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Offline ARTHANASIOS

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283726#msg1283726
« Reply #96 on: January 02, 2019, 05:29:14 pm »
Would it be possible to get a trophy icon for second and third place (like league)?

This is one of the top events of the season and costs a lot of time. The reward to effort ratio compared to weekly tournaments and league seems poor.

Personally, while I like the idea, I think that in all team events (e.g. Brawl) we reward only the members of the winning team with an award icon and not even the second team gain anything (except for +rep maybe). Moreover, War has been rewarding only the 1st place since the beginning of the community and it is really difficult and awkward to change this right now...
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Offline Vangelios

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283736#msg1283736
« Reply #97 on: January 03, 2019, 03:29:25 am »
But is fully possible possible to do one "War - Hall of Fame" with all top 3 teams, just for honorable mentions...
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Offline iancudorinmarian

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283740#msg1283740
« Reply #98 on: January 03, 2019, 07:39:35 am »
Would it be possible to get a trophy icon for second and third place (like league)?

This is one of the top events of the season and costs a lot of time. The reward to effort ratio compared to weekly tournaments and league seems poor.

Loser's mentality :P
You mean www3's mentality

Offline moehrpi

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283901#msg1283901
« Reply #99 on: January 07, 2019, 11:30:59 am »
With Biologist you should not be able to lower a 45-cost creature's cost below that of a 40-cost creature. Just apply a discount of 5 to the latter for two equally expensive cards.

Offline InsignificantWeeaboo

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283909#msg1283909
« Reply #100 on: January 07, 2019, 07:03:12 pm »
Vault Tool still shows Upgrades as a boost.
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Offline deuce22

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283926#msg1283926
« Reply #101 on: January 08, 2019, 04:05:13 am »
So, 500+ cards in starting vault...that is just ridiculous. Imagine if most/all teams had 400+...war would last forever...

This seems like a big oversight or miscalculation.

Ultimately, this is a product of the market system and hording large amounts of useless cards, which just prolongs war and makes the event less enjoyable.

If you want to keep the current system, fine. But I suggest putting a limit on starting vault size.

Kudos to team time for taking advantage of the system. Curious to see how everything will play out. I expect them to outlast most teams just because they can afford so many more losses, maybe they can pull off a win like life last war. If so, I see most gens next war going super cheap with teams if WMs don’t make a change

Offline TheonlyrealBeef

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283929#msg1283929
« Reply #102 on: January 08, 2019, 04:30:50 am »
I think dropping card costs below 30 was a terrible mistake that strongly contributed to it. 30 was once set as the minimum when I emphasized the strength of fodder, and even then many teams packed useless cards for the sake of fodder.

Teams with high in element costs are not even capable of such a large vault since it needs to be 50% in element.

As long as there are vault discards, fodder needs to be expensive enough to mitigate its use as discards.

Offline kaempfer13

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283935#msg1283935
« Reply #103 on: January 08, 2019, 05:52:08 am »
Without the market system everyone just largely uses the same cards. Some cards unfortunately really are so bad that theyll never see competitive play even if they cost 0, but the middle of the pack deserves to be used. I think the balance of point costs of cards relative to their powerlevel is at a fair point right now. as for the issue of surviving way too many rounds based on fodder alone and vaults being too large: these issues can be solved by reducing starting points and basing vault discards partially on their point value. Im thinking something like vault discards being fixed to about 300 'points' (for round 3+), however each card counts for 10 more points than their market value. This would largely diminish the use of fodder for the sake of fodder, but still encourage some cheap fringe cards that you may actually find yourself using even though they are not that strong normally.
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Offline Jen-i

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283949#msg1283949
« Reply #104 on: January 08, 2019, 02:36:23 pm »
I imagine vault discards are a byproduct of not requiring pillars, pends and marks to be vaulted anymore ... adding those cards to the market and requiring them to be vaulted would alleviate much of the issue with fodder. As fodder would only be useful for paying penalties.

While I always enjoyed the challenge of vault management with quanta sources ... I understand if that is a challenge that many people find uninteresting. I'm just noting that we seem to have traded one issue (vault management) for another (vault fodder).
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Offline JonathanCrazyJ

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283955#msg1283955
« Reply #105 on: January 08, 2019, 03:19:42 pm »
Vault fodder is only a big issue this war as it has become a lot cheaper
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Offline Blacksmith

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1283957#msg1283957
« Reply #106 on: January 08, 2019, 04:21:01 pm »


I think dropping card costs below 30 was a terrible mistake that strongly contributed to it. 30 was once set as the minimum when I emphasized the strength of fodder, and even then many teams packed useless cards for the sake of fodder.

Teams with high in element costs are not even capable of such a large vault since it needs to be 50% in element.

As long as there are vault discards, fodder needs to be expensive enough to mitigate its use as discards.
Agreed with above. Cap at 30 was good or maybe even slightly to low. The fact that there are only 2 elements with cards that cost 15 makes makes things unbalanced.

So, 500+ cards in starting vault...that is just ridiculous. Imagine if most/all teams had 400+...war would last forever...

This seems like a big oversight or miscalculation.

Ultimately, this is a product of the market system and hording large amounts of useless cards, which just prolongs war and makes the event less enjoyable.

If you want to keep the current system, fine. But I suggest putting a limit on starting vault size.
Lets make a comparison between war 7# and war 12#

In war 7# we had a vault with 240 cards ( which was average ) the war before we had slightly less. War 4-5 vault size was around 300-350.
We had 6 matches a round and about 1/4 of vault was pillar and pends.

This gives 30 none pillar cards a game in war 7#
For time this war it's 125. More than 4 times as much which is just ridiculous.

War 9# we started with bigger vaults, more upgrades and market. All to balance out :aether which dosen't benefit as much from bigger vaults and more upgrades. But now it's gone to far.

The super large vaults reduces the point of the market. With a big vault a team can still afford all the best cards and still have a fairly big vault. Average vault card cost is about 90, having fodder at 15 basically means you can switch 1 random card in vault for 6 discard fodder which is way to many.  I agree with Kaempfer that reducing starting points is the way to go. 24K should be enough and 8K to be spent on draft/auction. Maybe even 20K and have 6K on auction/draft.


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Offline Vineroz

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Re: War #12 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=66456.msg1285021#msg1285021
« Reply #107 on: January 29, 2019, 06:23:20 am »
One small QoL suggestion: Can we have a small static indicator on round deadlines? i.e.:

Deckbuilding
Duel phase has started
Deadline: 27th Jan GMT 0:00

blah blah blah, blah blah blah blah
Duels
Fighting ends!
Deadline: 30th Jan GMT 0:00

blah! blah blah blah?? blah blah blah blah!!
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