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Post by gurfafflekins on Jun 11, 2019 20:39:40 GMT
I've always been on the side that Librarian of Leng shouldn't include planeswalker card types, or other subtypes. Then it's a walk in the park to get and doesn't feel like a mirror to Lotus Bloom anymore. They're spiritually the achievement of "design an entirely new thing and make it pretty alright/use it". No one else has seemed to agree with me on that one though. "Well how about planeswalker only runs" cyber did demesnes which were pretty dope now that I think about it, and also so then not all achievements are possible by all runs? "It's really hard to get" mmhmm, kind of the point - so is Lotus Bloom. New colors/card types are weird and hard to excel with. People who are stuck in their ways (like me) don't usually like this "new" stuff just because it's new (I admit - it's a personal fault that others might share. Probably the same reason I hate sagas/nonmythic walkers.). And I had a third reason but I kinda forgot it but it was good I promise
EDIT: "or other subtypes"
PS
Yes demesnes are subtypes of walkers (I forgot) because they could be their own card type to me. It's possible is what I'm saying
And honestly subtypes could be it's own achievement. As is, it doesn't feel like a proper mirror
Okay let's start from the top
In short: Librarian of Leng should be split into two achievements. One for card types (maybe even just super types, a la Ultima from windy). And one for noncreature subtypes, called like Cartouche of Gurf's a Douche or something like that. I don't care about the skill point value at all - it just bothers me that Leng is intended as a mirror to Bloom, but it's just so easy to get in comparison, and making a new subtypes (especially if it counts walkers) is super easy, while new card type is not. Why would I do the harder thing if I could do the easier one instead?
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Post by cyberchronometer on Jun 11, 2019 22:04:57 GMT
Any chance Vehicles could also auto-tactical?
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Post by Lady Mapi on Jun 12, 2019 0:06:54 GMT
About auto-tactical: you need Creature/Land Mastery to use it, right? EDIT: blueseclipse, WindyDelcarloAt the moment, you can only Call For Aid/use Command Zone stuff while attacking. Is that a typo?
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Post by ZephyrPhantom on Jun 12, 2019 2:56:17 GMT
I'd like to request an exception to get the Conqueror's Pledge achievement on Aylin since I found out it was gonna be a thing a few hours after reincarnating. Granted. Could we please have that clarification added to the achievement? I think it could be as simple as changing it to "new type or non-creature subtype". Also, could I hear the reasoning behind making Lotus Bloom/Librarian of Leng take five cards now instead of three? I know why the score requirements went up, but was there a decision that they were still easier to get than they should be? I propose that we separate the two achievements a bit more - making cards for a new color is a bit harder to even start to qualify for than making good Planeswalkers, so treating them the same is a bit silly (how do I make this an official thing to vote on?). --- On Achievements - I'm assuming that Apex of Power/Evil Twin/Gamble don't grant extra points to all future characters? Increase to five was blueseclipse 's suggestion I believe; will defer to him on that because he would likely be able to give a more detailed explanation. General idea was that some achievements were being obtained too easily, from what I understood. The original intent of Leng and Bloom is reward you for creating new colors/types well like say, the color Teal or the new type Geodome-World. The reason I allowed for Subtypes was for ones like Vehicles and Sagas that would also mechanically revamp how the card acted as well and I felt at the time a Planeswalker had strict enough restrictions to adhere to that. However with the introduction of Planeswalkers to Magic (and the implication that we're going to be getting a lot of flexibility with Planeswalker types from here on out) I'm willing to change my stance on this slightly. In short: Librarian of Leng should be split into two achievements. One for card types (maybe even just super types, a la Ultima from windy). And one for noncreature subtypes, called like Cartouche of Gurf's a Douche or something like that. I don't care about the skill point value at all - it just bothers me that Leng is intended as a mirror to Bloom, but it's just so easy to get in comparison, and making a new subtypes (especially if it counts walkers) is super easy, while new card type is not. Why would I do the harder thing if I could do the easier one instead? I think this split for the best since it preserves Leng's original intent of implementing some kind of game-changing new type. The second achievement (the non-creature one) would be setup with the idea of counting non-creature subtitles that introduce some kind of radical mechanical/templating change like Vehicles and Sagas. (Planeswalkers types by themselves would no longer count, but a Planeswalker type that corresponded to some 'different' gimmick (think Daij's Fortresses for example which are all "PWs" that 'react' mainly upon being attacked) potentially could.) My bad, that was a typo. Should be 1. (I considered 0 but I feel like that's a great way to get uninvested in a character really fast.) Any chance Vehicles could also auto-tactical? Sure, I'm actually surprised that got missed since Equipments are on there. About auto-tactical: you need Creature/Land Mastery to use it, right? EDIT: blueseclipse, WindyDelcarloAt the moment, you can only Call For Aid/use Command Zone stuff while attacking. Is that a typo? You don't need Creature/Land Mastery, the whole point is to give you some "breathing room" to pair your cards with but not nearly at the same 'comfort level' Tactical Imperator would afford.
EDIT: No longer valid. See below posts. CFA/Command Zone stuff only on attack is a typo. Typos will be fixed in incoming v1.11 and I'll be splitting Leng into two achievements, with the second one having an appropriate name.
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Post by gurfafflekins on Jun 12, 2019 3:00:08 GMT
tbh I like my suggestion for the name it rhymes and everything
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blueseclipse
3/3 Beast
Posts: 180
Color Alignment: Blue, Green
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Post by blueseclipse on Jun 12, 2019 3:33:53 GMT
I was writing a post to address rules questions, but Zephyr beat me to it. Regarding the increase in the number of cards needed for Bloom/Librarian from 3 to 5 - this was because, as Zephyr, indicated, requiring only 3 cards to get the achievement seems too easy, even with the higher score threshold. It also promotes the creator of the type or color to express it more, so that we can get a better idea of exactly how its mechanical identity is supposed to look and where it is supposed to fit in with the rest of the colors/types. To use Mattol's Pink color as an example, by the time there are 5 cards meeting that score threshold, most of the wrinkles in the mechanical identity will be worked out - and if someone else decides to adopt the color later on, they have a base to work from. (Speaking of which, ZephyrPhantom, I don't believe that there has been a case yet where someone has adopted a color or type previously created by someone else. Just in case it comes up, do we want to apply the limitation that only the player who initially created a color/type can earn Bloom/Librarian for that particular color/type, or do we want to let other people try to adopt an already made color and earn the achievement? I can see the arguments for either way, though I'd personally say only the first person using that color or type on the boards should be able to get the achievement with that color/type, specifically because they're doing the work to solidify its identity.)
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Post by Lady Mapi on Jun 12, 2019 6:34:58 GMT
I was writing a post to address rules questions, but Zephyr beat me to it. Regarding the increase in the number of cards needed for Bloom/Librarian from 3 to 5 - this was because, as Zephyr, indicated, requiring only 3 cards to get the achievement seems too easy, even with the higher score threshold. It also promotes the creator of the type or color to express it more, so that we can get a better idea of exactly how its mechanical identity is supposed to look and where it is supposed to fit in with the rest of the colors/types. To use Mattol's Pink color as an example, by the time there are 5 cards meeting that score threshold, most of the wrinkles in the mechanical identity will be worked out - and if someone else decides to adopt the color later on, they have a base to work from. (Speaking of which, ZephyrPhantom , I don't believe that there has been a case yet where someone has adopted a color or type previously created by someone else. Just in case it comes up, do we want to apply the limitation that only the player who initially created a color/type can earn Bloom/Librarian for that particular color/type, or do we want to let other people try to adopt an already made color and earn the achievement? I can see the arguments for either way, though I'd personally say only the first person using that color or type on the boards should be able to get the achievement with that color/type, specifically because they're doing the work to solidify its identity.) Part of the issue here is that people rate cards in wildly different ways for wildly different reasons. To give an example, I basically have a scale like: 6/10: Bad 7/10: Poor 8/10: So-so 9/10: Average 10/10: Great Whereas someone else (let's call them Williams) might have a scale like: 6/10: Garbage 7/10: Playable in Draft 8/10: Playable in Standard 9/10: Playable in Modern 10/10: Playable in Vintage Now, both of these scales are certainly valid - it's just that they evaluate completely different things. Working out the kinks of your color's mechanical identity doesn't map to getting a high score - most of my lower scores have been because of stuff like iffy costs, treading too close to an existing card, or stuff like "you forgot to specify nonland". Or, in one case, "I wish this had a different color identity so because [Commander X] would love to have this kind of effect". I could have Pink down cold and never score above a 7 on any of those cards because I kept using them against the wrong people. Honestly, the battle boards are a really shitty place to hash out mechanical identities, due to the constraints placed on card design. --- As for other people getting the achievement... I'd say yes. Mostly because if someone else picks up Pink... they probably won't be Artifacts/Instants.
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Post by ZephyrPhantom on Jun 13, 2019 1:52:44 GMT
(Speaking of which, ZephyrPhantom, I don't believe that there has been a case yet where someone has adopted a color or type previously created by someone else. Just in case it comes up, do we want to apply the limitation that only the player who initially created a color/type can earn Bloom/Librarian for that particular color/type, or do we want to let other people try to adopt an already made color and earn the achievement? I can see the arguments for either way, though I'd personally say only the first person using that color or type on the boards should be able to get the achievement with that color/type, specifically because they're doing the work to solidify its identity.) I think adopting a color/type is okay within some limits - like if you're adopting something really old like MaRo's unused elemental supertypes (Earth/Wind/Water/Fire) that had no real mechanical identity assigned to them yet or a really bad parasitic design philosophy that you're planning to scrap or rework, that is fair game. If you're just copying say, someone's interpretation of Purple on the other hand that has a full mechanical primer written out for it already and no real remaining concerns about it on said primer, then I think that's somewhat unfair to get the achievement off of. (tl;dr If you're going to be adopting something and have it qualify for Bloom/Leng there must've been some reason to change it in a major way in the first place. Note that this is different than say, two people claiming Orange as a color name and then having completely different variations on what Orange does. It might be a bit confusing, but it'll still technically qualify.) Now, both of these scales are certainly valid - it's just that they evaluate completely different things. Working out the kinks of your color's mechanical identity doesn't map to getting a high score - most of my lower scores have been because of stuff like iffy costs, treading too close to an existing card, or stuff like "you forgot to specify nonland". Or, in one case, "I wish this had a different color identity so because [Commander X] would love to have this kind of effect". I could have Pink down cold and never score above a 7 on any of those cards because I kept using them against the wrong people. Honestly, the battle boards are a really shitty place to hash out mechanical identities, due to the constraints placed on card design. I feel like it's worth pointing out that this is every card design/forum game in general, though. If you know a person is going to rate cards a certain way, nothing stops you from tailoring the cards to suit their preference ("What makes a Pink card for Vintage different from a Pink card in Modern?" sounds like a viable question to me.) More to the point, I think if someone made only Pink cards for a while they would eventually earn the achievement through sheer numbers, so this is more a question of if it feels too tedious/frustrating to get five 8/10s. Does anyone else feel similarly about the current difficulty of Bloom?
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Post by Lady Mapi on Jun 13, 2019 2:27:18 GMT
Fair.
One last, important question: for the "free" creature that you get via auto-tactical, you have to have the colors for it, right?
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blueseclipse
3/3 Beast
Posts: 180
Color Alignment: Blue, Green
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Post by blueseclipse on Jun 13, 2019 2:41:08 GMT
Fair. One last, important question: for the "free" creature that you get via auto-tactical, you have to have the colors for it, right? For any cards you create, you must have the appropriate types, colors, CMC limit, etc. So while Equipment gets auto-tac with Creatures, if you only have Artifact Mastery and the Artificer perk, you can't then make a creature to pair with the Equipment. Likewise, if you have only unlocked, and you make a Host Creature, you can't then make a Augment card without first purchasing .
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Post by Lady Mapi on Jun 13, 2019 3:52:22 GMT
blueseclipseI'm confused. ZephyrPhantom said... So... which is it? I'd lean towards yours (it fits the rest of the rules better), but it does mean that my plan to Conspiracy harder with CMC 0 and no colors will hit a snag .
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blueseclipse
3/3 Beast
Posts: 180
Color Alignment: Blue, Green
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Post by blueseclipse on Jun 13, 2019 4:05:12 GMT
blueseclipse I'm confused. ZephyrPhantom said... So... which is it? I'd lean towards yours (it fits the rest of the rules better), but it does mean that my plan to Conspiracy harder with CMC 0 and no colors will hit a snag . Yeah... that would be a question that ZephyrPhantom needs to answer, then. It seems odd that making an Equipment or Fortification would automatically allow you to make a Creature or Land without the appropriate Type Mastery, though.
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Post by ZephyrPhantom on Jun 13, 2019 4:14:18 GMT
blueseclipse I'm confused. ZephyrPhantom said... So... which is it? I'd lean towards yours (it fits the rest of the rules better), but it does mean that my plan to Conspiracy harder with CMC 0 and no colors will hit a snag . Yeah... that would be a question that ZephyrPhantom needs to answer, then. It seems odd that making an Equipment or Fortification would automatically allow you to make a Creature or Land without the appropriate Type Mastery, though. My thought process was that only Creature/Land is a freebie, the rest has to match within your current skillset since I thought the whole point of auto-tacticals was to give you a chance to to demonstrate how your cool Equipment/Fortification/Vehicle/etc... worked without having to make your character go out of out their way to purchase things that didn't belong to their skillset. That said, I can see how that's weird from both a character perspective and an ingame perspective (making only Equipment is kind of useless if you can't find a way to give it to anyone) so I'm going to rule that blues's descision makes more sense and edit the v1.11 patch notes accordingly.
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Post by Popcornia on Jun 14, 2019 12:24:03 GMT
Does Flutterstorm add valor before or after Gamble takes effect?
For example, I receive a score of 10/10 from two different players. By Gamble, I gain 40 Valor. With Flutterstorm, would I end with 41 or 42 Valor?
(Ie, for the second card, I would get 10/10 add +1 Valor from flutterstorm, then double?)
If this is the case, when I to get something less than 9 or 10, would by valor gain be only 1? (Say I score 7. 7 + 1, 8, reduced to 1.)
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Post by gurfafflekins on Jun 15, 2019 21:18:13 GMT
Also, on Gamble, I think 8 is too low of a number. 8’s are typically given to safer cards I feel, while 9’s/10’s are given for different ones. I think it should be at least 9.
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Post by ZephyrPhantom on Jun 16, 2019 1:01:44 GMT
Does Flutterstorm add valor before or after Gamble takes effect? For example, I receive a score of 10/10 from two different players. By Gamble, I gain 40 Valor. With Flutterstorm, would I end with 41 or 42 Valor? (Ie, for the second card, I would get 10/10 add +1 Valor from flutterstorm, then double?) If this is the case, when I to get something less than 9 or 10, would by valor gain be only 1? (Say I score 7. 7 + 1, 8, reduced to 1.) I'm going to rule Gamble applies after any previous Valor calculations like Flusterstorm since I think it's a good incentive to put the two together. (i.e. in your example it would be 42) If a new perk arises that makes this broken, we'll adjust accordingly. Also, on Gamble, I think 8 is too low of a number. 8’s are typically given to safer cards I feel, while 9’s/10’s are given for different ones. I think it should be at least 9. I think this is a fair point. If no opposition is raised within the next few days I will consider changing it to 9. (If anyone else agrees it should be 9, I will be a bit more willing to consider changing it sooner.)
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blueseclipse
3/3 Beast
Posts: 180
Color Alignment: Blue, Green
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Post by blueseclipse on Jun 16, 2019 2:50:06 GMT
Does Flutterstorm add valor before or after Gamble takes effect? For example, I receive a score of 10/10 from two different players. By Gamble, I gain 40 Valor. With Flutterstorm, would I end with 41 or 42 Valor? (Ie, for the second card, I would get 10/10 add +1 Valor from flutterstorm, then double?) If this is the case, when I to get something less than 9 or 10, would by valor gain be only 1? (Say I score 7. 7 + 1, 8, reduced to 1.) I'm going to rule Gamble applies after any previous Valor calculations like Flusterstorm since I think it's a good incentive to put the two together. (i.e. in your example it would be 42) If a new perk arises that makes this broken, we'll adjust accordingly. Also, on Gamble, I think 8 is too low of a number. 8’s are typically given to safer cards I feel, while 9’s/10’s are given for different ones. I think it should be at least 9. I think this is a fair point. If no opposition is raised within the next few days I will consider changing it to 9. (If anyone else agrees it should be 9, I will be a bit more willing to consider changing it sooner.) Going to chime in here myself - I do agree with Gamble taking place after any other Valor-altering effects, as well as making 9 the minimum threshold for Gamble scores. I also want to clarify a couple of points regarding Gamble. (Zephyr, if you disagree with any of these rulings here, feel free to say so.) 1) It is an achievement rather than a perk. This means you can't buy it with skill points. 2) If you wish to go for a Gamble run, you'll need to declare such before spending any Valor. So long as you have spent no Valor, you can declare a Gamble run at any time within your run. Once you have spent Valor, you cannot make this change. 3) If you wish to cancel out of a Gamble run, you may do so at any time - you are then responsible for recalculating your score and remaining Valor accordingly. If you have spent more Valor from Gamble than you would have earned without it, any additional Valor accumulated must immediately be spent to make up the difference. (Example: if you have made cards with scores of 10, 10, 9, 6, 7, 10, 9, 9, 10, you would have a total of 134 Score earned with Gamble. If you elect to cancel the Gamble run at this point, your new Score would be 80. If you had spent 100 Valor on a skill point prior to canceling the run, you would then be required to immediately spend the next 20 Valor earned to make up for the cost of that skill point.)
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Post by cajun on Jun 16, 2019 2:58:50 GMT
for a data point (or 700) i ran the numbers on my runs for Normal/Gamble8/Gamble 9
Okus - 1071/1959/1362 Reyhsia - 841.5/1462/1132 Karina - 3570/6271/4755 "An ill wind" - 213/343/253
even on the mono Schemes character gamble@9 is worth
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Post by gurfafflekins on Jun 16, 2019 3:00:36 GMT
2) If you wish to go for a Gamble run, you'll need to declare such before spending any Valor. So long as you have spent no Valor, you can declare a Gamble run at any time within your run. Once you have spent Valor, you cannot make this change. I hard disagree with this notion. I think the point of the run is you pick it when you reincarnate. It's a Gamble - or to be more general, it's supposed to be a challenge off the bat. Take it from someone like me- if I was any good at designing, after my original build, if I have no real reason to spend valor, why not test the waters and see if taking it is worth it? There would be no incentive to pick this up on reincarnation. Ever. I think it should be take it or leave it when you reincarnate.
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Post by cajun on Jun 16, 2019 3:08:47 GMT
2) If you wish to go for a Gamble run, you'll need to declare such before spending any Valor. So long as you have spent no Valor, you can declare a Gamble run at any time within your run. Once you have spent Valor, you cannot make this change. I hard disagree with this notion. I think the point of the run is you pick it when you reincarnate. It's a Gamble - or to be more general, it's supposed to be a challenge off the bat. Take it from someone like me- if I was any good at designing, after my original build, if I have no real reason to spend valor, why not test the waters and see if taking it is worth it? There would be no incentive to pick this up on reincarnation. Ever. I think it should be take it or leave it when you reincarnate. full disclosure: I had brought this up because I only didn't take Gamble because I thought it was at 9. I wanted to see if I could get a mulligan on that, given I've spent the whole one point and no valor. Wasn't expecting it to be an Always thing
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Post by Lady Mapi on Jun 16, 2019 13:31:58 GMT
Random point about Gamble:
Without Gamble, your average score (assuming you get scores from 6 to 10 with equal frequency) will be 8. Under the same assumptions, someone with 8+ Gamble would have an average of 11.2, and someone with 9+ Gamble would have an average of 8.2. This, of course, doesn't take into account the fact that people might be nice and score you higher than they would without Gamble ("I like your card, but I'm in the middle of 8 and 9 - if I go with 8, you get 1 Valor, but if I go with 9 you get 18...")
That being said, my idea with Flusterstorm was that it'd proc before Gamble.
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Post by ZephyrPhantom on Jun 17, 2019 2:11:22 GMT
Looks like the math shows gamble should be at 9. Going to leave it open for 1 more day but otherwise this is getting patched accordingly. I hard disagree with this notion. I think the point of the run is you pick it when you reincarnate. It's a Gamble - or to be more general, it's supposed to be a challenge off the bat. Take it from someone like me- if I was any good at designing, after my original build, if I have no real reason to spend valor, why not test the waters and see if taking it is worth it? There would be no incentive to pick this up on reincarnation. Ever. I think it should be take it or leave it when you reincarnate. full disclosure: I had brought this up because I only didn't take Gamble because I thought it was at 9. I wanted to see if I could get a mulligan on that, given I've spent the whole one point and no valor. Wasn't expecting it to be an Always thing I don't mind granting do-overs for small one-off fudges (see: kora requesting Pledge) so I think it's okay to request an occasional mull, but I do think in a normal circumstance a player should be declaring any and all restrictions at the moment they reincarnate. You're allowed to abandon restrictions if you don't like them but declaring a commitment to one is an important step.
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Post by gurfafflekins on Jun 23, 2019 5:12:56 GMT
alright y'all here's this thing I made feel free to use it whenever you tactical - or don't. I plan on using it. mostly here for a convenient imgur link for me but shh
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Post by Parasign on Jun 26, 2019 0:08:09 GMT
Had an idea for another restriction/challenge run achievement and wanted to see what you all thought.
Monomania - Choose a perk (with maybe some restrictions on ones that might be too easy or already worth a lot, like Rarity Upgrader or Sinister Decree). Each card you make must use that perk. (For example, if you chose Jester, you can only make silver-bordered cards. If you chose Planar Champion, you can only make Planes.)
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Post by ZephyrPhantom on Jun 29, 2019 8:42:25 GMT
Had an idea for another restriction/challenge run achievement and wanted to see what you all thought. Monomania - Choose a perk (with maybe some restrictions on ones that might be too easy or already worth a lot, like Rarity Upgrader or Sinister Decree). Each card you make must use that perk. (For example, if you chose Jester, you can only make silver-bordered cards. If you chose Planar Champion, you can only make Planes.) Seems like a good incentive to me since Base Character Options wouldn't count for that, meaning it would always be something like "All cards must be Equipment" or "All cards must be Phyrexian Mana" and so on which I think is reasonable from a design perspective. (Even for something like Snow you will want a good flavor justification as minimum.) Seeing as there's no opposition to it, I've added it in to this latest update along with a bunch of typo fixes provided by gurf.
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Post by Popcornia on Jul 3, 2019 19:34:11 GMT
Suggestion. Making the ability to make Colorshifted cards, such as Primal Clay versus Primal Plasma or Recycle and Null Profusion, a perk, as it would allow some ground for people to get effects in other colors where they might work, but aren't currently printed in current magic. My gut says advanced perk, but it's effect is simple enough I could see it being a normal perk. Current name suggestions include Warp World, Colorshift, or Shrouded Lore.
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Post by cajun on Jul 3, 2019 19:43:22 GMT
So were these achievements reworked? The way it reads is that completing the 'challenge run' is +1 point for each future character, rather than +1 point for the character doing the challenge run like Evil Twin was. Not sure if this was a rework or just lost in the rewrite.
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Post by Neottolemo on Jul 3, 2019 19:45:36 GMT
Suggestion. Making the ability to make Colorshifted cards, such as Primal Clay versus Primal Plasma or Recycle and Null Profusion, a perk, as it would allow some ground for people to get effects in other colors where they might work, but aren't currently printed in current magic. My gut says advanced perk, but it's effect is simple enough I could see it being a normal perk. Current name suggestions include Warp World, Colorshift, or Shrouded Lore. This feels a bit unnecessary as a perk imo and works weird with almost-but-not-quite colourshifts. Like, I need a perk to shift card X from to , but if I shift card X from to but make it, like, a 4/3 instead of a 3/3 then I don't? Or, let's pick card Y, which is an instant card: if I colourshift it directly it'd need a perk but putting it as an ETB ability on a creature in another colour doesn't count? So if I put the whole text of a noncreature enchantment on a creature, I wouldn't need the perk, but to shift the enchantment I'd need to? I don't like this much, I'm against it.
EDIT - I want to clarify that these aren't hypothetical things that might happen because someone would wish to circumvent the perk or something: I already designed a 1/3 Mindclaw Shaman for because a direct colourshift would've been less fitting both flavourfully and mechanically, pointed out that it was inspired by that card, and got it rated before; so not-quite-colourshifts are a thing that will happen.
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Post by Popcornia on Jul 3, 2019 20:10:51 GMT
NeottolemoFair point. Colorshifts as a whole were gimmicks and don't exactly foster creativity under than "Hey, this effect but in a different color!"
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Post by ZephyrPhantom on Jul 11, 2019 1:05:31 GMT
So were these achievements reworked? The way it reads is that completing the 'challenge run' is +1 point for each future character, rather than +1 point for the character doing the challenge run like Evil Twin was. Not sure if this was a rework or just lost in the rewrite. It was an intended rework to bring it in line with how the rest of the achievements worked.
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