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LongDono

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PvP rush decks indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284364#msg284364
« on: March 06, 2011, 03:15:50 am »
This topic was about immo rushes to start, but I am changing it to ALL rushes in general.
So this topic is about 1.27 going live and the effect it had on immo rush's in general. Immo rush = a deck that's main source of quanta is Immolation or cremation such as most Lava Destroyer/Lava Golem decks.
I say it was, and here is why.
A. Stall have been given alot of support this update. (Squid, Warden, sanctuary, and nightmare. )
B. Playing PvP2 recently shown me how powerful, Ghost of the past, Nightmare, and rewind are together. I was playing an Immo rush and ran into that deck, I stood zero chance. Once They rewind, and nightmare it was over. I opened 2 Photon, 2 Immolations, 2 Lava GOLEMS, and 1 Gavel. That's really good right? Well I went second and also drew into a Gaint Frog. The other person opens Time Tower * 4 and with mark of darkness and ends his turn, I open with everything, and do 22 damage. This was one of the best hands I ever opened with. next turn he plays Ghost of the past, Nightmare, and Rewind on Lava Golem, then presses space bar. He gained 16 life I believe, and I took 16 from nightmare and 9 from Ghost. I took 25 in that turn I believe. -.-
Ok So I can to discard for my turn next and take 13, but I pump Lava Golem, and now I do 19 damage. Next turn he rewinds me again. I only have 4 fire quanta and my mark is earth and my next 2 draws are dead. I either have to discard Lava Golem or take 13.


Anyways I think we know how this turns  out. I lose badly.
I ended up play Lava Golem Immolation rush again and against another Ghost fo the past deck. I open fair but the result was almost the same, even though I kept certain playable cards in my hand like photon so that nightmare would nto be so bad..... it didn't matter.

Also in general, stall is better now, right? Overall rushes hate that, but immo rushes more so due to limited quanta, and a new popular type of deck that counters them perfectly. I mean, whats worse than rewinding a Lava Golem/destroyer? Making sure they don't daw it next turn, and so much more.
I stopped play lava rush in PvP2 after that, but I did play other decks and played a few other ghost of the past decks. I also had a friends start playing elements today, and they started mono light, and peggy rush, and they wanted score fast so I thought them playing PvP2 with my help would be worth it, and it was but I can say this, ghost of the past beats peggy rush. ( Even if it was a fully upped peggy rush it most likely could not have won.

I am not saying Nightmare, rewind, or Ghost are overpowered, I simply want to talk about if PvP immo rushes may have just taken a large hit. Yes most of my focus is due to a new deck type, but overall the fact that immo rush got no buffs and stall got major buffs is an indirect nerf to immo rush, am I right? Also as a side question how badly do you think other rushes have been effected by this update?
Also I do think of ghost of the past as more of a stall/rush deck.

Re: PvP immo rush indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284366#msg284366
« Reply #1 on: March 06, 2011, 03:17:10 am »
in 1.27, rushes in general are nerfed quite a bit

Offline jmdt

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Re: PvP immo rush indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284367#msg284367
« Reply #2 on: March 06, 2011, 03:18:25 am »
Is this a bad thing.  I say no

You used to so dozens of immo rushes in PvP because they owned an nothing stopped them.   The fact that stalls are gaining power is great for game balance.

LongDono

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Re: PvP immo rush indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284373#msg284373
« Reply #3 on: March 06, 2011, 03:22:08 am »
@TII: I know that, but Immo rush seems to be hit very hard. Rewind in general is much better now. ( because of mitosis, and acc, both are going to most likely be popular cards but rewinds hurts them both badly. )
@ Jmdt: Ummm maybe I am tired, but it sounds like you think I am saying this is a bad thing, I am just asking if this update is really that big of a hit to rushes/ mostly immo rushes. This is not a complaint and I think it is a very big hit. ( And needed. )

Offline willng3

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Re: PvP immo rush indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284379#msg284379
« Reply #4 on: March 06, 2011, 03:27:09 am »
Agreed, this is certainly a good thing.  Overall, an entire environment built around everyone trying to pump out as much damage as possible isn't very entertaining and actually increases the luck factor by a greater amount because the outcome of the duel is even more dependent on that first hand you receive.  The fact that the metagame is shifting more from one dominant form of deck build to a more diverse and wide range of play styles should actually make the game more suspenseful and exciting than before.

I believe this is what zanz wanted to see happen, which is why this update shifted more towards neutralizing rushes than giving them more toys to play with.  So yes, I believe the aforementioned rushes took a rather large hit here.
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Sug81

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Re: PvP rush decks indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284530#msg284530
« Reply #5 on: March 06, 2011, 09:05:01 am »
I see things a little bit difference.  All have to do with balance. There is none deck that can win all the others. Think for example FG. These are real good decks. And FG are cheaters. ( :P )  But because we know their decks we can win them even and with no upgraded cards.  That’s why you can change decks during games in a tournament. Because all decks has the advantages and the disadvantages.

Rush decks were very general decks. The purpose was to stop the opponent to play his strategy. So someone could use them almost in every case. If now this has changed it is not necessary bad. But don’t forget that Mitosis can be used and in a rush decks. We will see soon these decks.

Re: PvP rush decks indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284561#msg284561
« Reply #6 on: March 06, 2011, 09:56:46 am »
I'm not experienced at all in this game, but having to race to win all games can hardly be considered fun. It kills strategy.

I don't know anything about the state of this game before today, but if rush is being nerfed then it most likely isn't bad.

Offline zombie0

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Re: PvP rush decks indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284620#msg284620
« Reply #7 on: March 06, 2011, 12:29:14 pm »
no one minds if extreme rushes fail more if people would only push spacebar more promptly.  it doesnt matter to me if a game is 5 or 15 turns, except that one game is 5 minutes max, and the other can linger for 15 if the other player has to desperately rub their 2 tiny brain cells together for EVERY SINGLE CARD PLAYED.  stalls are fine, the game CAN progress smoothly and i personally dont mind the different flavors of deck type...but experience says it typically wont

tl:dr  slow morons buffed, ways to reduce time commitment to each game nerfed

would be really great if a 30 second limit, or even 20 second limit for "speed pvp games" option.  action packed 2-5 minute games >>>> alt-tabbed slow 5-15 minutes games

and @ some of those survival decks.  JUST DIE ALREADY!  STOP PLAYING BONE SHIELDS AND PHASE SHIELDS    :( >:(  >:D  (its a joke btw)
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b0uncer52

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Re: PvP rush decks indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284628#msg284628
« Reply #8 on: March 06, 2011, 01:05:19 pm »
I like the idea from Zombie, speedier turns would be nice.  I hardly ever play pvp just because I don't like every opponent's turn taking 50 seconds while mine take 10. 

On the topic, rush was definitely nerfed, but I am glad.  Immo-rush was too dominant among rush.  It just kind of sucks for people who spent all their electrum on upgrading lava golems :(

Re: PvP rush decks indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284640#msg284640
« Reply #9 on: March 06, 2011, 01:25:27 pm »
I like the idea from Zombie, speedier turns would be nice.  I hardly ever play pvp just because I don't like every opponent's turn taking 50 seconds while mine take 10. 
They probably say the same about you.
The data takes time to travel between computers so the times can't be shortened.

killybob

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Re: PvP rush decks indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284664#msg284664
« Reply #10 on: March 06, 2011, 02:08:00 pm »
back to the topic, i say it's a good thing. in my opinion rushes are mainly for AI1-3 for score. anything related to pvp should be much more strategic. this is because we can easily predict the AIs because all of us have been grinding them at some point. pvp is very different cos the chances are you'll be against someone new each time. they will all have different decks or different renditions of one and what you have to do is design one that is unanimously victorious. this mass nerfing is good as it does not hinder real grinding but it encourages strategic planning and will help the masses in the long run.

Offline jippy99

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Re: PvP rush decks indirectly nerfed? ( 1.27 ) https://elementscommunity.org/forum/index.php?topic=22400.msg284686#msg284686
« Reply #11 on: March 06, 2011, 02:40:32 pm »
I believe that this is good for the game and the balance of it.  Last time I played BL or PvP (which isnt very often), nobody used stalls.  I am one of the few people who still use them in PvP.  Everybody tends to go for the quicker, easier rushes, which upsets the balance of the game.  Rushes did take a hit here, but it was a good one.  This patch also is a major upside/downside on war, depending on which way you look at it.  Discord was the #1 card last war, and it got indirectly nerfed with Sanctuary.  It will be interesting to see how war plays out this time and what will be the #1 card.
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