Another question: are we having nearly the same amount of suicides as last War?
Before you start counting. A lot more matches happened in war #2 and the teams are bigger. This means that you can get more suicides but a lower suicide rate. The latter is more important.
I guess no matter the ratio, the reason why suicides are done is quite different this war for a number of reasons.
Reasons for making a suicide deck:
War #1 | War #2 |
Having a wrong pillar/other in-element card ratio. Instead of making 5 imbalanced decks, it was better to make 4 balanced ones, and one with 15 pillars of your element/15 non-pillar cards of your element, and 15 other cards that were the least useful to your team.
Not having a good counter against one of the teams, so it was better to strengthen the other decks and forfeit that one battle.
Having stall decks in the vault and being forced to play 30 card decks. (yes, it happened in war #2 with , but it could happen the same in war #1, the new rules didn't change this aspect)
| Having <50% in-element cards, so you are forced by rules to play illegal decks. -Can be caused by salvaging (salvaging is often more harmful than good) -Can be caused by poor discarding. (wasn't a problem in war #1 when you had to discard 30 cards from the very beginning) -Can be caused by poor vault building. (Vault building was easier in war #1, since it was possible to calculate the approximate number of pillars needed (roughly 40% of vault's size). Rules of war #2 on the other hand mean that depending on how good your team is doing, you might need less or more pillars (if you keep winning, you have a number of rounds to convert eg. salvaged cards into pillars as you need them, if you lose a lot, you can't convert enough.)
All of the reasons from war #1 are still valid, although the first one can be partially fixed through conversions (only if you have too few pillars, conversion can't help with too few non-pillar cards).
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Conclusions:
In war #1 suicides were either caused by poor vault building, or were a strategic decision when vault was already limited. After a number of suicides, the ratio of in-element cards was generally fixed, so no more suicides were needed.
In war #2 they depend more on team's discarding and converting choices, although vault building is still important. Salvaging cards can be a bad thing. Generally, in early rounds the ratio of in-element cards to off-element cards is higher, and is lowering with each passing round, this is being fixed through conversions, but then it causes the pillar/non-pillar ratio to become broken. The later the round, the more broken one of the ratios is (or even both, if your team faces an unlucky streak of losses). Generally, after a number of suicides some of these problems are fixed (eg. stall decks problem, poor vault design problem), but still the changing ratios problem will last as long as the team is salvaging cards. Some problems exist only in early rounds (before 30 card discarding), so these won't cause suicides afterwards.
Final conclusion:
As much as I like the majority of the new rules, I have to say they did very little to stop suicide decks, and in fact added a lot of reasons to make them. If the ratio of suicide decks is lower in war #2, it's mostly caused by the fact that teams already had experience from the previous war, so vault building was better.