OC Conquest mode thoughts?

I've been having a blast playing conquest. Usually I just play for the missions, but lately I've been hooked. Admittedly, I´m not a great player and I have not been able to get a second win in silver just yet, but it's really cool that you can just go to proving grounds again to get another ticket. Good luck in your games out there! :)

SwolySpirit,
SwolySpirit avatar

I’ve been enjoying it so far! The proving grounds is the unofficial “unranked mode” SNAP has sorely needed- with additional conquest only rewards to be won or ground out. Only issue I’ve run into is it’s ladder 2.0 as far as decks I’ve been facing- Evo Lockjaw’s every game all day- which is to be expected I suppose.

LennethAegis,
LennethAegis avatar

I tried it once, and lost on my second match silver rank. Down to the wire too with both of us at our last 2 health. I'm still trying to figure out what kind of deck would be good for this. But the fact that it costs gold to try again, or you have to start over from the beginning to win the tickets again makes me likely to not play this mode too much. It feels like a giant gold sink.

Elenesane,

Huh,.. I havn't been tempted to use gold at all since I FTP and only hoard gold to use in good bundles. To me it felt more like free 200gold.

vis5,
vis5 avatar

Total dud imo! They need to reduce the charge bar thingy to 8 from 10 or set a maximum number of rounds. As it is, one playthrough takes way too long. Not to mention the type of opponents who ropes, abuses Magik and Kang, retreats on the last turn etc. The experience is just not enjoyable.
Rewards can be nice I guess, but due to the aforementioned issues I am only playing this mode till I get the mystery variant.

kvn,

8 would be good in my opinion. But I'm guessing they don't want the possibility of it ending in 1 round. But 10 is just a bad number because if someone loses 8 cubes on round 1 that leaves the match-up at 10 to 2. This means a comeback would require 5 more rounds since the losing player can only bet 2 at a time.

Elenesane,

I noticed this as well. One good thing though, it seems that a lot of people have learned to surrender/leave when they are at 2 cubes to 10, although I'm pretty sure that in a higher tier match most will try for the 5win streak comeback and that can be a slog. I wonder if it would be too much of a disadvantage for the losing player to have a shorter rope timer the higher the cube deficit is(?)

BigTushonkaDonk,

Thing is, if the initial winner of that 8 cube round cant win another time in the next 2-3 rounds then thats on them.

kvn,

I think it's a great addition to the game and the rewards are great. I'm going to try to play it enough to get that green goblin variant! The only change I would suggest is limiting each match up to 5 rounds. I think that's plenty. I had a few matches go 7 rounds and it just became exhausting to play out the same match up at that point.

sgryschuk,

At least with the proving grounds I've found just snapping at the start ends the game a lot faster, regardless of the outcome. Definitely not ideal in higher ranks though

Elenesane,

Yeah, I got a couple of opponents that did this as well and it makes a lot of sense. Just EGO-style snap and fist bump right from the start, then concede if you lose the 8. (In proving grounds)

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