Is an "imbalance" due to more experienced players really all that much of a problem?
14-0
How's doing again?
Exactly ... Rasta, Jmizz and Perv don't exactly have reputation for being total newbies here.
If anything, Earth is doing so well because:
Earth is doing well in any tourney-design that limits decks/vaults along the lines of elemental composition. I couldn't find any link to view the initial vaults (or any vault for that matter) but I suppose team earth set up something like 18 grabs, 18 shriekers, 18 golems, 12 antlions (upped), 18 earthquakes, 18 Pulverizers, 6 destroyers, 6 rewinds ... ??
- The well proven "total smack down" - strategy that plays towards the few most efficient pvp-decks known to elements-players.
From what I understand, you can re-use the cards deployed in battle as long as you don't lose a battle ... so where does that take a strategy that opts towards playing every battle with a 80% win-rate-shrieker-rush and simply keeping and reusing those cards throughout the whole war?
The problem here is not at all that certain teams have players with a 150k+ score or a 400+ post-count. (Even if that were really the case, shouldn't the masters be smart enough to do all in their power to recruit those "invincible heroes" for the next war and thus bring balance to the forces?)
The real problem is, once again, elemental imbalance as such.
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Suggestions:
- Decrease the impact of elementally oriented composition:-> Limiting the vault composition further will increase the risk of focusing on specialized decks like a 18/6/6 shrieker rush. One unlucky battle and the shrieker-reserve is down to nothing ...
* max. 12 copies of each card of "your element" (6 cards for "other elements")
* max. (and min.?) 50% vault composition of "your element" (and not just min. 50%)
- Introduce a "wear-off" effect:-> Even a hardy shrieker should get tired of having to fight every battle all the time while the rest of the army stands by idly.
* make it e.g. something like "the same cards/decks may only be used every other game"
* or: "after being used 5 times a specific card `wears off´and has to be taken out of the vault"
- Strengthen an alliance-system (is there anything like his yet?)
-> Top-teams will face a rougher opposition during the war as weaker elements combine their forces in their struggle for survival.
* Elemental armies may trade a certain number of cards for certain battles as a result of an allied negotiation
* Elemental armies may send reinforcements to another army to fight (and win) a certain battle
- Strengthen upped cards/ upped players-> Certain elements only start to shine when being allowed to use upped cards. A shrieker rush/ destroyer-rush works perfectly unupped, an entropy mutation deck or a water-deck doesn't.
* Erase (or decrease) the difference between unupped and upped cards.
* A strong player brings 500 upped cards to his team? -> upped he will play!
- Allow shards-> E.g. a water-stall works best when beefed up with a couple SoGs. (Ask the master
) A shrieker-/ destroyer-rush would only suffer from it.