Finally, out. Finally time to give overall feedback. May be subject to additions later in the thread.
Event cards
R1: Alright card. Feels weird to reward and punish basically RNG decks in the scouting round.
R2: Bad event card along side with the ability to control who gets what role. Fine event card if Sab was RNG'd like general.
R3: A good event card if elements were balanced. Sadly they aren't, thus this event card doesn't work.
R4: Fine event card.
R5: Fine event card (Maybe even a great event card, since it killed Strat and didn't substitute it).
R6: Holy shit how did you even think this was a good idea.
R8: Better for earlier rounds where you can actually make the most of this card for all teams.
Roles
General: No complaint.
Lt. : No complaint.
Strategist: Repeating myself from before war started. Still completely OP and forces stalls to be over 36 cards. Should have had at least some kind of negative, like if you lose you discard the maximum amount of cards you can swap between rounds. Even with this, still wouldn't want in war, though.
Berserker: Good. Essentially a second Lt. for cards.
Quartermaster: Alright. A better role than it looks at first.
Standard Bearer: A flat +/- cards role is boring but it is better to be boring than be like Strategist. Would rather have 4 standard bearers than 1 strategist.
Support: No need to beat a dead horse, but I'll do it anyway. No one likes support, no one thinks it is a significant part of war. Not to mention when your support members will inevitably be your members that aren't as active as your other members which leads to substitutions which ultimately makes support battle a chore instead of something you can actually gain from.
General rules
-Changing conversion to unlimited with a 50% or so forcing of non in element pillar/pend for suicides is a good change (forced limit is to allow teams that you suicide against have a chance to actually gain cards they can use).
-27 card rule absolutely sucks for elements with cards that beat the element (IE: Dims). Not being able to remove the last 3 cards in a 30 card deck is ultimately a large negative for any team that falls prey to cards like dim shields.
-I still don't see a problem with blind bidding, but this is ultimately preference.
-18/9 is a good amount for in/off vault startoffs.
-Marks definitely need to either be removed from war or have a rule that allows you to convert them to the elemental pillar they respond to.
-I didn't enjoy always having to possibly prepare for a round of gens+all strats/lts. Would be less of a problem with more vanilla roles that don't directly affect the match (Ex: SB/QM) there are in war.
-The killing of the Grandmaster vs war winner challenger battles? Boo.
-Matchup RNG is bad. Idk what a fair step between forcing WMs to do hat randoms and the RNG we currently have is.
-I agree with upping the amount of cards needed to stay in war.
-The fact that team life was given a leeway for reporting a deck wrong is absolutely silly.
-Please, for the love of god, instate a formal desync rule.
-Adding where the top team at the end of each round gains a relic isn't a bad idea.
Other notes
The WMs besides Jenkar seemed to be generally out of it this war. Large amounts of standings derp and the death of the betting system are two examples.
I liked the Scouting idea from last war.If we want relics again Pillager isn't that bad.
Application: Unupped cards lets Gens sniff out people who have 30 unupped cards.
3/21 edit (Post acsabii quote):
-I'd prefer lower amount of people per team. Helps alleviate inactives, cuts down the needed amount of people for war, less roles needed, less work all around. As of now I don't find the amount of work to correspond with the amount of fun i have.
3/24 edit
-R9 event card is fine, wish it didn't include support.
-I think the static build/playing time is good.