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Offline RootRanger

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230573#msg1230573
« Reply #24 on: April 12, 2016, 10:54:53 pm »
Let's all play shard golems then, we'll smack down a second turn golem each match and let rng decide of the outcome.

Just my opinion.
Not too much a concern, when only 3 Elements are allowed, one of which is randomized. Shards are a welcome addition for buffing some of the lesser-picked Elements, as opposed to every single top team selecting Aether.
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Offline Higurashi

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230576#msg1230576
« Reply #25 on: April 12, 2016, 11:22:50 pm »
4-6 SoSa or SoFo in 66% of all possible decks isn't my idea of a deckbuilding challenge either. If there's a limit to shard numbers however, the less used shards might see some use, or at least make the shards support cards rather than cheap win conditions. They're not just usually banned because they're OP; it's also because they reduce the meta to almost nothing without fail.
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Offline Vangelios

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230577#msg1230577
« Reply #26 on: April 12, 2016, 11:46:27 pm »
we still have discord, immo, PDials Rol Hope and a lot of good decks to play no problems with shards
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Offline majofaTopic starter

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230580#msg1230580
« Reply #27 on: April 13, 2016, 12:18:29 am »
What if you can only use each set of Shards in one/two game(s)?

Offline Manuel

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230581#msg1230581
« Reply #28 on: April 13, 2016, 12:22:02 am »
isn't more easy limit some shards?

like max 3 copies/decks of sofree, sosac, sof, soi and sopa and no limit for other shards?




Offline Vangelios

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230583#msg1230583
« Reply #29 on: April 13, 2016, 12:26:57 am »
isn't more easy limit some shards?

like max 3 copies/decks of sofree, sosac, sof, soi and sopa and no limit for other shards?
Well 3 sofree don't is so poweful however 3 Sopa do one very consistent deck...
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Offline Sera

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230584#msg1230584
« Reply #30 on: April 13, 2016, 12:37:46 am »
It might be better to limit actual use than to limit the number of copies you can use.

Offline RootRanger

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230589#msg1230589
« Reply #31 on: April 13, 2016, 01:41:27 am »
Restricting shards would be laughably counterproductive. Of all the overpowered cards in the game, we should make the restrictions that will result in the least deviation from previous events? We might as well have not even changed the rules at all.

Now if you're concerned that shards are too powerful in this environment (which is overly worrisome, but I can make compromises), we should ban the rest of the most OP cards as well (Discord and Dimensional Shield immediately come to mind.) At least that way, we'd have a new metagame.
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Offline Vangelios

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230591#msg1230591
« Reply #32 on: April 13, 2016, 02:03:08 am »
Well the fractal was the RNG give and take, in the last time.
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Offline majofaTopic starter

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230597#msg1230597
« Reply #33 on: April 13, 2016, 02:36:27 am »
-FYI- plan on shards being unrestricted, it's the meta.

Offline Solaris

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230601#msg1230601
« Reply #34 on: April 13, 2016, 04:33:29 am »
Why not a compromise? "Shards may, regardless of quantity, only be present in a deck x (I was thinking x = 2) times throughout the event." The benefits of shards being present, strategy for when to use them, but limited so they aren't overused.

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Re: Three-Man Team PVP #7 - RULES https://elementscommunity.org/forum/index.php?topic=61780.msg1230655#msg1230655
« Reply #35 on: April 14, 2016, 12:44:48 am »
You might also consider further deck restrictions per shard in the deck. For instance, shards must be "extra" cards, meaning you must have at least 30 non-shard cards, and if you choose to take 6 shards, you now have a 36 card deck. Or, for each shard you have in your deck, the number of maximum cards you can have of an element decreases by one. So if you choose 6 shards, the most cards you can have in one element is 2/3 - 6. That means with a 30 card deck, you could have 14 cards from one element.

Restrictions like these are easy ways to offer more depth.

If the concern is top teams always choosing specific elements, you can adjust it so that teams can pick any team element each round, but it must not be an element they've chosen before. Their player specific elements are permanent, and they must choose their team elements before the match elements are randomly assigned. This means that there will be 10 rounds before a team can choose a team element they have chosen before. For balance/fairness, you make team elements secret until match elements are assigned. That prevents one team from countering another upon seeing their team element for that round.

Again, this format adds a lot of depth to the event, as you have to compare a team element's potential strength to what your opponent's might choose, but also try to preserve your best team elements for rounds you will need them.

 

anything
blarg: