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Offline kaempfer13

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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250362#msg1250362
« Reply #12 on: November 01, 2016, 01:26:41 am »
Ok, things I dislike about this EC:
- Not being targetted is strictly better than being targeted, meaning that no matter how much skill you display and effort you put in, a dead element seemingly developing a hatred for you is sure to put you at a disadavantage for the rest of war on average. This is assuming we're even allowed to put our deckbuilding skills to use rather than having to use a random (or specific) deck we happen to use that round against (an) element(s) we dont even know are attacking us (that carefully chose their deck).
- the dead teams have access to a larger range of decks than the alive teams, heck possibly even larger than their starting vault if they made a deck out of salvage that they didn't originally have.
- The stakes are way too high (it was tolerable last war as the dead teams were at a grave disadvantage and discards were lower in general, though I wouldnt have been fine with that one either): A team can loose up to as many cards as life did in the mines round (highest penaltyfree discard round ever) completely independent from their actual matches. Ofc thats not going to happen, but it clearly shouldnt be possible in the first place.

Suggested changes:
- limit the amount of times a team can be targeted to 2
- reduce discards to 10 or better 5 (alternatively severely limit the deck choices of the dead team, but I actually like giving them a decent chance if only it wouldnt severely impact the outcome of war)
- give a marginal salvage (like 2 cards) so that you actually get sth for being forced to gamble bits of your vault (obv this should be very low indeed; we dont want a team being strengthened considerably by this card either)

I suppose this card was supposed to even the card differences between teams a bit, but as the last wars EC (as well as the last EC) has shown the top teams arent actually much more likely to be targeted, its more like playing Russian Roulette (and I'm afraid, it's probably not going to be evenly split amongst the teams).
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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250365#msg1250365
« Reply #13 on: November 01, 2016, 01:46:28 am »
I strongly dislike any EC that allows eliminated teams to play in any way (even though I'm on one of the eliminated teams).  When you're out, you're out, and shouldn't have any further impact on the game.  The only exception I'd make is that if an event card requires teams to vote (such as the increase or decrease salvage and discard EC from War 8), eliminated teams might be allowed to vote on something that affects all teams.  In no way should eliminated teams actually playing games change War. 



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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250373#msg1250373
« Reply #14 on: November 01, 2016, 03:57:41 am »
Change it to if an alive team loses, the other teams each gain a Relic.

...otherwise, come on... do you want to add to the list of the WORST EVENT CARDS in the history of War?

Offline RavingRabbid

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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250380#msg1250380
« Reply #15 on: November 01, 2016, 08:40:58 am »
I don't really like this EC.
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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250381#msg1250381
« Reply #16 on: November 01, 2016, 08:42:33 am »
Make it 10 discards and it should be just fine.

btw, there needs to be some explaining done. How are the matchups chosen? i.e. Let's say I target team :chroma who is still alive. Do I choose which player I face, do they choose or is it just random?
« Last Edit: November 01, 2016, 08:48:54 am by iancudorinmarian »

Offline RavingRabbid

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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250382#msg1250382
« Reply #17 on: November 01, 2016, 09:04:14 am »
Now. I understand ECs are external influences in war, just like matchup RNG (say hello to only two teams out of five facing generals this round), but I really don't like this EC and since I haven't spoken up about rulings/drama this war (except expressing a mild distaste for the serprex one) since I was trying to stay out of the dramalight please really consider what I'm saying.

I understand there's the need to cut war short, and this EC could prove to be very effective. Though, this gives a shade of external influence that bothers me. Eliminated teams (see: up to 140 discards) can really decide "Hey f* this team in particular". If entropy wasn't eliminated last round I may have appreciated this since we could just set a 1 to 1 correspondence between eliminated teams and living teams, and this way living teams could also kind of prepare for what they would be facing.

Hypotetical scenario, now suppose all 7 eliminated team target darkness because they're the only element left that has won a war. Now darkness is threatened w/ the possibility  of discarding more than the whole vault unless they can field 11 decks with 105 cards.

I suggest to either limit the number of extra matchups to 1 (and this means some teams will stay in the grave) or have a different event card. I don't mind the 20 discards part because I see what the WMs are going for.

No reward for winning is also bothering, because this means there is absolutely no tradeoff in being targeted.

As it is, this EC is really "wow we should really show these guys up let's go get 'em boys this is our town" so if the EC is kept I also suggest giving a (slight) incentive to winning.

Or go all out and make every living team face every dead team. It's Halloween and we've got a zombie apocalypse on us.
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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250384#msg1250384
« Reply #18 on: November 01, 2016, 09:11:08 am »
Maybe as an edited EC, something along the lines of pigeon-holing. Each eliminated team sends WM one team to fight. After DB phase, the matches are revealed. If one team receives 0 or more than 2 targets, then that team is immune from the EC. If the team gets 1 target, then they must fight that team. Discards are reduced to 10, no salvages
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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250387#msg1250387
« Reply #19 on: November 01, 2016, 09:32:47 am »
Just do this. The more time a team is targeted the less discard they get for each extra deck. So for example 20 for first 15 for second 10 for third etc. Then this shouldn't have a to devastating effect on a single team.
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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250390#msg1250390
« Reply #20 on: November 01, 2016, 09:53:30 am »
Just do this. The more time a team is targeted the less discard they get for each extra deck. So for example 20 for first 15 for second 10 for third etc. Then this shouldn't have a to devastating effect on a single team.
That's actually a pretty good idea.

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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250407#msg1250407
« Reply #21 on: November 01, 2016, 03:11:12 pm »
Might be a good idea to use a different EC here, which gives you time to perhaps mod this EC a bit and bring it in future rounds? Do let us know if you guys are discussing it or are we sticking with this.  Thanks :)
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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250408#msg1250408
« Reply #22 on: November 01, 2016, 03:12:31 pm »
Might be a good idea to use a different EC here, which gives you time to perhaps mod this EC a bit and bring it in future rounds? Do let us know if you guys are discussing it or are we sticking with this.  Thanks :)

This is a very good idea.
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Re: War #10 - Round 10 https://elementscommunity.org/forum/index.php?topic=63522.msg1250409#msg1250409
« Reply #23 on: November 01, 2016, 03:41:01 pm »
Sorry for the delay, we have been discussing this for balancing and clarifications.

Balancing and Clarifications:
- Maximum of 2 dead teams may target the same alive team. This is a first come first serve, so we will be checking timestamps for the posts/edits with your choice.
- Discards are staying at 20 per match. With 2 teams max, this only fluctuates up to an additional 40 on top of the current rounds discards/salvage for each team.
- Dead team decks may only be chosen from those used during Rounds 1-4. This allows some chance for the alive teams to mindgate from only 10-15 decks instead of upwards of 35+decks.
- Dead team targets Alive team. Alive team may use any of the 5 decks they are building for the current rounds matchups.
- For upgrades, General upgrades are used(15). If a soldier/Lt deck is sent additional ups may to added for the EC match to total the 15 ups needed.


Our apologies for the delay, we wanted to make sure all balancing issues were thoroughly addressed before announcing the changes and clarifications.
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