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Offline hainkarga

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1049848#msg1049848
« Reply #144 on: March 09, 2013, 08:32:04 pm »
Ehh the idea is to allow comebacks, so no. We don't want a War were the teams most successful in the first 3 rounds be the only ones that can win.

You are greatly exaggerating. What i suggest hardly does anything to prevent the main issue; which is the more you win the more punished you are by fielding 6 decks.

What i suggest is a mere attempt to balance the amount of ups a little bit, which is far from enough either. Suppose you finish all of the the first 6 rounds as leading team, you get 6 relics, which is barely balancing just a single match with a general just for a single round.

Why do we have to have so much handicap (upped cards) even tho we win more. ? Winning teams in tournements & leagues gain advantage and are matched up with weaker teams, hence with an advantage. Normally you get to start the next rounds of  races ahead if you win a lot.

You want to hear what really is fair ?

1- Each team fields EQUAL amount of decks each round.

Solves every issue. The only downside is longer war.
« Last Edit: March 09, 2013, 08:36:24 pm by hainkarga »
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Offline Annele

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1050165#msg1050165
« Reply #145 on: March 11, 2013, 06:38:28 am »
What if one of the roles was able to gain Relics from wins?

Pillager
If Pillager wins, pillage 1 relic from every other win this round.

Just like Salvage, pillage doesn't take away from your opponent. Different name because it sounds cool, and because it's taking relics instead of cards.



Just a suggestion so that the winning teams have ways to get relics, but other teams have the same opportunity if they manage their relics wisely. Support teams would probably not be needed with this ability in play, but everything's up to the War Masters.
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Offline Avenger

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1050167#msg1050167
« Reply #146 on: March 11, 2013, 07:25:26 am »
Or convert 2 salvage into stealing a relic.

Offline hainkarga

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1050189#msg1050189
« Reply #147 on: March 11, 2013, 10:05:57 am »
Tho i gotta admit, fielding loads of decks, combating enemies who banded up against your might, courageously headbutting mighty generals with your disadvantaged soldiers gives an exhilarating feeling.

Despair, so delicious... fear, so exhilarating...

Yet another 'Two steps from hell'
http://grooveshark.com/s/Invincible/51OtTS?src=5
« Last Edit: March 11, 2013, 10:08:11 am by hainkarga »
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Offline Helston

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1050191#msg1050191
« Reply #148 on: March 11, 2013, 10:59:41 am »
This pear, so delicious...

Fixed.

Also: Two Steps From Hell, not a bad choice.
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Offline Avenger

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1050387#msg1050387
« Reply #149 on: March 12, 2013, 06:58:29 am »
This pear, so delicious...

Fixed.

Also: Two Steps From Hell, not a bad choice.

Hain likes pear. You like Shakespeare.

Offline Acsabi44

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1051174#msg1051174
« Reply #150 on: March 15, 2013, 02:27:38 pm »
I wanted to make a huge feeedback post, but not before my team is eliminated. Now it is, so here we go:
(keep in mind that my team ended up in the second half among the teams, so take everything I say with a pinch of salt- Obviously we did something wrong, so apparently we failed to grasp the big picture, and thus I may be very wrong with some of my points)

1. Application:
- Less and less ppl apply, and I wonder why. War is not a newb-friendly event, and it is tedious work for the experienced player, hence they burn out after a while. I wonder  if this can be helped.
- Thanks to this, the signup period felt too long (even with some mayor holidays right in the middle of signups)
- I think the "unupped cards" table may be a bit redundant? If someone doesnt have it, they wont be picked anyways.

2. Auction:
- I didnt really like the blind auction, but I guess it is a necessary thing, and you have to be a general or WM to see the big picture?

3. Member roles
- General, Lt: I think finally the amount of upps feel just right.
- Strategist: OP. I say this despite the overall disappointing performance of the strategists this war. I think that was bc of the subpar strategist choices instead of the strategist being less OP.
- Berzerker: I honestly thought noone is gonna use this skill much, but there were a few uses. We, for example, used it a lot (and we ended up in the lower half among the teams, so berserker is not too useful after all?)
- QM: The idea was nice, but I dont think the role is powerful enough? (definitely not the same level as strategist). Also, inputting QM (and berzerker) choices into the vault tool was not too straightforward, could this be helped?
- Standard bearer: Before war I thought this is pretty powerful, but in reality It turned out weak (for us atleast). QM and SB saves a few cards at best, while the correct use of Strut can win games, hence salvaging 6 instead of discarding 27. Clearly not the same level.
- Support: Feels weak, the system is nice but the current usefulness of relics is just too low. Last war they were too powerful, so a compromise between the 2 methods would be nice.

Overall, I'd like to see the gen and Lt as the 2 most powerful roles. Now the strut is on par with the general, with lt coming second, and the rest are somewhere way below.

4. Vault building:
- 18/9 rule is pretty nice, again, after much trial and error in the previous wars, the numbers feel right. If anything, this makes aether a bit OP since no other team can field 2 dimshield decks without salvaging.

5. Rounds:
- Please, no EC that denies options (no roles EC, half convert EC ). Theres just no way that those kinds of ECs hurt each tam equally. I think this was my biggest problem with this war. (even tho they didnt really affect us, they are bad, bad design.)
- No EC round? You ran out, or what?
- ECs that affect oher rounds than the current one are bad design IMO. They are yet another burden to keep track of, and they basically mean "no EC for this round"
- I like that the pairings are with names now, but I dislike that roles only revealed after the deckbuilding phase ends. This adds another "randomness" factor to the already random "rock-paper-scissors" way of MUs. It would ge great to know the opponent's role and plan accordingly.
- 24 convert felt okay.

6. Matches:
- There needs to be a consensus and enforced desynch rule.
- The discard numbers feel a bit odd, but I liked the final 27 which means you can save 3 cards from every deck.
- best of 5 duels and 6 salvage felt fine as usual.
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Offline Anthraxx

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1051178#msg1051178
« Reply #151 on: March 15, 2013, 02:50:38 pm »
Ad relics - maybe relic granting +1 up for the whole team, but still 1 time use would be a good solution?
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Offline Odii Odsen

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1051546#msg1051546
« Reply #152 on: March 16, 2013, 09:05:23 pm »
Support: Giving other teams the wins, because "they are out" are pretty shitty.
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Offline hainkarga

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1051565#msg1051565
« Reply #153 on: March 16, 2013, 09:58:26 pm »
Support: Giving other teams the wins, because "they are out" are pretty shitty.

I agree. I'm pretty sure rulemakers didn't think of that before. The whole support idea should be removed or replaced with something fun and fair anyway.
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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1051579#msg1051579
« Reply #154 on: March 16, 2013, 10:44:51 pm »
Support: Giving other teams the wins, because "they are out" are pretty shitty.

I agree. I'm pretty sure rulemakers didn't think of that before. The whole support idea should be removed or replaced with something fun and fair anyway.
Any ideas, hain? It'd be a lot more helpful to provide a real recommendation rather than the standard "Everything sucks and I hate it."

This thread is full of feedback and light on suggestions thus far.

Offline Avenger

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Re: War #6 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=44980.msg1051598#msg1051598
« Reply #155 on: March 17, 2013, 12:14:38 am »
Support: Giving other teams the wins, because "they are out" are pretty shitty.

I agree. I'm pretty sure rulemakers didn't think of that before. The whole support idea should be removed or replaced with something fun and fair anyway.
Any ideas, hain? It'd be a lot more helpful to provide a real recommendation rather than the standard "Everything sucks and I hate it."

This thread is full of feedback and light on suggestions thus far.

If a team is out, then any support win against them is void :D
Errm, this might be unfair, but it would definitely block any "shitty" forfeit.

 

anything
blarg: