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Kael Hate

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg51640#msg51640
« Reply #36 on: April 11, 2010, 01:14:09 pm »
Elements the Game needs DragonballZ TCG's Tokuiwaza Mastery rules?

The Dragonball Z cardgame had this same idea. It was called Tokuiwaza and the benefit was that you had an accelerated power-up. Later they added cards called Masteries that which if you declared a Tokuiwaza then the Mastery would start in play and give you a benefit, usually to damage effects.

This sortof worked in DBZ because there was a large range of other cards to supplement the colour defined cards. Later when they rolled over into the GT environment they issue in that there was not enough cards within a single colour to make Tokuiwaza useful in any way but as the card stock increase the Masteries became Uber powerful and only in the rarest of circumstances did anyone play either of the 2 most powerful masteries.

Is it a good idea to replicate what happened there?

I think I'd be running Fire full time against everyone. You Kill me I hurt you, you don't kill my creatures they get you. My current fire grinder could probably near guarantee a turn 5 win against anyone with 100hp with this boost. For the 200 hp targets I still think i'm toast because I have no Quake protection and no creature protection  and no healing to run a protracted engagement. Actually all of these ideas seemm to me to just improve the Low range decks and do nothing to help against Gods.

The reason rainbow is the solution against the false gods is because it can fill in all the gaps where a mono-deck is weak. Why not have these booster effects simulate the same and fill in the gaps where mono-types are weak. I would also set the benefit if you have no other elements to your mark so you can use generics to fill in healing and quanta production for the in-element out-element activated cards. Firefly Queen is pretty rubbish when you have nothing to generate life quanta.

Daneman

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg51664#msg51664
« Reply #37 on: April 11, 2010, 02:56:26 pm »
wow... this is one the most revolutionary ideas i've seen so far in the forum. This would make elements deck building so fun  :)
should i build a mono deck and get ther boost or a duo/rainbow deck so i dont have so many weaknesses???
For Aether i love the idea that cards cost  one :aether quanta less. It would be amazingly helpful with fractal/phase spiders  ;D
I've got another idea for time: Draw two cards per turn instead of one. Not sure how that would work out but it would greatly reduce the number of hourglasses needed. The current idea for time is still great though.
Thanks heaps for going through all the effort of typing that Malissin.
Your epic.

Offline Amilir

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg51711#msg51711
« Reply #38 on: April 11, 2010, 04:51:28 pm »
Keep in mind that I'm trying to find the niche to where a Fully Upgraded Mono Deck has a 50% win potential against False Gods.  Arguably, none of the "this is overpowered/this is underpowered" arguments can be put to rest until anything like this is playtested.  That's where I see most balance issues being resolved.  What I'd like to find within this thread is a coherant idea for all the elements that could be presented to the developer and if it's accepted, could be playtested before implementation. 
That is, you want mono decks to have an advantage equivalent to 3x mark and 2x card draw?
Quote
So now, the comments that this would be horribly overpowered in PvP.  While I don't necessarily disagree, I will say a few things about it. 

1.  At the core of this idea is fighting false gods, so I would accept this affinity only functioning in PvE game modes.

2.  Nothing is overpowered in a game if both players have the option of using it.  A queen if overpowered in Chess, but both players get one.
I have a better idea.  Give all players false god powers when facing false gods.  The entire idea of false gods and upgrades is is broken.  All it adds to the game is grinding.

You know better than to spout this garbage.  What OP cards do is limit the number of strong decks.  The more usable decks the better.  Any chess player with a choice would take 15 queens!

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg51804#msg51804
« Reply #39 on: April 11, 2010, 07:33:10 pm »
You know better than to spout this garbage.  What OP cards do is limit the number of strong decks.  The more usable decks the better.  Any chess player with a choice would take 15 queens!
15 queen = no king = you lost

---

Anyway, back to the topic.
I love this idea, I just want two things to be done
Make it clear how this is implemented. Dont give the 51% deck is mono, make it 100% mono (allow the usable of "others" card)...
Add it to the mark, so if the deck comes in play verifies the condition, the mark can use your thing

And some are overpower, I will try my best to balance (expecting some flame)

:entropy Entropy: Player receives 3 random quanta at the end of each turn.  (Mirrors the effect of having a Quantum Pillar that can't be targeted in play.  Allows Entropy to use the abilities from all those mutations, and the randomness fits with entropy.

 :death Death: Player is able to sacrifice any of their creatures at any time.  (Enhances the use of boneyards/walls and fits with the theme of death.)

Edit: Now looking at "Opponents creatures come into play with 1 Poison counter."  It keeps the ability passive instead of activated, which is a theme that runs through the other ideas, while still allowing you to feed boneyard/wall.  Feel free to discuss.

 :gravity Gravity: Player's creatures come into play with +0/+2.  (Enhances gravity pulls and Otyugh's effectiveness.  The increased mass fits the overall mood of Gravity.)

 :earth Earth: Player begins play with 120 HP.  (Mirrors the effects of stone skin, fits the thick skin one would expect from a master of Earth.)

 :life Life: Player heals for 1 HP everytime a creature comes into play.  (Fits with Life's healing abilities and the idea that Life grows stronger when new life is created makes sense to me.)

 :fire Fire: Player's creatures deal their attack in damage to enemy player when killed.  (Increases the effectiveness of immolate, while fitting the explosive nature of the fire element.)

 :water Water: Player is immune to poison and player's creatures are immune to infection. (Admittedly not my best idea, but it's all I can come up with for water.  Really only of use against a couple of deck types and I'm certainly open to better suggestions.)

Edit: With the help of the forums, I'm now looking at something like "Opponents creatures might freeze when they come into play."  Feel free to discuss.

 :light Light: Player's creatures are healed 1 hp at the end of every turn.  (Basically a constant and lesser version of the Angel's and Holy Light.  Fits the overall mood of a healing Light.)

Edit:Consensus is currently that "Healing spells targeting this player go into affect when the player reaches 0 HP" would be better, and that it still fits with light.  Above original idea left for posterity.

 :air Air: Opponent takes 1 damage for every creature you have in play at the end of each turn.  (Enhances the swarming ability of FFQ and fits with the mood of a raging wind.)

 :time Time: Player doesn't lose when a card can no longer be drawn. (Allows for time to fully use their card drawing abilities without worrying about decking out, and makes Eternity more useful as an offensive weapon late game, while making sense that Time could freeze time for itself.)

 :darkness Darkness: Player's creatures come into play "Obscured" and can not be seen by opponent for 1 turn. (Note, they can still be targeted, you just don't know what you're targeting.  The AI could treat it as a 0/0 creature for target prioritizing and human opponents just have to decide if it's worth targeting or not.  Makes sense that darkness would be hard to see.)

:aether Aether: Player can target Immaterial creatures.  (Allows the player to PU and Fractal their own creatures, while letting them hit Immaterial enemies with Lightning.  Makes sense that a true master of Aether would be able to turn it off.)
 :entropy I like, well balanced
 :death Maybe something like, when your graveyard/boneyard generates a skeleton, it has a 50% chance to generate an extra one
 :gravity Too powerful for oty, maybe creature with gravity pull regenerates (heal 5hp per turn)
 :earth I like, but maybe a little weak, how about makiing granite skin more effective? Prehaps move to cap to like 75hp?
 :life I actually feel free empathy bond is a little too overpower for life, life has a big weakness of expensive shield. How about all shield decrease cost by 1?
 :fire way overpower, how about fix the damage at 3? Like an extra shot of firebolt?
 :water I personally very like immune to poison. But immune to infection is a bit too much (for creatures)
 :light That would make mircale too powerful, since it kinda ignore the fact it drains all your quanta. How about the first time you are about to reach 0hp, heal yourself for 20hp? Like a second life?
 :air How about whenever an opposing creature is kill, deal 3 damage to the enemy player? Makes owls eye more effective, and unstable gas (note this can be mono since firefly generates fire)
 :time I really like your idea and explanation to this
 :darkness Sounds fun, but to be honest, you see how much quanta they lost playing the creature. It just tells you, he spend 2 and 0/0 comes in play, it must be a pest ! How about drain life does +1 damage to creatures (only creatures) Since I really feel thats what dark ness
 :aether TU own dragon is reli tooo powerful. How about drain all your quanta after you fractual, but gain 6 quanta back after fractal. So you can still fractal your own creatures for extra dmg

~just my thoughts~



icybraker

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg51809#msg51809
« Reply #40 on: April 11, 2010, 07:45:10 pm »
Quote
Any chess player with a choice would take 15 queens!
Actually, I'm an amateur chess player and I'd take a couple of knights, too. And a king.

I propose not a balancing of these mono-powerups, but using these to balance mono-decks in general. For example, weaker lesser-used mono decks, like Water, Gravity, Entropy, Time, Air, and Death should get stronger powerups, and stronger more widely used mono decks like Fire, Darkness, Aether, Earth, and Life can get proportionately weaker powerups.

Just throwing that out there.

Offline Amilir

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg51833#msg51833
« Reply #41 on: April 11, 2010, 08:37:02 pm »
Seeing as there are 16 pieces per side, maybe, just maybe I assumed the last one would be my king?  Sheesh.  Knights would be useless.  I'd trade off all the queens and be left with a queen per knight.

ANYWAY.  Aside from my other objections, this makes duos/trios/rainbow proportionately weaker.  Some monos aren't very good, but others are already top decks.  I'd also avoid specific bonuses as a method of balancing.  New cards benefiting those decks would be a better method.

Offline MalissinTopic starter

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg52143#msg52143
« Reply #42 on: April 12, 2010, 09:27:33 am »
Once again, I'm really pleased with the number of responses this has garnered in a short time.  It truly shows how active members are in the game and in the forum.  I'm probably not going to be able to respond to every post made here, and will mostly ignore posts that clearly didn't read the entire OP (I'm looking at you, anyone who asks what it takes to qualify for this) Or people that have just said "Good idea".  Onward to the intelligent counter arguments.

Elements the Game needs DragonballZ TCG's Tokuiwaza Mastery rules?

The Dragonball Z cardgame had this same idea. It was called Tokuiwaza and the benefit was that you had an accelerated power-up. Later they added cards called Masteries that which if you declared a Tokuiwaza then the Mastery would start in play and give you a benefit, usually to damage effects.

This sortof worked in DBZ because there was a large range of other cards to supplement the colour defined cards. Later when they rolled over into the GT environment they issue in that there was not enough cards within a single colour to make Tokuiwaza useful in any way but as the card stock increase the Masteries became Uber powerful and only in the rarest of circumstances did anyone play either of the 2 most powerful masteries.

Is it a good idea to replicate what happened there?

I think I'd be running Fire full time against everyone. You Kill me I hurt you, you don't kill my creatures they get you. My current fire grinder could probably near guarantee a turn 5 win against anyone with 100hp with this boost. For the 200 hp targets I still think i'm toast because I have no Quake protection and no creature protection  and no healing to run a protracted engagement. Actually all of these ideas seemm to me to just improve the Low range decks and do nothing to help against Gods.

The reason rainbow is the solution against the false gods is because it can fill in all the gaps where a mono-deck is weak. Why not have these booster effects simulate the same and fill in the gaps where mono-types are weak. I would also set the benefit if you have no other elements to your mark so you can use generics to fill in healing and quanta production for the in-element out-element activated cards. Firefly Queen is pretty rubbish when you have nothing to generate life quanta.
Really great post Kael.  First off, I've never played DBZ, so I don't know how much this idea is a rip off of Tokuiwaza.  It sounds like the problem eventually became that there were colorless cards as well, and they were more valuable than having a completely mono deck.  If that's the case, I'm not sure it applies to the way casting costs happen in Elements.  If you're instead saying that it was more worth it to include the extra cards of other colors than to get the Tokuiwaza then I really feel like that's a balance issue with how powerful these Tokuiwaza were.  If that's the case, I certainly don't want this to be so powerful that players start giving up on including other cards in their deck, I just want to make Mono a viable option to play. 

To address your other point, that these abilities could cover up deficiencies present within the colors themselves.  While from a purely metagame aspect, I accept that this would bring strength to the individual elements, I'm not sure I want to go that route.  One of the primary reasons for me starting this was that I enjoyed the hard to quantify feel of playing a mono deck.  What I don't want to do is say "Mono fire doesn't have a strong defense, so give them a way to defend themselves."  What I want is more like, fire has really strong offense, so make them offensive enough that they can win without a defense.  While I'm not ready to argue whether or not fire is too powerful as presented, I've thought of numerous other ideas.  One was "Whenever a player's creature is destroyed, player gains :fire equal to the casting cost of the creature."  This would allow you to play creatures without them affecting the overall effectiveness of your firebolts.  You would effectively invest the quanta in a creature, but get it back when they die, making your firebolts and Fahrenheit more powerful.  Another was that "Whenever a creature is destroyed (either player) deal damage equal to its attack to both players."  This emulated the overly offensive nature of fire.  I would consider either as an acceptable alternative to the ability as presented.   I still don't think that the Other cards fit the spirit of the idea, since having 6 shards of gratitude and healing every turn doesn't fit the mood of most of the elements. 

As a point in general, I wanted each of these ideas to allow each Element to win in its own unique way.  To let Life win by out healing its opponent, to let Fire win by out damaging its opponent, to Let Earth win by out defending its opponent, etc.  While exactly what an individual element does is sometimes harder to quantify I appreciate any ideas for tweaking the above abilities that keep them in the original spirit of the idea. 

Moving on to some of the other posts here...

@Daneman Thank you.  I agree that the :aether idea might be better.  Also, in regard to :time, one thing I've tried to prevent is making any abilities an element already has obsolete.  I don't want the hourglass to become useless because you already have an ability that duplicates it.

@Amilir First of all, I don't appreciate having my ideas called "garbage".  You're entitled to your opinion however, so I'll address it.  I can't agree that the upgrading/grinding aspect of the game is broken.  What one person calls grinding another calls replayability.  What I'd like to see limited is the low number of decks available to grind FG.  I think if all these abilities implemented meant there were an additional 12 ways to fight them, it would make things far less monotonous. 

@yaladilae Your post is exactly what I was wanting.  Other players posting their own list of ideas that might work better.  Let's look at a few.
:death I'm really enjoying the currently proposed "Opponents creatures come into play with 1 poison counter."  If that feels too powerful, I'd also like "All creatures come into play with one poison counter."  Which helps death more than the opponent, and really captures the self destructive nature of playing Death.
 :gravity I'm not sure your idea is powerful enough.  Late game, most gravity pull shields are dying in a single turn, and really increasing your creature control with Otyugh isn't as strong as everyone seems to think.  Otys are currently so powerful because they can be played with other cards.  You won't be able to Quint it, and they can each only eat 1 creature per turn.  Meaning gravity is still really weak against  :aether  :death and  :fire, or anyone with good creature control. 
 :earth Balance issues would need to be sorted out later.  As longer as we can agree that max hp captures the spirit of Earth, we can choose a number anywhere between 100 and 200hp as long as it matches the strength of other abilities.  We may not yet agree that hp is the way to go.  I also like the idea that Earth receives a constant -1 from all damage sources, as sitting behind a diamond shield at that point might be a viable way to win.
 :life I wasn't proposing another empathy bond, you only got the 1 hp when the creature was played, which others have mentioned might be a little too weak.  It would probably only mean 20-30 extra hp a game, depending on your opponent.
 :fire See above.
 :water I actually don't think immunity would help enough against most decks.  See previous posts about adding a freeze ability..
 :light Considering late game creatures are dealing far more than 20hp per round, I still like that any healing affect happens when you reach 0hp.  You'd still only be able to play 1 miracle a turn, and probably couldn't get one out your next turn, so there's a good chance the damage would still build up late game.
 :air I like it.  It originally felt too much like what I was giving fire, but let's see what others think.
 :darkness I do think it's a bit weak.  How about the effect is permanent?  Opponents never see which creature is which, so if you play multiple creatures in one turn a human opponent has to guess, and the computer opponent treats them all the same?
 :aether I am starting to agree on overpowered TU and Fractal of dragons.  What does everyone else think of  :aether :aether less required for casting of all cards?

@Icybraker  You've almost defined balancing the ideas.  I may not be familiar enough yet with the metagame to define which decks are already very powerful, and would appreciate the advice.  As I've stated before, what I don't want is to simply cover up the shortcomings that certain Elements have, but I can agree that if Mono Aether is already very strong, it needs a small boost, and if Mono Water is weak it needs a large boost.  All in all, you've presented a great idea.  Maybe we shouldn't look at all the abilities equally.  If Mono Gravity is already very strong, I'd be more inclined to weaken its power than because it is stronger than the one I presented for Air for instance.

@Amilir And again, I encourage you to find more constructive ways to contribute.  I will still maintain that duo/trio/rainbow has strength in its versatility.  While new cards would always be welcome, they usually enhance multi colored decks as greatly (If not greater due to certain card combinations) as they do their own element. 

Kael Hate

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg52147#msg52147
« Reply #43 on: April 12, 2010, 10:01:51 am »
As a point in general, I wanted each of these ideas to allow each Element to win in its own unique way.  To let Life win by out healing its opponent, to let Fire win by out damaging its opponent, to Let Earth win by out defending its opponent, etc.  While exactly what an individual element does is sometimes harder to quantify I appreciate any ideas for tweaking the above abilities that keep them in the original spirit of the idea. 
Anything that isn't out Offending its opponent has a risk of losing. Anything that is out defending|Healing|controling etc is grinding down the opponent until they run out of resource. The game only has 2 ways to win, you remove their life or they run out of cards.
Against AI (Especially Randomly Chosen AI) you use the effect that is most efficient in the long term. If Fire and life are the most efficient AI killers, adding more to their power does nothing to environment.

My personal view is that we should not be enhancing Mono or Rainbow but the middle ground of 2-3 element decks. 90% of the AI lives like this and most of the activators for cards are out of element suggesting that this is how Zanz sees the world.

PS: lol you live down the road from Slaughterville and McKiddyville



Edit Added more rant



Mono - Strength lies in the Fact that all resources are Indentical so a lack of any one quanta is not an issue. Weakness lies in that the options for dealing with solutions is limited.

Rainbow - Strength lies in the fact that all options are available to deal with any situation. Weakness lies in the fact that the resources required to fuel all of these options is varied and cannot be effiectively obtained when required.

At the moment Mono Decks are doing very well against lower level AI because their efficiency outweighs the AI's smarts and card options are not a critical issue. Often if you do get caught out, its no big deal because you are punching out games in quick succession.

Against False Gods you can can only use mono against 1 or 2 gods at most and you really need to use an anti-card solution to win that game as the Gods are out drawing you and have the HP to out race you. Unless you are given the choice of who you wish to face Mono will never be able to deal with gods without a method of shoreing up the requirement of the Anti-card solution. Even for Rainbow it is difficult because you are lacking clean resource and speed and you still mightn't be able to aquire the anti-card required to pull off a win.

Boosting Mono's advantages even further will give it an edge when compared to Duo or rainbow in regards to speed on an equal field but it will never give the fix required for fighting the gods without ruining its balance at PVP and lower level AI. So wny not just remove the Gods game advantage? Because thats what False gods do.

The Duo and Trio element decks intrigue me because in most cases the combinations of card synergy work with 2 or 3 cards from different and a large portion of individual cards are designed with an out of element Activator.

Currently these Duo and Trio decks fail when compared against Mono and rainbow decks because even tho they have some efficiency and some card solution they lack in the total combination of both to be effective enough to match it with mono or replace rainbow against gods. I have been working on a wide catalog of card ideas to boost duo but haven't been confident with the environment to release them to the forum yet. These up coming iprovements to the Card ideas section might be enough to sway me.

I took some time to review all the "Boosters" and then went back to your statement.

What I propose is that their be some reason to play a mono deck.  Some bonus that puts them on par with Rainbow, and gives a chance of facing False Gods with upgraded versions of them.
Nothing here helps against false gods in any way to make a difference that I can see or evaluate. Can you give us some info as to how you think they will increase wins for pure mono in any way? Lets use Seism as an example. Rainbows run 1-3 Protect Artifact to stop Seisms Quakes and then still has to build a defense against the rapid offensive. What about Gravitron with explosions to destroy your eternity and Rain of fire and Otyughs to eat your line up. Can you build a Mono-deck with these boosters to beat any of the False Gods?

Jaesaces

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg55413#msg55413
« Reply #44 on: April 18, 2010, 10:27:37 pm »
I have a suggestion.  Instead of entropy's bonus being a paltry one quantum pillar's effect, why not make the mono-deck bonus the following:

 :entropy - Your entropy pillars have a 50% chance to generate an extra random quanta.

Even though this would still not benefit entropy rush decks (generate lots of quanta, hide behind a shield, bring big mobs), it certainly would be useful to the mutation decks and be more balanced with the other ideas you have come up with.

IStoneI

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg55432#msg55432
« Reply #45 on: April 18, 2010, 10:55:05 pm »
gah, get that idea of mono decks out of your head!

rainbow decks are and will allways be stronger than monodecks all around. the reason is simple. monodecks are highly specialized. there are certain decks, that a monodeck can beat greatly and some decks, that are in most cases impossible to beat with the same mono deck. rainbow decks are the opposite. in most of the cases they are building slower within a game than a monodeck, while the player is rewarded with a huge advantage in versatility, leading to a much higher winning rate against all types of decks.

also, there are many cards in this game in general, but not many for each color. so rainbowdecks will generally have a huge variation, because of the many cards they can be built on. while monodecks from the same color will pretty much always look the same. if you would make monodecks much more powerful, every player would also need to built a comletely new deck, if he wants to change his strategy. he would have to upgrade all cards of the new color instead of switching just a few like he would have in a rainbow deck. this would turn the game into an even bigger grind feast.

no thanks. in my opinion, the balance of mono/rainbow decks is perfect as it is. especially since i made the experience, that im winning as much against rainbow decks (with my fire mono deck), as im loosing against them.

omgarm

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg55748#msg55748
« Reply #46 on: April 19, 2010, 02:34:12 pm »
gah, get that idea of mono decks out of your head!

rainbow decks are and will allways be stronger than monodecks all around. the reason is simple. monodecks are highly specialized. there are certain decks, that a monodeck can beat greatly and some decks, that are in most cases impossible to beat with the same mono deck. rainbow decks are the opposite. in most of the cases they are building slower within a game than a monodeck, while the player is rewarded with a huge advantage in versatility, leading to a much higher winning rate against all types of decks.

also, there are many cards in this game in general, but not many for each color. so rainbowdecks will generally have a huge variation, because of the many cards they can be built on. while monodecks from the same color will pretty much always look the same. if you would make monodecks much more powerful, every player would also need to built a comletely new deck, if he wants to change his strategy. he would have to upgrade all cards of the new color instead of switching just a few like he would have in a rainbow deck. this would turn the game into an even bigger grind feast.

no thanks. in my opinion, the balance of mono/rainbow decks is perfect as it is. especially since i made the experience, that im winning as much against rainbow decks (with my fire mono deck), as im loosing against them.
Did you read the topic? I think most people agree that these changes should only be applied for FG fighting, since mono decks are so ineffective against them.

The argument about having to upgrade all your cards to change strategies is not only wrong (unupped decks?) it's also rather short sighted. It would boost diversity and make having a Rainbow deck not such a bore (this is my opinion).

IStoneI

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Re: Giving Mono a Boost https://elementscommunity.org/forum/index.php?topic=5148.msg55774#msg55774
« Reply #47 on: April 19, 2010, 03:20:45 pm »
The argument about having to upgrade all your cards to change strategies is not only wrong (unupped decks?) it's also rather short sighted. It would boost diversity and make having a Rainbow deck not such a bore (this is my opinion).
unupped decks rarely have a chance at beating false gods at all. only with luck. so no, if you want to change strategy, you will still have to upgrade a nearly comletely new deck. there are unupped decks, that can beat false gods. i played the sacredgirl variant. but they still have a lousy winning chance.

i still dont see the point of giving monodecks a boost against false gods. why not just stick with a rainbow deck against them? i personally like the idea of having decks, that are more useful in pvp (certain mono decks) and some that are good against false gods.

even if youre giving monodecks a boost against gods, there will be still gods, that are nearly unbeatable with your monodeck, while they work good against othere goods. a well balanced rainbow deck will give you a good winning chance against all false gods, so they will still be more popular in the end, i think.

unless your goal is to just make the games faster (this is often the case, with monodecks), to make false god grinding more comfortable.

 

blarg: