feels bad since it depends on what the opponent is doing and not the player.Resilient: Take 30 or less damage during a single fight.
Another one that completely depends on what the opponent is doing. If the opponent has a lucky turn 1 cascade, it's immediately lost. Very frustrating
Red node:
- Spell Caster is fine, finally a good point.
- However Survivor: Win the fight with 40 or less HP remaining is the most horrendous objective of all. Supposing it works as intended, you need to consciously put yourself into danger to fulfill this objective. In a metagame where most good decks deal damage in chunks ranging from 50 to 200 it's not a good bet to make. But it gets much, much worse, since this objective is heavily bugged. Any excess life you gained during the fight will be added to your total after the match, but before the objective is checked, making you susceptible to failing the objective in unexpected ways. Same goes for life loss inflicted by the opponent by the way. So it's not only a very frustrating objective to pursue, you may not even get it when you should! That bug has been around forever, it became kind of a staple of the game, but please don't use objectives that it can mess up!
Green node:
Destroyer: Destroy 4 or more creatures during a single fight
It's a difficult objective that needs planning from the player, but that's not that big of a deal. However it makes no sense on a green node. Green has very few ways to destroy creatures efficiently, and most of them are at higher rarities. Locking newer players out of an objective is really bad practice!Speed: Win the fight within 12 rounds
This one looks reasonnable. But it directly conflict with the other objective of that node. Another objective that feels like it's been randomly selected.
Conclusion
That concludes the tour of the nodes. All of them have issues, ranging from a little frustrating to absolutely enfuriating. I'm pretty active in the community and I've yet to find a single player that enjoyed this event. I've hower seen many vocal players that plainly say it makes them want to stop playing, and I have an issue with that. I love this game. I love the community around this game. If players quit because of a few terrible events that aren't even representative of the modern state of the game, that raises the probability the game will shut down. And I'd really rather continue playing the game with a vivid community instead.
Comments
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Very well put! This event needs a serious rework. It isn't friendly to newer players and the objectives poorly chosen
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