Board Thread:Fun and Games/@comment-29646689-20170914000100/@comment-25856498-20171019121616

I suppose SC didn't quite design certain Quests well. It is a well-known exploit that changing a "free gift" quest before you claim the final reward and then completing the quest that follows will yield more Quest Points.

They should have probably just made the final reward give 20 Quest Points instead of 5 so as to destroy all benefit of such an exploit. Considering the current state of the players ranting about "the Quest system is too slow", it might make some sense to do this rather than remove some aspect.

Also, why is both a Giant Chest and Magical Chest 300 Quest Points when a Super Magical is 500? It makes the Super Magical feel like a steal, considering it is essentially 6 Magicals rolled into one (less the variety of cards). Perhaps they should have decreased the requirements for Magical Chest a bit and for the Giant Chest a bit more (or increased the requirements for a SMC, but where's the fun in that).

SC adding new cards seems to be really either hit or miss. Either the card is completely underpowered, or is completely overpowered. Nobody has to look too far into the past to find such examples.

And I think I did say things like this in the old Things Wrong with CR but new cards are starting to lose creativity: the only somewhat creative card of the most recent four-card series in my opinion is Mega Knight. Skeleton Barrel comes a close second, but in the end it seems to have a similar nature to Goblin Barrel.