This is similar to Scaredgirl's False God Realms suggestion, but a bit more detailed.
The original topic can be found here :
http://elementscommunity.org/forum/index.php/topic,11606.0.html (
http://elementscommunity.org/forum/index.php/topic,11606.0.html)
I. Why is it necessary to change how gods work?False gods have a huge amount of advantage. Drawing, quanta, life, deck quality, deck size, you name it, they have it.
I've spent hours and hours trying to build an anti-FG deck of acceptable level, but I keep running in circles, failing.
To make a deck that works against all false gods well (
Definition of "works well" : at least 80-90% chance to win if you play without mistakes, and your deck is fine tuned to the maximum, the rest will be losses to bad draws, exceptionally good draws for the god. Obviously, playing mistakes, or a few improper cards in your deck would reduce that back to the usual 40-50%, so only the best players who deserve it would be able to take advantage of this win rate. No need to worry about making it "too easy" while the gods have those advantages...)
so, to make a deck that works well against all false gods as defined above, you'd need all of the following :
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A deck as small as possible as larger decks have greater chances for bad draws, and if you really need to play those 45-60 cards to win, the deck is too slow to be usable for grinding. In addition as cards are limited to 6 of a kind and some cards are of key importance, adding too many cards makes them inefficient (SoG works very well in a 30 card deck and not-so-well in a 60 card one, because you won't draw enough of them that way.)
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Deal with creatures and damage in general, if possible in a reusable manner as the god has more resources than you (Entropy, Water, Gravity and Time can do this well. Aether only works partially : Phase Shields have a limited duration and are vulnerable to permanent control too much.).
Without this, you'd lose to most gods, except maybe to Decay and Dream Catcher as those two don't play large creatures, so this one is a MUST. If your deck doesn't include one of those elements, it wouldn't be able to do well against gods in general.
This is the most important part.
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Deal with permanents. (Pulverizer which is two different elements, and Butterfly effect which needs an otherwise unusable creature to function are the only two good options here.)
This one is probably the least important, but often still necessary. If your creature control don't kill creatures, only prevents/heals back damage, which is about half the possible options, the feral bonds, phase and other shields can be a major trouble. No need to say how Obliterator's Pulverizer is also something that is an auto-loss for you if you can't deal with it.
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Deal out a massive amount of damage very quickly. (No standalone element can do this, but combinations can. At least this means +1-2 additional elements you need to include, whichever you choose, as CC elements don't have good damage in their combinations.)
If you don't have this, you'll deck out against Miracle, Ferox, FFQ, Paradox, Dark Matter, Divine Glory, Rainbow, and maybe Morte as well (I don't remember if he has Miracles or not, but probably does). If you rely on fractal for damage, you deck out against Neptune. If you don't rely on fractal, with a small deck, if your damage sources are near the bottom, you'll still deck out, so you need to include at least 3 copies of each, which increases the chances for bad draws too much.
Eternity can prevent decking out, but if you really need to play that long to win, the deck is too slow for grinding anyway, so that is not the best option.
Dealing damage is also possible using a huge amount of bolt spells and going mono-element, however, no element has even half the cards necessary for a deck, and to amass that much quanta in a reasonable amount of time, you'd need to stay mono. This strategy is also defeated by Jade and Mirror Shield both used by some gods, so it is not good.
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Protect your creatures (Aether only, Quintessence)Needless to say, if your creatures die, you'll lose. Gods with creature control have more of it than you have creatures in your deck, so you need those quintessences, at least as many as you need to win+2, otherwise if they are near the bottom, you still deck out because you can't do enough damage in time.
-Without Quintessence you'll lose against all gods that have strong creature control, and that means about 50% of all gods.
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Protect your permanents or draw enough to replace them when they are removed (Earth only, Protect Artifact, or Time only : Hourglass)
Again, this is important, more than it looks like at first sight.
Without shards you can't survive against many gods who can bypass creature control with damage, so if they are destroyed, you lose. It's also important against Seism. Unless your deck absolutely doesn't need permanents to survive, either Hourglass or Protect Artifacts need to be included.
If you don't have them, you'll lose against : Divine Glory, Rainbow, Hermes, Chaos Lord, Obliterator, Dream Catcher, Seism
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Heal yourself (mainly SoG)You'll need these until you get your main creature control working, and it is a must against sources of damage you can't deal with otherwise (spells, posion etc)
Without them, you'll lose against : Morte, Scorpio, Hermes, FFQ (fire lance), Decay (drain life), Octane (Gases).
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Keep the number of different elements used at 3 or lessCurrently, we have no stable, reliable way of producing quanta of many elements at an acceptable speed, and at 5 or more elements, Quantum towers are already superior. However, Quantum towers are very slow at producing quanta : with 4 of them in play, on average, you get 1 of each element per turn, so you'd need to wait 7 turns to play a card that costs 7 on average (and much longer with bad luck), and that is far too slow. It works if you use all 12 elements equally, but even then, you'd play nothing but shards for the first 5-6 turns or more, which is just too slow. Rainbow generally solve this with either Supernova (small deck), or Sundials (large deck), but if you don't draw these, or have bad luck with the generated quanta types, you can still lose a lot of games.
Overall, as each card needs many quanta of the same element, the more elements you have, the more turns you'd need to wait before starting to play your cards, and that isn't something you can afford against a false god.
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Resistance to quantum denialThere are no cards currently that provide you this, except for hourglass (drawing more towers than the opponent can destroy/drain).
Without this, you'll lost against Decay, Dark Matter, and if you don't have protect artifacts, against Seism, Obliterator, Dream Catcher. On lucky draws, Rainbow, Eternal Phoenix, Hermes and Divine Glory can also destroy all of your pillars using explosions.
To sum it up, for a good anti FG deck currently, you'd need
-A 30-45 card deck, that includes 6x SoG, about 4x Quentessences (Aether), some creatures that can grow or otherwise improve their damage quickly (two more elements and at least 6-8 cards), a significant amount of creature control (one-two elements, and at least 8-12 cards), Drawing and/or permanent protection (3-4 cards and one more element t least), and enough pillars/pendulums to support all of this, while not going over two-three different elements in your deck and the 40-45 cards.
That is obviously impossible so making proper anti FG decks isn't possible currently.
Conclusion :
You need to pack too many different cards from too many different elements currently as gods have way too different strength and weaknesses.II. What should be done to solve this problemGroup false gods by ability. We have 24 gods, so 4 groups of 6 gods would be ideal. See the individual groups below. When playing, the player would select which of the four groups he wants to play against, so he needs to build a deck that can beat 6 gods instead of 24.
Obviously, the root of the problem is gods being able to do EVERYTHING extremely well, so grouping is not done based on elements, but rather, on what kind of ability/strategy the god uses, and what it is lacking. This makes deck building possible : You need to build a deck that capitalizes on the common weakness of the group, while able to hold back it's common strength, instead of a deck that can do everything.
Gods that don't need any change are in green, gods that need to have their decks updated are in red with the details of necessary changes.
Group I - Heavenly/Celestial/GoodCommon Strength : Massive Healing, Uses creatures for damage well.
Common Weakness : No permanent control, No Creature control, No direct damage.
Ferox
Paradox
Miracle
Gemini - Instead of massive healing, he uses Phase shields for protection, but the end result is the same : He'll survive longer, just like with healing.
Elidnis
Divine Glory - Remove explosions and fire towers, and add 6x Shard of Divinity...he is called Divine for a reason, and it's a great combo with his Miracles.
Group II - Infernal/Earthly/EvilCommon Strength : Control, especially permanent, and quanta, but also creatures.
Common Weakness : No healing, slow at doing damage, no shields (shields+creature control+permanent control is a bit too much to handle).
Neptune Remove dragons and permafrost, add trident and earth quanta for additional control.
Seism Remove healing, Remove Diamond Shield, and remove both Dragons. Add more Pulverizers, change mark to Earth. Replace all Stone Towers with Gravity (for pulverizer) and Time (for reverse time) pendulums instead.
He'll still be the most offensive of the group, because shriekers are very powerful attackers.
Decay
Hermes Change mark to Fire. Add more control (Explosions, Firestorms, Fire Lances), replace Lava Golems (too strong attack power) with Fire Spirits (more reasonable attack power), Remove earth cards. Gods with a mark not their primary element are a bad idea, they sometimes can't play a single card up to turn 5-10, or more...
Dark Matter Remove all the Light cards from his deck. Change mark to Gravity. Replace all towers with Entropy pendulums. Add Discords, and maybe Butterfly Effects (he can play them on the Otyugh). Focus is on quanta denial via gravity nymph/black hole. Strongest control in the group, so he needs to have the fewest offensive creatures.
Dream Catcher
This is probably the hardest group to beat. It's essential that these gods can't put out too many or too large creatures, because you can't deal with those quickly enough while your quanta is being drained/pillars destroyed.
Group III - Warriors/DestroyersCommon Strength : Dealing damage quickly either using spells or creatures. Good at creature control.
Common Weakness : No permanent control, or healing.
Octane Remove the explosions, add some Air Nymphs, and a few Firestorms.
Graviton Remove explosions, otherwise great the way it is. All of his creatures being 5+ health makes him quite difficult with the usual Otyugh+quint strategy.
Obliterator Remove Pulverizers, otherwise great. Huge damage output with momentum, and Gravity force can kill any creature.
Incarnate
Morte
Scorpio
Group IV - Mages/CreatorsCommon Strength : Card advantage via Hourglass, Fractal or token generation to overwhelm the player.
Common Weakness : No healing, and limited deck sizes, so they can be decked out, you can afford to dedicate your entire deck to defend yourself against the overwhelming advantage without having to dedicate 25-40% of your deck to win conditions that can also survive said control. (maximum 60 cards in deck, 30 before duplication.)
Eternal Phoenix Remove Firestorm. This group is an ideal opponent for Rol-hope decks, unlike all the others, and that card kills them if it is combined with the Ruby Dragons. Deck should be limited to Phoenixes, Fractals, Dragons, Explosions and maybe a few Fire Lances.
Rainbow Remove Miracles. Seriously, with that kind of card advantage, permanent control, and creature control, while also having a great damage output from the growth creatures, healing is just too much. Deck should be 35-40 cards before duplication, due to hourglasses using it up a bit faster than usual. (Other than removing miracles, just reduce the number of copies of less important cards, like werewolves and the like.)
Chaos Lord Remove the Discord, quanta denial should be limited to group II, otherwise fine as it is. Advantage comes from the "improve" ability and mutated abilities like steal, destroy, devour, etc..
Destiny
Osiris
Fire Queen
With this grouping, if the suggested changes are also made, all four groups have a theme, a common strength they use, and a common weakness that can be built around to have a good win rate even against the unfair advantages of gods, so decks that have a high win % can be made for all of the groups. In addition, no matter how much the AI is improved, they'd still remain beatable at a good chance with the proper deck.
Obviously, you'd need to be expert in deckbuilding, game theory, need to know the gods that belong to the group and their decks, and play 100% flawlessly to farm them easily, which is enough effort IMHO to be worth that reward.
It's also make much more kinds of decks viable, at least against some groups, so instead of 99% of players farming gods with Rainbow or Rol/Hope, people could use their own decks and still have an acceptable win ratio. (In the current system, the best decks have about 40-50% win rates, and any attempt to play something more unique usually drops that way below 20...)
This would actually make earning cards more fun, which is very important because that is the main part of the game...
With this grouping and these changes, you'd only need to include these against the various groups :
Quints : For group 3 mainly, in some cases for group 2.
Protect Artifacts : For group 2 and 4.
Massive damage output : For group 1 only.
Average damage output : Against 2 and 3.
Creature control : Against groups 1, 3 and 4.
Healing : still useful against all of them, but not really necessary against some. A must against group 3 only.
Small deck : primarily against 2 and 3.
Larger deck : primarily against 4, and maybe against 1.
Permanent control : necessary against group 4 only, but can be useful in some other cases.
The most important in grouping is that players will no longer need to skip games : If they can beat a god well in the group they play, they'll have a reasonable chance against all the others as they are similar after minor improvements to their decks. (like adding Lobotomizers if momentumed creatures break through the creature control, or use more healing, or different kinds of CC)
Clicking level 6, checking the name of the god, quitting, and repeating is a waste of time, score and electrum, but most importantly, it's a psychological thing : You have to give up before even playing because you know it is hopeless half of the time, which is definitely harmful for the player's subconscious as it carries the message of "yeah, no matter what I do, I'm not good enough for this. I failed.". Even if you don't care, your brain will record the failure, and that's a bad thing on the long term (and will also make players angry, and quit. I wanted to quit several times already, too). What's even more harmful than that is building decks for hours, or days, and still have bad results all the time : While it is mathematically impossible to build a good deck (there are too many cards that are absolutely necessary if you want to do well against all 24 gods to keep the deck size at a reasonable rate...often even 60 cards aren't enough to fit in everything necessary), people will think they are bad at deck building, which will make the very frustrated.
The grouping must be in a way so that NO gods need to be ever skipped with a proper deck, as each and every god in the said group results in a ~80-90% win rate with flawless play. There won't be any god that gives you only a 20% or less chance when you beat the rest most of the time. (Dark Matter against normal Rainbow or Rol decks, good luck with getting 20% wins from that!)
If all of the above gets implemented, it'd increase the playability of many cards and strategies, and we'd finally see an environment where everyone can build their own favorite anti-FG deck instead of ending up with the same Rol or Rainbow deck after hours of attempt to figure out something better only to realize there is no such thing at all.
In addition, players will be HAPPY, and HAVING FUN while playing the game instead of angry, frustrated, or bored. Games are supposed to be fun to play, if we want unsolvable problems, there is IRL for that.
Please implement this suggestion. Until then, I'll wait patiently, and avoid playing because getting angry at false gods all the time is not fun.