*Author

Offline serprex

  • Administrator
  • ********
  • Posts: 2240
  • Reputation Power: 0
  • serprex hides under a Cloak.
  • Awards: War #12 Winner - Team Darkness
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234018#msg1234018
« Reply #24 on: May 27, 2016, 11:49:57 am »
Perhaps make side board a choice: side board cards eat into upgrades. So rush with sideboard loses to rush without sideboard

As for the steal/deflag/purify only sideboard idea-- this implies that each element has only 1 viable sideboard. So the argument is more bluntly stated as "Elements doesn't have the cardpool diversity to support a sideboard meta"

Personally a fan of sideboard. If darkness invests in enough steals to shove into 75+% of decks & never faces permanents then their sideboards aren't effectively turning around bad matchups (unless you imply there exist no bad matchups if steal is a toggle). This seems like what haink complained about in War #8 about nobody sending dims vs :aether in fear of psiontal which :aether abused by fielding quite a few psionless decks

Offline mrpaper

  • Legendary Member
  • ******
  • Posts: 2047
  • Country: ca
  • Reputation Power: 24
  • mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.
  • Awards: Slice of Elements 7th Birthday CakeWeekly Tournament WinnerWeekly Tournament WinnerHeir of the False GodsSlice of Elements 6th Birthday CakeWeekly Tournament WinnerWar #8 Winner - Team FireSlice of Elements 5th Birthday CakeWar #7 Winner - Team AetherThe 2nd Avatar - Winner of the PvP EventWeekly Tournament WinnerWeekly Tournament WinnerSlice of Elements 4th Birthday Cake6th Trials - Master of EarthSlice of Elements 3rd Birthday CakeWinner of the Harry Potter PvP House CupChampionship League 1/2012 3rd PlaceWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 3/2011 2nd PlaceWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 1/2011 3rd PlaceBeginners League 3/2010 3rd Place
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234019#msg1234019
« Reply #25 on: May 27, 2016, 12:02:05 pm »
Perhaps make side board a choice: side board cards eat into upgrades. So rush with sideboard loses to rush without sideboard

As for the steal/deflag/purify only sideboard idea-- this implies that each element has only 1 viable sideboard. So the argument is more bluntly stated as "Elements doesn't have the cardpool diversity to support a sideboard meta"

Personally a fan of sideboard. If darkness invests in enough steals to shove into 75+% of decks & never faces permanents then their sideboards aren't effectively turning around bad matchups (unless you imply there exist no bad matchups if steal is a toggle). This seems like what haink complained about in War #8 about nobody sending dims vs :aether in fear of psiontal which :aether abused by fielding quite a few psionless decks

For it to be fair you would have to lose ALL upgrades otherwise it still is way too strong and even then...
 :darkness in your example won't face much bad match-ups  as they will have pc just in case you send perms and otherwise they are still at worse 50-50 if you think every team is on par.  So they would win close to 100% heavy PC matches and let's pretend only 50% of the rest.... not many teams can achieve that so you'd have  :death :gravity :earth :life :water :light :air and :time roughly out of war before it even starts maybe just not knowing so!
 :darkness+ :fire have pc :entropy have grabbow by the ton (including pc) and  :aether have nothing of that  but they have proven to be powerful anyway.   So here is the top 4 of next war if we go sideboard! yawn

For those who follow last war.... air almost won mainly because we had a darkness sideboard... now imagine if we had 6 every round.... well this what darkness will have! (btw this ain't to bash against them in particular).

Offline serprex

  • Administrator
  • ********
  • Posts: 2240
  • Reputation Power: 0
  • serprex hides under a Cloak.
  • Awards: War #12 Winner - Team Darkness
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234020#msg1234020
« Reply #26 on: May 27, 2016, 12:23:53 pm »
I bring deck with permanents, :darkness brings deck with steals. Next game maybe I take permanents out. Does :darkness take steals out?
I bring deck with CC sideboard, :darkness brings deck with steals. :darkness takes out steals, I tune deck to be better domin
I bring deck with PA sideboard, :darkness brings deck with steals. Next game maybe I take PAs out. Does :darkness take steals out?
I bring 5 discords, :darkness brings deck with steals. Next game maybe I take some Discords out. Does :darkness take steals out?
I bring some perms, :darkness brings deck with steals. I don't play perms in game 1 to play around Steal. Does :darkness take steals out?

My examples are attempting to illustrate how not having a diverse sideboard (:darkness always brings steals) interacts with other sideboards. The rhetoric being used against sideboards is ignoring that teams have sideboards vs :darkness. I agree steal is a strong sideboard, as is a dims sideboard, but it has to be considered in the context that the opponent may or may not remove their permanents from their deck. In a matchup where :darkness removes the steal sideboard because there are no permanents, :darkness is essentially not bringing a sideboard which would've helped vs the permanentless deck

The stronger argument against sideboards is that _every_ team is going to just run a bunch of dark domin duos. But then the meta should adapt to be rushier

Sidenote: Fractals not bad vs Nightmare, play a little slow, empty hand into Fractal, never gives opponent good Nightmare
« Last Edit: May 27, 2016, 12:26:42 pm by serprex »

Offline RapidStar_

  • Full Member
  • ***
  • Posts: 311
  • Country: au
  • Reputation Power: 5
  • RapidStar_ is a Spark waiting for a buff.
  • I farm electrum at work
  • Awards: Slice of Elements 10th Birthday CakeSlice of Elements 9th Birthday CakeWeekly Tournament WinnerWeekly Tournament WinnerWar #9 Winner - Team DarknessWeekly Tournament Winner
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234021#msg1234021
« Reply #27 on: May 27, 2016, 12:37:31 pm »
I was just reading through some of the thoughts... I don't know if any of what i have to say has already been said or clarified but...

I like the idea of not "banning" cards but increasing the cost %. Idea - Each general should get to vote for 2 cards per element (except for their own) which they want to double the market price for. Shards cannot be voted for. I think this would make an interesting twist but wouldn't disadvantage any team individually because a card from each element is being doubled in price.

I also think that teams should have at least "x" amount of cards in their deck from their own element (As stated in planned changes - I think good idea). I think making a mono from a complete other element and using tinkerer as a boost would remove the spirit of being in a team. No point being in Darkness for example and using mono Entropy having darkness as your mark to use for lyncathrope and have a mono entropy rush.

Some ideas for event cards for rounds in future:
1. In the teams that you are rostered to verse in this round, one specific team randomly chosen will be the target element. If you win, you get triple the salvage, but if you lose your opponent will get to choose your discards with an additional +4 discards.

2. Your general will be given a different element to their own. They will get to temporarily ban a single card to be used in that round (cannot be pillar/pendelum). <--- Seems a bit overpowered, just a basis idea.

3. Halving the pot - you will have to halve the discards (or double the salvages) for 3 selected matches, but you halve the upgrades used. If uneven upgrades, you -1 upgrade, then halve the upgrades (eg, 7 would = 3.)

Offline mrpaper

  • Legendary Member
  • ******
  • Posts: 2047
  • Country: ca
  • Reputation Power: 24
  • mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.
  • Awards: Slice of Elements 7th Birthday CakeWeekly Tournament WinnerWeekly Tournament WinnerHeir of the False GodsSlice of Elements 6th Birthday CakeWeekly Tournament WinnerWar #8 Winner - Team FireSlice of Elements 5th Birthday CakeWar #7 Winner - Team AetherThe 2nd Avatar - Winner of the PvP EventWeekly Tournament WinnerWeekly Tournament WinnerSlice of Elements 4th Birthday Cake6th Trials - Master of EarthSlice of Elements 3rd Birthday CakeWinner of the Harry Potter PvP House CupChampionship League 1/2012 3rd PlaceWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 3/2011 2nd PlaceWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 1/2011 3rd PlaceBeginners League 3/2010 3rd Place
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234022#msg1234022
« Reply #28 on: May 27, 2016, 01:01:48 pm »
I bring deck with permanents, :darkness brings deck with steals. Next game maybe I take permanents out. Does :darkness take steals out?NO but you likely lose anyway as you now play with no weapon or shield vs a strong deck.
I bring deck with CC sideboard, :darkness brings deck with steals. :darkness takes out steals, I tune deck to be better domin Domin without any perm (mostly weapon) is hard ... so you likely lose anyway
I bring deck with PA sideboard, :darkness brings deck with steals. Next game maybe I take PAs out. Does :darkness take steals out?  Maybe... but u'd have a lame sideboard and likely a lame earth duo by doing so so you likely lose anyway too.
I bring 5 discords, :darkness brings deck with steals. Next game maybe I take some Discords out. Does :darkness take steals out? No they won't they will discard dagger if anything.. at worse they get stuck with a few steal but all ure discord are dead or going against you (unless you are entropy+grabbow but you would still be hurt by the damage a bit) and you likely die too.
I bring some perms, :darkness brings deck with steals. I don't play perms in game 1 to play around Steal. Does :darkness take steals out? Maybe.. but you likely start 0-1 to have a weaker deck just to avoid perms and you won't even know if  :darkness has steals so at best you go 1-1 by the effect of surprise and lose after.

My examples are attempting to illustrate how not having a diverse sideboard (:darkness always brings steals) interacts with other sideboards. The rhetoric being used against sideboards is ignoring that teams have sideboards vs :darkness. I agree steal is a strong sideboard, as is a dims sideboard, but it has to be considered in the context that the opponent may or may not remove their permanents from their deck. In a matchup where :darkness removes the steal sideboard because there are no permanents, :darkness is essentially not bringing a sideboard which would've helped vs the permanentless deck. Of course a deck without PC will be able to tune better if it's not facing perms, but it is so rarely needed it's pointless to use... So rarely do you say at the end of the game... Oh I would have won if I had 2-3 more gargoyles or 2-3 more pends  in that deck... but Perms are deck breakers which won or cost you the game most of the time.  Only other game breaker you could add/remove are massive CC like Rain of fire (hello fire again who has explosion/deflags to switch on!) or thunderstorm. 

The stronger argument against sideboards is that _every_ team is going to just run a bunch of dark domin duos. But then the meta should adapt to be rushierit's hard to outrush it  we tried! but this would also mean so many more yummy salvage for darkness

Sidenote: Fractals not bad vs Nightmare, play a little slow, empty hand into Fractal, never gives opponent good Nightmare CAN be good, but as you said, you want to outrush so you often pray for a fail draw on the other part and no nightmare in hand.  You can also be quanta locked by then otherwise if you are facing the likely devourers.  But yeah you might want to hold onto your weapon and a high cost creature or 2 to help you having better fractals.

I  Know this seems like the worse outcomes I've written, but those are the ones that will happen most of the time if all is equal to last war save for sideboard for everyone!  But I'm done making my point on this.. I'd like to hear from WMS...

Offline Zawadx

  • Legendary Member
  • ******
  • Posts: 3197
  • Country: aq
  • Reputation Power: 53
  • Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.
  • Officially Eisoptrophobic
  • Awards: Slice of Elements 8th Birthday CakeSlice of Elements 7th Birthday CakeWeekly Tournament WinnerCompetition - Won War as a Worthless WarriorWeekly Tournament WinnerSlice of Elements 6th Birthday CakeWar #8 Winner - Team FireBrawl #3 Winner - Divine LightSlice of Elements 5th Birthday Cake
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234024#msg1234024
« Reply #29 on: May 27, 2016, 01:54:12 pm »
I just remembered how strong air's dark domin was. Yeah, having a stallbreak OTK, damsel's speed and the dark domin is way too much even without sideboard (for aether at least, the best deck I could prepare was about 55% vs it).

Let's test sideboards before approving them?
When you play the game of thrones, you win or you die. There is no middle ground.

Offline Afdarenty

  • Hero Member
  • *****
  • Posts: 1353
  • Country: gb
  • Reputation Power: 20
  • Afdarenty is a Mummy waiting to discover the path to glory.Afdarenty is a Mummy waiting to discover the path to glory.Afdarenty is a Mummy waiting to discover the path to glory.Afdarenty is a Mummy waiting to discover the path to glory.
  • Kong name is MPots
  • Awards: 2016 - PvP World ChampionWar #11 - Sportsmanship Award11th Trials - Master of AirSlice of Elements 8th Birthday CakeWar #10 - Sportsmanship AwardWar #10 Winner - Team AirWinner of Team PvP #710th Trials - Master of AirWeekly Tournament WinnerChampionship League 1/2016 3rd PlaceSlice of Elements 7th Birthday CakeWeekly Tournament WinnerWar #9 - Sportsmanship AwardWeekly Tournament WinnerWeekly Tournament Winner9th Trials - Master of AirWeekly Tournament WinnerSlice of Elements 6th Birthday Cake8th Trials - Master of Air2013 - PvP World ChampionChampionship League 1/2014 1st PlaceSlice of Elements 5th Birthday CakeWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerThird Budosei of BudokanSlice of Elements 4th Birthday Cake
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234108#msg1234108
« Reply #30 on: May 28, 2016, 01:48:40 pm »
For team sizes: 5 was too many players to bid on last War. For the auction, why not have people bid on 3-4 players per team, and then select 1 player from those not in teams after auction ends? The general with the cheapest team gets to choose first from the remaining players. This gives new players a chance to experience War, and doesn't cause ridiculous inflation.

Spoiler for Sideboards:
Sideboards for all players have been discussed a considerable amount in previous Wars, but they've yet to make it in. The current plan for this War is to introduce an optional 4-card sideboard for all decks.

Teams will submit their deck as usual, keeping things simple for vault management. If the deck is 34 cards or larger, the player will have the chance to remove up to 4 cards from it during their match. Players utilizing the sideboard must use the full deck for the first game of the match, and can exchange cards afterwards.

Concern has been raised in the past that this will benefit certain elements more than others - discussion on this point would be great.
4 card sideboards is too many, in my opinion. I'd prefer 2-3. I don't mind giving sideboards to everyone, but I certainly think that this will benefit Fire/Darkness/Air/Entropy/Aether/Water more than the other elements. In particular Life and Light will be hurt, in my opinion.

Spoiler for Increasing Discards:
To shorten War from 16 rounds to a more suitable 10-12, our options are to either reduce the number of initial points for vaultbuilding, or to increase discards per round. Since having a larger and more flexible vault makes for a more entertaining event, we think increasing discards per round is the more suitable method for shortening War.

RoundDiscards from deckDiscards from vaultTotal DiscardsSalvage
10666
257126
3108186
4+159246
  • "Vault discards" can also be picked from the losing deck.

Salvaging is increased slightly to make transmutations a little easier to manage, and to offset the increase discard penalties. A 4-1 round will "break even", while capping the number of cards discarded from the deck itself will help to prevent teams from losing all their in-element cards from late-game mono/duo losses.
I'd prefer fewer market points to increased discard, personally, but not a big deal.

Spoiler for Soldier Boost Changes:
Tinkerer
The suggestion to change the Tinkerer rule to only allow Pendulums to be treated as in-element cards may work, but it hurts legitimate Tinkerer "splash" decks such as Ghostmare from Darkness, Chaos Wyrms from Entropy and Graboid rush from Time. One option, even though it's a little clunky, is to force a certain percentage of in-element cards (maybe 25-33%) to prevent teams from creating monos of other elements.

Mercenary
Mercenary was designed with the intent of allowing a little more freedom for building trios, but it was essentially just a buff to Grabbows last War. The plan here is to restrict the number of elements allowed in a Mercenary deck this time.
Forcing 25% in element cards for Tinkerer won't change much. Earth put in BB, Aether put in Bolt, Air put in Shockwaves, Darkness put in Dagger/Nightmare, etc. Doesn't solve the problem of people running decks that have basically nothing to do with their element, imo.

I like restricting the number of elements in Merc.
« Last Edit: May 28, 2016, 01:58:58 pm by Afdarenty »

Offline Zawadx

  • Legendary Member
  • ******
  • Posts: 3197
  • Country: aq
  • Reputation Power: 53
  • Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.Zawadx brings all the vitality and activity of a Life Nymph.
  • Officially Eisoptrophobic
  • Awards: Slice of Elements 8th Birthday CakeSlice of Elements 7th Birthday CakeWeekly Tournament WinnerCompetition - Won War as a Worthless WarriorWeekly Tournament WinnerSlice of Elements 6th Birthday CakeWar #8 Winner - Team FireBrawl #3 Winner - Divine LightSlice of Elements 5th Birthday Cake
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234117#msg1234117
« Reply #31 on: May 28, 2016, 04:28:16 pm »
Zaps/BB/SW are part of your own element tho (these cc strongly define the element tbh). Plus it's at 25%, so you can't just splash 6 cards off mark. This 7th card tends to force you to find some synergy, or suffer a dead card.,
When you play the game of thrones, you win or you die. There is no middle ground.

Offline Vangelios

  • Legendary Member
  • ******
  • Posts: 2931
  • Country: br
  • Reputation Power: 36
  • Vangelios is a Gargoyle, dangerous and everlasting.Vangelios is a Gargoyle, dangerous and everlasting.Vangelios is a Gargoyle, dangerous and everlasting.Vangelios is a Gargoyle, dangerous and everlasting.Vangelios is a Gargoyle, dangerous and everlasting.Vangelios is a Gargoyle, dangerous and everlasting.Vangelios is a Gargoyle, dangerous and everlasting.
  • War Hardcore Player
  • Awards: War #11 Winner - Team LifeWeekly Tournament WinnerWeekly Tournament WinnerBattle League 3/2015 2nd PlaceWeekly Tournament WinnerWeekly Tournament WinnerBattle League 1/2015 3rd PlaceForum Brawl #4 WinnerWeekly Tournament WinnerWeekly Tournament Winner8th Trials - Master of FireBattle League 3/2013 WinnerBattle League 2/2013 Second PlaceWeekly Tournament WinnerBattle League 1/2013 3rd PlaceBattle League 3/2012 Winner
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234342#msg1234342
« Reply #32 on: June 01, 2016, 08:40:17 am »
changing a little focus on the sideboard, I'm think about marketing price discount for in elements cards, it can solve many problems as  :light :fire :aether and :time had in the last war
Brawl - 4 :fire Red Stars
The luck is much Greater, when there effort and patience.

Offline Ginyu

  • Chat Moderator
  • *****
  • Posts: 1670
  • Country: de
  • Reputation Power: 25
  • Ginyu is a proud Wyrm taking wing for the first time.Ginyu is a proud Wyrm taking wing for the first time.Ginyu is a proud Wyrm taking wing for the first time.Ginyu is a proud Wyrm taking wing for the first time.Ginyu is a proud Wyrm taking wing for the first time.
  • Feel the punch of Gravity!
  • Awards: War #13 Winner - Team DarknessSlice of Elements 10th Birthday CakeSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeWeekly Tournament WinnerSlice of Elements 7th Birthday CakeWeekly Tournament WinnerChampionship League 2/2015 WinnerWeekly Tournament Winner9th Trials - Master of GravitySlice of Elements 6th Birthday CakeChampionship League 1/2015 2nd PlaceWeekly Tournament WinnerWeekly Tournament Winner
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234348#msg1234348
« Reply #33 on: June 01, 2016, 10:11:07 am »
Sideboards

Strongly against. As already mentioned, some elements gain a huge advantage - unfortunately those which you already find in the top places. In comparison, many other elements will struggle to find any use of it in many decks, other than maybe adjusting a bit damage or quanta in case of denial and co.


Market Prices

In favour. My suggestion from last war still holds place, and was also suggested here earlier: In-element discount. I am unsure if this will be enough for teams like :light to not be screwed over their useful and therefore expensive support cards, but will still help a lot. Basically, you could think of giving element-rated discounts, e.g. giving a higher discount for :light and a lower one for :aether.


Higher discards

When I first read this, I thought "Oh no, please don't kill late-game decks", but then I saw your suggestion with additional vault discard, which is a great idea. Another option brought up in this topic was to reduce the initial points given, which is important depending on the in-element vault-discount you want to give, in order to counteract against bigger vaults. So, I am in favour of using both of these ideas.


5-player-teams

As long as we keep 5 matches per element per round, we should be fine - however, if the participant number is dropping further, not forcing Generals to take a 6th player seems valid. Maybe you can give Gen's the option to take 6 players for paying more points, unsure who would use this, though. I am not a fan of auction for different reasons anyway, but I know most of the community wants it, so I will accept it.


Upgrade Allocations

Although I hoped to see a bit more upgrades being allowed, making the Lieutenant role better was a very needed change.


Soldier Boost changes

Tinkerer: I am still in favour of the pends-rule. Tinkerer should not be the role to mainly use other elements with a little splash of your own, but force you to be creative. And honestly, 25-33% will kill all decks but the Ghostmare listed in the opening post, so I don't see much of a difference, other than having a less straight-forward rule.

Mercenary: I like this change. Limiting it to 4 elements seems like a good number, hurting the flexibility of Grabbows while not outright banning them, but giving options to trios and maybe even late-War quartetts.

Gambler: Not forcing to predict the exact outcome would help this, too. I have this in mind: Choose to either predict the right outcome (victory/defeat, for 1 Relic) or the exact result (3-1 etc., for 3 Relics) of your match. This choice has to be made in the deckbuilding phase, so going for the second choice and saying 3-1 and then winning 3-0 will not grant the relic for the first choice. 1 Relic may seem low, but can be used for the little buff if you think your deck can win without further boosts, although this faces competition from the salvage boost.

Talking of salvaging, please add the possibility of transmuting at least a few cards in 1:1 ratio. It really sucks to be in an element that almost never faces their own cards, while other elements face them every round. This may not seem like a huge thing, but adds up a lot during the event. Simply allowing it for 1 victory per round would already help a lot in this regard, without making regular in-element salvage any less useful.


Granting Relics

Usually in favour, but strongly against benefiting teams that already perform well - the term "positive feedback" comes to mind. Other (or better to say: more) ways to get Relics are still a good thing, which can be done by buffing the Gambler role or maybe allowing a team to either switch some vault cards for Relics (preferably with a cap per round, but still expensive enough to make teams think twice) or deny all their salvage from one deck per round to get 1-2 Relics, depending on how many they would've salvaged.


Thanks for Warmasters at putting this up early!
Do you have a great idea for a Weekly Tournament? Post it here!
:aether War #8 :aether          :gravity Trials #9 :gravity
:gravity War #9 :gravity
:water War #10 :water

Offline mrpaper

  • Legendary Member
  • ******
  • Posts: 2047
  • Country: ca
  • Reputation Power: 24
  • mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.
  • Awards: Slice of Elements 7th Birthday CakeWeekly Tournament WinnerWeekly Tournament WinnerHeir of the False GodsSlice of Elements 6th Birthday CakeWeekly Tournament WinnerWar #8 Winner - Team FireSlice of Elements 5th Birthday CakeWar #7 Winner - Team AetherThe 2nd Avatar - Winner of the PvP EventWeekly Tournament WinnerWeekly Tournament WinnerSlice of Elements 4th Birthday Cake6th Trials - Master of EarthSlice of Elements 3rd Birthday CakeWinner of the Harry Potter PvP House CupChampionship League 1/2012 3rd PlaceWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 3/2011 2nd PlaceWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 1/2011 3rd PlaceBeginners League 3/2010 3rd Place
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234361#msg1234361
« Reply #34 on: June 01, 2016, 12:51:54 pm »
hearing about gambler... I don't mind the role at all, in fact I would like to have a couple more relics involved so why not this way, but all this discussion is pointless if we keep more roles then players and gambler doesn't get a major upgrade in a way or another.  So either A we remove another role or two or B we make the number of relics tempting enough to pass on a deck building advantage.  Otherwise, it will only stay unused like it was last war. 

Would I risk a weaker deck for 1 mere relic... never... for 5 hmmm  if I'm trailing behind or really confident about the result yeah sure.  Though you'd have to make it that you can't bet on going 0-3.

Offline Odii Odsen

  • Hero Member
  • *****
  • Posts: 1790
  • Country: de
  • Reputation Power: 0
  • Odii Odsen hides under a Cloak.
  • Mr. SoV
  • Awards: Weekly Tournament WinnerChampionship League 2/2016 2nd PlaceWeekly Tournament WinnerChampionship League 1/2016 1st PlaceVampire King of Devil's GateChampionship League 3/2015 2nd PlaceWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerWar #8 - Sportsmanship AwardWeekly Tournament WinnerChampionship League 2/2014 2nd place8th Trials - Master of DarknessChampionship League 1/2014 2nd PlaceWeekly Tournament WinnerWeekly Tournament WinnerChampionship League 3/2013 WinnerWeekly Tournament WinnerChampionship League 2/2013 3rd Place7th Trials - Master of DarknessChampionship League 1/2013 3rd placeChampionship League 3/2012 3rd PlaceWinner of Draft #3 - PvP EventWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 2/2012 WinnerBeginners League 1/2012 2nd PlaceBeginners League 2/2011 3rd Place
Re: War #10 - Planned Changes (Discussion) https://elementscommunity.org/forum/index.php?topic=61944.msg1234924#msg1234924
« Reply #35 on: June 06, 2016, 10:27:39 pm »
I didnt read the other posts yet and maybe I didn't read the OP carefully cause I am a bit drunk but this is my opinion:

Sideboards
Partly agreed.
I like that role and it were always a strong role in the pre-wars. I also support anything in-game that require skills. On the other hand you can counter opponent decks with only 1-2 cards like purify against death for example.
Maybe teams can decide before every round to use sideboards. If they decide to use them, other teams can also use sideboards against that team in this round. Not sure if this is a good idea. IMO sideboards is a good thing but should be limited in any way. For sure not for ALL decks.

Market Prices
Agree.
I think a market for card prices is a good thing but needs a balance. Last war with fire it was really hard to handle a good vault with those fire card prices. I would take 1. the prices from last war with a weight of 15-20 % and 2. the used cards from last war with shards and recalucuate the new prices with a weight of  75 - 80 %. For in-elements the prices should be cheaper like 25 - 50 %. I don't know. Didn't make the maths.

Increasing Discards
Agree. I like it.

5-player Teams
Agree.
I propose this for idk 2 or 3 wars? Smaller teams are better. Teams can also get new players in their teams for no costs after auction (player with no or not enough bids). Newbies would learn about war and teams could have something like a trainee who can help out.

Upgrade Allocations
Agreed. But to be honest I would like to see more ups one day in war.

Solder Boost Changes
Agree. Tinkerer really need a change. Good point with Mercenary. Gambler can get a better buff than that.
Question: Will there be more roles than players in a team from beginning?

Granting Relics
Agreed. I also would like to see EC where teams can win relics. More relics in war!
"It doesn't matter where you are.
It doesn't matter who you are.
It doesn't matter you are.
Odii will beat you regardless of chances." - RavingRabbid

 

blarg: Hyroen