Which rule?
last year total cap for ALL players was 6000
this year was 7500 for a single player
for balancing it even more, flexible team size + punishment if u can't buy enough players
I don't see any problems here?
there is no logic, u can't use the discount on sofree and sopa for no reason, u only save 90 for a full set of sofree, it's like if the discount before was based on %, then changed into the actual system
is a very small thing but show how everything is approximative and full of holes
The year before that the max was 2K which was way to low. 6K is still a bit low imo. Around 10K is decent.
Discard is around 24 cards mid war. Average vault card cost around 90. Since people dump their cheaper stuff lets say the average discard card costs 55 points.
Salvage is 6 a round. And average salvaged card cost is probably around 110.
This means the net difference between a win and a loss mid war is about 2000 points.
So if you have player X costing 1000 points and Deuce costing 5000 points. In order for Deuce to break even he needs to produce two more wins than player x would. A strong player will probably win you at least one win a round on average.
Then you have to take into account the number of losses you will have due to a less versatile vault ( which is different depending on the element ). Less important for elements like
and
and more important for elements like
and
. There's a reason why
has won even when they had the smallest vault.
Considering the huge vaults we have today I find a cap at around 10K to be decent.
Sofree and Sop are op, especially Sofree. I am all for restricting them. A deck cap would have been the best way imo. Restricting sofree to 3-4 a deck would make a big difference. I'm not really happy with only a market restriction, which pushes up the price of sofree extremely.
I still think
will do extremely well this war. Which proves my point. If they don't I may change my opinion.
The main problem is that the elements themselves are unbalanced which is super hard to fix. Putting up a perfectly balanced system that isn't to complex is probably impossible.
When determining success in war:
42.5% element
27.5% team
17.5% vault size
12.5% rng