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If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289068#msg289068
« on: March 12, 2011, 08:44:05 pm »
What would you change?
Rushes, Stalls, Domination?

What types of decks would beat FGs, and which ones would you find in PvP?



Personally, I would pretty much make Immolation and Supernova useless, so they could only out rush you on a good day. I think pendulums are pretty much the best thing to come to this game, ever, so I'd try to encourage duos as much as possible, trios and quartets when possible.
I'd like rushes in general slowed down, making it more of a Action --> Reaction game and seeing players strategy slowly unfold in PvP. The only stall which wouldn't benefit would be Fire Stall, due to a sudden nerf in patch 1.272, where all across the world people cried out in rage, and Zanzarino's only comment was "Didn't you know that SoG was overpowered?"

Rainbows would only ever come out when you wanted some False God blood and you gave up on mafia, and 60 card timebows would be the most viable option with around 65-70% win rate (considering how long each game is, it's pretty well done)

Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289075#msg289075
« Reply #1 on: March 12, 2011, 08:49:43 pm »
rushes and stalls would be even
ex:
rush A > stall A > rush B > stall B > stall C > rush C etc.
currently, rushes are favored (pretty much only fire stall, ironically, can match up against rushes)

FG decks would be more sophisticated, but won't be so upgrade-dependent (if you have a good understanding of the game, you can build a FG farmer, not "let me go find a FG deck, farm a few weeks, and tada!!!", no... farming is boring, and everyone using same decks is not cool, I would like to use my own, but almost all the good ideas are taken)


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Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289078#msg289078
« Reply #2 on: March 12, 2011, 08:52:15 pm »
rushes and stalls would be even
ex:
rush A > stall A > rush B > stall B > stall C > rush C etc.
currently, rushes are favored (pretty much only fire stall, ironically, can match up against rushes)
I didn't really have the opportunity to test upped, but using the Water/Light stall I beat each and every unupped Grabbow I have faced.
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Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289079#msg289079
« Reply #3 on: March 12, 2011, 08:53:30 pm »
I mostly play unupped, and I think the metagame is balanced.
I dislike Black Hole, but that is my personal bias as I play a lot of rainbow.
Stalls can work, and they do. Not just firestall.
The only thing I would like more is a metagame that relies more on in-game skill instead of deckbuilding. But cards like that are hard to make, so, as of now, I'm content.
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Offline xdude

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Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289082#msg289082
« Reply #4 on: March 12, 2011, 08:54:24 pm »
I mostly play unupped, and I think the metagame is balanced.
I dislike Black Hole, but that is my personal bias as I play a lot of rainbow.
Stalls can work, and they do. Not just firestall.
The only thing I would like more is a metagame that relies more on in-game skill instead of deckbuilding. But cards like that are hard to make, so, as of now, I'm content.
If EtG had more cards like that it would be the est CCG ever.
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Saying Elements cards are just pixels is like saying Dollars are just paper.

Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289086#msg289086
« Reply #5 on: March 12, 2011, 08:56:11 pm »
I mostly play unupped, and I think the metagame is balanced.
I dislike Black Hole, but that is my personal bias as I play a lot of rainbow.
Stalls can work, and they do. Not just firestall.
The only thing I would like more is a metagame that relies more on in-game skill instead of deckbuilding. But cards like that are hard to make, so, as of now, I'm content.
If EtG had more cards like that it would be the est CCG ever.
disagreed
look at where kongai ended up at...

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Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289093#msg289093
« Reply #6 on: March 12, 2011, 09:03:10 pm »
I mostly play unupped, and I think the metagame is balanced.
I dislike Black Hole, but that is my personal bias as I play a lot of rainbow.
Stalls can work, and they do. Not just firestall.
The only thing I would like more is a metagame that relies more on in-game skill instead of deckbuilding. But cards like that are hard to make, so, as of now, I'm content.
If EtG had more cards like that it would be the est CCG ever.
disagreed
look at where kongai ended up at...
Well, it is already the best :D
But Kongai isn't my style. Cards could require skill without beeing like Kongai, hopefully.
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Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289530#msg289530
« Reply #7 on: March 13, 2011, 03:24:04 pm »
i would throw the quanta pillars/towers and the novas/snovas and immolations/cremations in the trash.
take that, rainbows.

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Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289538#msg289538
« Reply #8 on: March 13, 2011, 03:46:20 pm »
I mostly play unupped, and I think the metagame is balanced.
I dislike Black Hole, but that is my personal bias as I play a lot of rainbow.
Stalls can work, and they do. Not just firestall.
The only thing I would like more is a metagame that relies more on in-game skill instead of deckbuilding. But cards like that are hard to make, so, as of now, I'm content.
If EtG had more cards like that it would be the est CCG ever.
disagreed
look at where kongai ended up at...
i) I actually enjoy playing Kongai
ii) I'm sure that each part of a game is in over 9000 bad games, but why don't we look at the most popular CCG? MtG has lots of active cards.
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Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg289543#msg289543
« Reply #9 on: March 13, 2011, 03:54:24 pm »
Personally, I'd favor stall decks.  However, I'd make them harder to play.  Instead of cards like lightning bolt and firebolt and shockwave being the strongest ones, I'd narf direct damage spells, and buff abilities like ghost of the past and scorpion.  I'd add in more hand/deck defect abilities, like milling.  I'd replace firebolt and shockwave with field effect spells, like flooding, and make the strongest form of control AoE spells.  That way, the most powerful deck can prevent you from playing cards, and kill multiple cards at once, gaining card advantage, but you have to be really good at the game to be able to handle it.

Right of the bat, I'd rebalance every single mono deck.  Fire rush, graboid rush, and USEM are about how strong I'd make every single mono.  I'd make immortals cheaper, but less difficult to kill.  (Immortals stunned or frozen lose their immortality).  I'd make phase shield easier to break (direct damage destroys them), but I'd give aether an alternate form of damage prevention.  (Phase out, your life total cannot change until the start of your next turn).  I'd give air a card called "take flight", which lobotomizes and doubles the attack power of a creature with flying.  Darkness' gargoyle + devourer deck is about as strong as it should be.  It'd rebalance death so it ramps better.  Vultures would gain +2|+1 each death, making the virus + vulture a more feasible mono.  I'd make chaos seed and chaos power two separate cards.  I'd give gravity more damage spells, and more field control.  Cards like "Gravity warp", enemies cards are randomly pulled toward this point, and "Zero G," creatures attack power in this area are halved.  I'd give life a treant card.  All spells now target it, and it has a formidable amount of health.  I'd get rid of sanctuary's overtime healing, I'd make holy flash cloak your field and precog their hand, and I'd get rid of luciferin's healing while rebuffing the nymph's attack, but I'd make angels able to target the player.  I'd limit miracles to one per deck.  I'd give time the spell "fate change, destroy the top card of your opponent's deck".  I'd give water more field control.

Hopefully, with all the mono's re-balanced, people will find duos strong enough to beat false gods.  Gravity+water control would be amazingly good, maybe the best deck in the game, but it'd be easily counter-able by field protection from things like cloak and the new holy flash.  Light, instead of being the element of healing, would be the element of field protection.  Straight creature spam decks would fail miserably, unless they came with cards like Phoenix that are stronger versus control, or intended to dominate.

I'd get rid of quantum pillar.  Unupgraded nova would do the same thing it currently does, but for one.  Upgraded it would be the current unupped nova.  Rainbow rushes would be fast, and possible, but destroyed by control.

I would probably ruin the game =P

Offline ratcharmer

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Re: If you could redesign the metagame... https://elementscommunity.org/forum/index.php?topic=22805.msg291565#msg291565
« Reply #10 on: March 16, 2011, 04:05:31 am »
I'd try to focus less on deckbuilding and more on skill within the game itself. In my experience a heavy deckbuilding focus drives many people to simply look up a deck and build it rather than making their own.

Similar to some things Gl1tch said, I'd also like to focus more on clever combos and soft counters.

I'd probably end up favoring stall & control decks, but only because I think that would happen on it's own if I stressed the two listed above.

 

anything
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