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Offline mrpaper

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151156#msg1151156
« Reply #240 on: August 15, 2014, 03:25:45 pm »
2 thoughts I had talking With Jen-I....
1) why limit the bid to 14 cards?  make it unlimited and make people go crazy if they wanna... it will avoid everyone to end up having the same value and will save many overtimes it is a simple way to solve problems from last auction.
2) Some teams are disavantaged because they rely on stalls instead of rushes.  The vaults should be adjusted accordingly.. for example, we could say every team have 200 cards + 3 legal decks that we're used by they're team in war #7.  There is no reason why a rush should be better then a stall, but as of now, it is because of the pressure it puts on the rest of the vault.  It would also make war less of a nova/rush deck which we've seen more then enough!
 

lastly.. something I haven't discuss with Jen, some teams never get  in element salvage because few people use life cards vs life for exemple.  There should be a way to help those teams  (for exemple, if you get 0 cards from you're element, you get to change a salvage for 6 in elements cards if you wanna, but you need to announce em).

Offline CCCombobreaker

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151206#msg1151206
« Reply #241 on: August 15, 2014, 06:01:14 pm »
Just throwing this out there, but in a previous Trials, part of Phase 1 was designing event cards.  I did not check if any are super awesome or not, but they are "free" ideas.
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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151233#msg1151233
« Reply #242 on: August 15, 2014, 07:33:08 pm »
2 thoughts I had talking With Jen-I....
1) why limit the bid to 14 cards?  make it unlimited and make people go crazy if they wanna... it will avoid everyone to end up having the same value and will save many overtimes it is a simple way to solve problems from last auction.
2) Some teams are disavantaged because they rely on stalls instead of rushes.  The vaults should be adjusted accordingly.. for example, we could say every team have 200 cards + 3 legal decks that we're used by they're team in war #7.  There is no reason why a rush should be better then a stall, but as of now, it is because of the pressure it puts on the rest of the vault.  It would also make war less of a nova/rush deck which we've seen more then enough!
 

lastly.. something I haven't discuss with Jen, some teams never get  in element salvage because few people use life cards vs life for exemple.  There should be a way to help those teams  (for exemple, if you get 0 cards from you're element, you get to change a salvage for 6 in elements cards if you wanna, but you need to announce em).
+1. All of these suggestions are great imo and should be considered, especially regarding the auction cost limit. Last time was hilarious, and I cannot see a huge downside with unlimited bidding.
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Offline Submachine

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151239#msg1151239
« Reply #243 on: August 15, 2014, 07:55:18 pm »
Dear new Warmasters!

Please make the new War Round 1 rules to avoid people losing interest if they lose in it. That's the worst thing that can ever happen, so if you could somehow minimalize  the possible penalties that any team can get in the early rounds to nearly 0, that would be great. Maybe make it that a team can only lose 3 cards in the first round, but the winner can use it to salvage any of those 3 cards twice.



2 thoughts I had talking With Jen-I....
1) why limit the bid to 14 cards?  make it unlimited and make people go crazy if they wanna... it will avoid everyone to end up having the same value and will save many overtimes it is a simple way to solve problems from last auction.
2) Some teams are disavantaged because they rely on stalls instead of rushes.  The vaults should be adjusted accordingly.. for example, we could say every team have 200 cards + 3 legal decks that we're used by they're team in war #7.  There is no reason why a rush should be better then a stall, but as of now, it is because of the pressure it puts on the rest of the vault.  It would also make war less of a nova/rush deck which we've seen more then enough!
 

lastly.. something I haven't discuss with Jen, some teams never get  in element salvage because few people use life cards vs life for exemple.  There should be a way to help those teams  (for exemple, if you get 0 cards from you're element, you get to change a salvage for 6 in elements cards if you wanna, but you need to announce em).
+1. All of these suggestions are great imo and should be considered, especially regarding the auction cost limit. Last time was hilarious, and I cannot see a huge downside with unlimited bidding.
I totally agree with paper and OA here. Especially about the vault of the least popular elements. Elements like Light and Life should be allowed to use un-salvageable in-element shards imo.
« Last Edit: August 15, 2014, 07:59:13 pm by Submachine »
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Offline ddevans96

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151241#msg1151241
« Reply #244 on: August 15, 2014, 07:59:47 pm »
Maybe make it that a team can only lose 3 cards in the first round, but the winner can use it to salvage any of those 3 cards twice.

The winner of a match can salvage any cards from the loser's deck, not just cards the loser discards, so this point doesn't make sense.

Other than this, yes, the cost of losing in Round 1 needs to, in some way, be very minimal, and then of course increase as the rounds go on.
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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151243#msg1151243
« Reply #245 on: August 15, 2014, 08:05:01 pm »
I am of the opinion that in War (and just about any format with partially upped decks), it would be feasible for players to include shards at the cost of using fewer upgrades (2-3 upgrades per shard).  This would prevent shards from dominating the meta altogether, and add an extra layer of decision making to the game.
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Offline Higurashi

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151251#msg1151251
« Reply #246 on: August 15, 2014, 08:29:54 pm »
An Event Card that lets you sacrifice upgrades for less discards could be cool for Round 1. Say 6 discards by default and -1 per forfeited upgrade.

And no, forfeiting more upgrades past 6 would not give you salvage :p
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Offline Submachine

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151254#msg1151254
« Reply #247 on: August 15, 2014, 08:45:19 pm »
An Event Card that lets you sacrifice upgrades for less discards could be cool for Round 1. Say 6 discards by default and -1 per forfeited upgrade.

And no, forfeiting more upgrades past 6 would not give you salvage :p
The first round protection should be passive and have an equal effect on all the teams, imo.
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Offline serprex

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151514#msg1151514
« Reply #248 on: August 16, 2014, 11:10:38 pm »
A note on stalls, after humming & hawing over them: they're strong in War because you have enough information about your opponent to pick efficient control. This strength has the trade off that they cost more vault space & have a lower upgrade percentage. There was not a shortage of sanctstalls last War

The mass of grabbows is the result of mixed bag salvage. Dealing with the lack of in element salvage is the better way to curb that
« Last Edit: August 16, 2014, 11:25:15 pm by serprex »

Offline mrpaper

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151533#msg1151533
« Reply #249 on: August 17, 2014, 12:40:34 am »
A note on stalls, after humming & hawing over them: they're strong in War because you have enough information about your opponent to pick efficient control. This strength has the trade off that they cost more vault space & have a lower upgrade percentage. There was not a shortage of sanctstalls last War There we're quite a few... but elements like earth and light are deeply disadvantage because they rely on it while most others not so much.  And for an ex leader of earth, I can tell you that deep in war a stall becomes a HEAVY handicap.  You might decide to do nothing about it cause you don't really have to, but it's the reality of things.

The mass of grabbows is the result of mixed bag salvage. Dealing with the lack of in element salvage is the better way to curb that
Totally agree here.

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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151583#msg1151583
« Reply #250 on: August 17, 2014, 05:46:09 am »
A note on stalls, after humming & hawing over them: they're strong in War because you have enough information about your opponent to pick efficient control. This strength has the trade off that they cost more vault space & have a lower upgrade percentage. There was not a shortage of sanctstalls last War

The mass of grabbows is the result of mixed bag salvage. Dealing with the lack of in element salvage is the better way to curb that
Stalls in stally elements are useless once all the opponents get their hands at fractals.

It would be better to salvage off-element cards that are actually useful. For example by converting useless off-element cards(be it either salvaged or already owned) to useful ones.
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Re: War #7 - Suggestions and Feedback https://elementscommunity.org/forum/index.php?topic=50864.msg1151593#msg1151593
« Reply #251 on: August 17, 2014, 09:42:57 am »
It would be better to salvage off-element cards that are actually useful. For example by converting useless off-element cards(be it either salvaged or already owned) to useful ones.

Maybe we could sacrifice salvaging cards from a defeated deck to create 1 or 2 in-element cards (with the same restrictions in quantitty as when building the starting vault).
If these created cards should be public or not is another question.
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