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Offline YoungSot

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg505990#msg505990
« Reply #108 on: May 30, 2012, 11:18:46 pm »
And while we're at it also change the way penalties work. No salvage or chosen discard are way too often no setback at all and sometimes even profitable for the team. Better possibilities would be random discard or negative modifier on upgrades for one round.

More random discards is a bad idea. It can be nothing, or it can end up completely crippling a team's strongest decks. The last thing War needs is another source of rng. Less upgrades is decent idea, though I don't really have a problem with how penalties work now.

Offline 10 men

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg505997#msg505997
« Reply #109 on: May 30, 2012, 11:42:41 pm »
More random discards is a bad idea. It can be nothing, or it can end up completely crippling a team's strongest decks.
Yeah random discard sounds really ugly, wouldn't want that to happen to your team right?
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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg505998#msg505998
« Reply #110 on: May 30, 2012, 11:53:16 pm »
More random discards is a bad idea. It can be nothing, or it can end up completely crippling a team's strongest decks.
Crippling to your team's strongest decks?? That never happens.... >.>

Offline Kakerlake

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg506621#msg506621
« Reply #111 on: June 01, 2012, 07:53:54 pm »
I really like how the support team works, so I'd like to see it somehow upgraded for the following wars.

 - Change the attack / defense deckbuilding rules.
Until round 4, the average chance to win an Attack is ~21%, so every fifth attack is a success. IMO, this is way too low. Attackers have it much harder to build an effective decks. 50% in element, and all used cards are banned means for certain elements that they can't build anything usefull. Just not using some useful cards so that the support team can use it fails as well, as one wants to build the best decks possible.
I'd suggest this change:
 - Attacker: All in element cards allowed. You must use 20%-50% cards (in a 30 cards deck: 6-15) from the element you are attacking (no other elments allowed). Each attacker from your team and each attacker from the defending team gives +1 upgrade.
When attacking, you have to be sneaky, camoflage yourself in the element of your opponent, so they won't see you coming until it's too late. This gives you the first strike advantage aka. upgraded cards. The more defenders there are, the vewer upgrades you can use, as its harder to find a weak spot.
 - Defender: All in element cards allowed. At least 50% in element. You may not use off element cards which were used by the team this round.
As defender, you can use pretty much all resources that weren't used by your team. As you don't know when and where or even if you're attacked, you won't have the luxury of going very well prepared into battle aka. no upgrades.

 - Give the support team more options
Granted, war is all about attacking and preventing to be attacked, but the support team is more than just stealing relics from others. They should be able to steal cards as well, create cards or relics, spy other vaults or act as a sacrifice to boost the team for one round. Support isn't just about stealing, except for :darkness maybe.
Well, what I really would like to see is this:
 - Crafting: Each support team member may craft any in element card each round. The crafted card is posted during the deckbuilding phase and added as an event card in the S/D/C phase. Alternatively, 3 supporters can craft together one relic, again it is added in the S/D/C phase for next round.
If nothing is posted, then the support team members were lazy, probably smoking a pipe and crafting nothing. As crafting is made during the day and attacking during the night (who needs sleep anyway?), this doesn't influence the attacking / defending.
 - Steal cards: Instead of attacking for relics (default), the support team should also be able to steal one card of choice.
If nothing is noted, relics will be stolen, if a card is chosen which the defending team doesn't have, well, bad luck: nothing is stolen.
 - Sacrifice: Remove one support team member permamently from the team. Your team gains +8 upgrades (random number is random) this round.
Using a whip and a never tired arm, you will let your support team member work 'till he dies.

also, add +1 support team member from the beginning.

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg507678#msg507678
« Reply #112 on: June 04, 2012, 06:34:33 pm »
Give each element a unique passive. For instance, salvage more or lose less after winning/losing. There are many different things yall could come up with.

Offline justaburd

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg507679#msg507679
« Reply #113 on: June 04, 2012, 06:37:07 pm »
Give each element a unique passive. For instance, salvage more or lose less after winning/losing. There are many different things yall could come up with.

Hmm I like that. Perhaps while you're at it, you can make actual relics that grant additional passives that teams can fight over?
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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg507701#msg507701
« Reply #114 on: June 04, 2012, 08:20:24 pm »
Give each element a unique passive. For instance, salvage more or lose less after winning/losing. There are many different things yall could come up with.

Don't like it. War is already unbalanced. Making 12 balanced effects would be nigh-impossible so that would make War even more random.
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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg508389#msg508389
« Reply #115 on: June 06, 2012, 06:08:30 pm »
I'd like if this was considered as an alternative to strategic subbing :
[20:06:11] bjessee: ‹@Jenkar› But can't you say up front that "if we win, we do not want salvage" basically letting someone sub for themselves?
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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg508400#msg508400
« Reply #116 on: June 06, 2012, 06:43:49 pm »
I'd like if this was considered as an alternative to strategic subbing :
[20:06:11] bjessee: ‹@Jenkar› But can't you say up front that "if we win, we do not want salvage" basically letting someone sub for themselves?
I've been against subbing penalty because strategic subbing.
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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg508410#msg508410
« Reply #117 on: June 06, 2012, 07:06:16 pm »
I'd like if this was considered as an alternative to strategic subbing :
[20:06:11] bjessee: ‹@Jenkar› But can't you say up front that "if we win, we do not want salvage" basically letting someone sub for themselves?
If a team PMs me before their match starts, they may elect not to salvage.  It's silly to actually require you to sub.

In an ideal world there'd be no strategic subbing at all but there's no way to eliminate it, at least under the current ruleset.  Still, I have a feeling someone this War will strategically sub and miss a bye as a result.  And people will point and laugh.

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg508414#msg508414
« Reply #118 on: June 06, 2012, 07:10:36 pm »
Give each element a unique passive. For instance, salvage more or lose less after winning/losing. There are many different things yall could come up with.

Don't like it. War is already unbalanced. Making 12 balanced effects would be nigh-impossible so that would make War even more random.
They could be assigned by element at the beginning, but then other people could be allowed to "steal/switch" the passives by winning support team battles, so rather than top teams getting swarmed with support team battles (as a fire support team member, it was quite annoying), the teams currently in possession of the "best" passives will be the ones with support team battles. And if multiple people attack, it goes to the team lowest on the standings.

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Re: War #5 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=37526.msg508644#msg508644
« Reply #119 on: June 07, 2012, 02:22:13 pm »
Currently, whether or not a team would want to strategically sub is based on how it can affect receiving a bye. Receiving a bye is based on the wins and losses of the other teams. So this means that whether or not a team would want to strategically sub is based on the wins and losses of the other teams. Essentially, teams are benefited if they wait as long as possible to play their match. Personally, I see this as a pretty serious problem. Any rule that rewards teams that procrastinate their matches while punishing teams that play their matches as soon as possible is a flawed rule in my opinion, and I would expect that others agree. Luckily, this problem can be fixed pretty easily.

Teams could simply be allowed to decline a salvage by sending a PM to the Warmasters before the deadline.

Problem solved.

Yes, I'm aware that there are small side effects, but I really don't think those hold larger significance than the main problem mentioned.

Somehow still around, somewhat

 

anything
blarg: