Concerning what cyberrico said I totally agree!
I tried my rainbow god-killer several times and got totally boned most of the time ... and that is after finally having established a version last week with which I could win against most of the FGs.
In terms of effectivity the comparison betweent he old and the new sundial works out like this for me:
Old basic: 1time + 2 light, 2 turns of safety, 2 extra cards
Old upgraded: 4 light, 2 turns of safety, 2 extra cards
New basic: 1 time + 1 light, 1 turn of safety, 1 extra card
New upgraded: 2 light, 1 turn of safety, 1 extra card
Now I would consider for the new sundials that those "extra" cards aren't actually extra anymore because instead of drawing the damn sundial in the first place I would have drawn exactly that "extra" card right away.
So basically the new sundial amounts to:
NO extra cards but still 1 turn of safety for the cost of 2 quanta.It's still a stall and moreover still the fastest stall out there.
(In terms of quantums the phase shield is better now since you will get 3 turns for only 5 quantums, but of course it being a shield and having to come up with 5 all aether quants does limit its speed/mobility significantly.)
Also, I can see how the old sundial sort of overpowered those rainbow decks and the sundial fix will probably do a lot of good for the pvp-scene and bring up more interesting mono-duo-etc. decks in the Top50.
Looking at it that way I must admit that the new version of the sundial is kind of reasonable and that the nerf is probably a good thing.
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Having said this about the sundial itself I still agree with cyberrico on the FG and new player issue:
- Just because the rainbow-godkiller got nerfed, it doesn't mean that coloured decks got boosted, so pretty much everybody will loose a lot more now.
- There is no real alternative for the sundials yet. If you consider the new cards to empower new FG strategys, you mustn't forget that those are seemingly rare too and need to be won from FGs in the first place.
- Elements will be a lot harder and weary for new players that want to join in the fun. Without the creds to upgrade other cards and no rainbow deck available anymore ... what are they going to do to get going? Grind lvl3 all day until they can afford ONE damn upgrade?
Personally, I am somewhat over the hill already with 32k score and a couple thousand creds and a bunch of upgraded cards in the backhand. I really like this game but still I dont really see a bright future for my elements account because it is just too time-consuming!
Many people have stressed how much they would like to get into the deck-building aspect as soon as possible and have fun in pvp or while devising new strategys against FGs ... you cant really do that if you need hours and hours of mindless grinding to get going!
Those who were lucky enough to have been here from day one (where one could farm anything with the mono-aether PU -> drag - deck as I heard) may be in the position to brag about their fresh decks bought from loads of (once) easily earned creds. Those who were here from day two (such as me, where one could farm anything with the sundial-rainbow deck) may still have a decent start to not give up ... both groups, especially the first, are what cyberrico called the "arrogant elite" and I see a lot of that "just dont play if you dont like it" or "grind lvl3!" advice coming the newbies way when the will complain about how hard it is to get a start.
Possibly the problem here is not the sundial but the design of ingame-procedure itself?For me the underlying question is:
Should Elements become a fun card game, sooner or later playable for anybody? OR
Should Elements become like any other damn MMORPG or Browsergame and make investment of lifetime the core concept on the road to success?For me, the answer is easy.
I would plead to the developers to not fall for elitist domination of this board and consecutively think that "this is what people want". No, this board is populated by the same old (top) 50 guys and certainly does not reflect the impression someone who has just played his first couple days will have.
So here are my suggestions for more balance and fun for everybody:- Let Elements have a learning curve and do let people "work" for their progress.
However, make a quick calculation how long it will take a freshman to achieve certain checkpoints (such as his first upgraded card, a real chance to beat a FG, top50-deck etc.). Then consider wether it is realistic to expect people to invest this kind of time.
- Generally speaking, do not increase the overall difficulty and time investment to get decent cards and decks beyond a certain point:
The point where unemployed play-all-daylers and 13 year old school kiddies will dominate a game that could be meant for regular folks who like a nice game with an intellectual challenge (and not a scheduling-challenge).
- Re-adjust / nerf the gods possibly.
I do feel that god-killing should be a challenge and honestly, with the rainbow deck they have really gotten a bit too easy.
However, if they are such a challenge, it should at least be worth it, meaning either
-> That I can devise certain strategies for certain gods to beat them.
I dont think that with an eventual 24 gods (and an improved AI) this will be possible ... it will just be reduced to mindless cash grinding in order to afford several totally luck based matches against the FGs while hoping to be matched against the right ones, time-consuming and not fun!
Here, it may be a good idea to divide all those gods into two or three groups.
or/and
-> That I will at least be rewarded properly!
E.g., if I have to loose 10 matches (=150 score, 300 creds) just to get lucky once (=150 score + 120 creds with e. mastery only!), I took a lot of frustration and time-consuming click-and-loose just to receive a draw in terms of score and a heavy loss in terms of cash??!
Moreover, I will remark that the spinning wheel has been nerfed and that I get spammed with Pillars in the second slot all the time!
Playing against FGs has to pay off for the "advanced" player too and not only for the "elite". Otherwise people will just take a pass and leave.
One way to make it pay off, is to reinstate the winning percentage in the slot maschine.
Ok, before this gets any longer, I best stop here and wait for qualified comments first. ;-)