I'm far from the first to voice this opinion, but I really do not like how the War rules were modified this time around.
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Last War I was displeased because the Event lasted too long for my team. Now I am displeased because multiple early losses put your team at a great disadvantage and are easily capable of crushing the spirit of the team completely as that ability to recover for the Round(s) that follow is removed in a short amount of time.
So...I guess my remaining question is: Is it more important to have War last less amount of time or for it to be more balanced in each team's favor? And is there a way to find a balance between the two of these that works for (almost) everyone?
I agree with much of what you have said.
Minor point: You cannot balance something in everyone's favor. It is either balanced or it favors someone, but not both.
Larger point: The War has to end somehow. Cards have to be lost so that players, and eventually teams, get eliminated. This way will be faster, I hope, and possible too fast, but it will still end with a single winner and a bunch of losers. I favor a shorter War, but not too short--one that at least allows every player a few matches before exiting. Suicide decks in round 3 seems a bit early, but I cannot comment fully without knowing what other team decisions led to that event.
Take the previous War (#3) as an example: it had a runaway leader team with substantial vault-size advantage mid-war (or what ended up being mid-war) that ultimately failed to place in the top 2. They went 8-0 in the 7th round! If the War had been shorter via more punishment for early losses, the other teams may not have been able to recover.
As for tinkering with one rule change per War, this would be ideal but not practical I think. We don't have glacial amounts of time to get things just right through methodical trial-and-error--as it is, Wars last for months. The longer they go the more problems we have with absentee players, subbing, etc.
P.S. The "reinforcements" this war does something to negate the problem of UW having a totally unknown vault while everyone else has shown a good deal of theirs. It also allows teams to recover crucial cards that they will not otherwise see.